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/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  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. private _alignTangentsWithPath;
  4784. private readonly _pointAtData;
  4785. /**
  4786. * new Path3D(path, normal, raw)
  4787. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4788. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4789. * @param path an array of Vector3, the curve axis of the Path3D
  4790. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4791. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4792. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4793. */
  4794. constructor(
  4795. /**
  4796. * an array of Vector3, the curve axis of the Path3D
  4797. */
  4798. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4799. /**
  4800. * Returns the Path3D array of successive Vector3 designing its curve.
  4801. * @returns the Path3D array of successive Vector3 designing its curve.
  4802. */
  4803. getCurve(): Vector3[];
  4804. /**
  4805. * Returns the Path3D array of successive Vector3 designing its curve.
  4806. * @returns the Path3D array of successive Vector3 designing its curve.
  4807. */
  4808. getPoints(): Vector3[];
  4809. /**
  4810. * @returns the computed length (float) of the path.
  4811. */
  4812. length(): number;
  4813. /**
  4814. * Returns an array populated with tangent vectors on each Path3D curve point.
  4815. * @returns an array populated with tangent vectors on each Path3D curve point.
  4816. */
  4817. getTangents(): Vector3[];
  4818. /**
  4819. * Returns an array populated with normal vectors on each Path3D curve point.
  4820. * @returns an array populated with normal vectors on each Path3D curve point.
  4821. */
  4822. getNormals(): Vector3[];
  4823. /**
  4824. * Returns an array populated with binormal vectors on each Path3D curve point.
  4825. * @returns an array populated with binormal vectors on each Path3D curve point.
  4826. */
  4827. getBinormals(): Vector3[];
  4828. /**
  4829. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4830. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4831. */
  4832. getDistances(): number[];
  4833. /**
  4834. * Returns an interpolated point along this path
  4835. * @param position the position of the point along this path, from 0.0 to 1.0
  4836. * @returns a new Vector3 as the point
  4837. */
  4838. getPointAt(position: number): Vector3;
  4839. /**
  4840. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4841. * @param position the position of the point along this path, from 0.0 to 1.0
  4842. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4843. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4844. */
  4845. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4846. /**
  4847. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4848. * @param position the position of the point along this path, from 0.0 to 1.0
  4849. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4850. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4851. */
  4852. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4853. /**
  4854. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4855. * @param position the position of the point along this path, from 0.0 to 1.0
  4856. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4857. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4858. */
  4859. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4860. /**
  4861. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4862. * @param position the position of the point along this path, from 0.0 to 1.0
  4863. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4864. */
  4865. getDistanceAt(position: number): number;
  4866. /**
  4867. * Returns the array index of the previous point of an interpolated point along this path
  4868. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4869. * @returns the array index
  4870. */
  4871. getPreviousPointIndexAt(position: number): number;
  4872. /**
  4873. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4874. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4875. * @returns the sub position
  4876. */
  4877. getSubPositionAt(position: number): number;
  4878. /**
  4879. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4880. * @param target the vector of which to get the closest position to
  4881. * @returns the position of the closest virtual point on this path to the target vector
  4882. */
  4883. getClosestPositionTo(target: Vector3): number;
  4884. /**
  4885. * Returns a sub path (slice) of this path
  4886. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4887. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4888. * @returns a sub path (slice) of this path
  4889. */
  4890. slice(start?: number, end?: number): Path3D;
  4891. /**
  4892. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4893. * @param path path which all values are copied into the curves points
  4894. * @param firstNormal which should be projected onto the curve
  4895. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4896. * @returns the same object updated.
  4897. */
  4898. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4899. private _compute;
  4900. private _getFirstNonNullVector;
  4901. private _getLastNonNullVector;
  4902. private _normalVector;
  4903. /**
  4904. * Updates the point at data for an interpolated point along this curve
  4905. * @param position the position of the point along this curve, from 0.0 to 1.0
  4906. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4907. * @returns the (updated) point at data
  4908. */
  4909. private _updatePointAtData;
  4910. /**
  4911. * Updates the point at data from the specified parameters
  4912. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4913. * @param point the interpolated point
  4914. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4915. */
  4916. private _setPointAtData;
  4917. /**
  4918. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4919. */
  4920. private _updateInterpolationMatrix;
  4921. }
  4922. /**
  4923. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4924. * A Curve3 is designed from a series of successive Vector3.
  4925. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4926. */
  4927. export class Curve3 {
  4928. private _points;
  4929. private _length;
  4930. /**
  4931. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4932. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4933. * @param v1 (Vector3) the control point
  4934. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4935. * @param nbPoints (integer) the wanted number of points in the curve
  4936. * @returns the created Curve3
  4937. */
  4938. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4939. /**
  4940. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4941. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4942. * @param v1 (Vector3) the first control point
  4943. * @param v2 (Vector3) the second control point
  4944. * @param v3 (Vector3) the end point of the Cubic Bezier
  4945. * @param nbPoints (integer) the wanted number of points in the curve
  4946. * @returns the created Curve3
  4947. */
  4948. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4949. /**
  4950. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4951. * @param p1 (Vector3) the origin point of the Hermite Spline
  4952. * @param t1 (Vector3) the tangent vector at the origin point
  4953. * @param p2 (Vector3) the end point of the Hermite Spline
  4954. * @param t2 (Vector3) the tangent vector at the end point
  4955. * @param nbPoints (integer) the wanted number of points in the curve
  4956. * @returns the created Curve3
  4957. */
  4958. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4959. /**
  4960. * Returns a Curve3 object along a CatmullRom Spline curve :
  4961. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4962. * @param nbPoints (integer) the wanted number of points between each curve control points
  4963. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4964. * @returns the created Curve3
  4965. */
  4966. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4967. /**
  4968. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4969. * A Curve3 is designed from a series of successive Vector3.
  4970. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4971. * @param points points which make up the curve
  4972. */
  4973. constructor(points: Vector3[]);
  4974. /**
  4975. * @returns the Curve3 stored array of successive Vector3
  4976. */
  4977. getPoints(): Vector3[];
  4978. /**
  4979. * @returns the computed length (float) of the curve.
  4980. */
  4981. length(): number;
  4982. /**
  4983. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4984. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4985. * curveA and curveB keep unchanged.
  4986. * @param curve the curve to continue from this curve
  4987. * @returns the newly constructed curve
  4988. */
  4989. continue(curve: DeepImmutable<Curve3>): Curve3;
  4990. private _computeLength;
  4991. }
  4992. }
  4993. declare module "babylonjs/Animations/easing" {
  4994. /**
  4995. * This represents the main contract an easing function should follow.
  4996. * Easing functions are used throughout the animation system.
  4997. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4998. */
  4999. export interface IEasingFunction {
  5000. /**
  5001. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5002. * of the easing function.
  5003. * The link below provides some of the most common examples of easing functions.
  5004. * @see https://easings.net/
  5005. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5006. * @returns the corresponding value on the curve defined by the easing function
  5007. */
  5008. ease(gradient: number): number;
  5009. }
  5010. /**
  5011. * Base class used for every default easing function.
  5012. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5013. */
  5014. export class EasingFunction implements IEasingFunction {
  5015. /**
  5016. * Interpolation follows the mathematical formula associated with the easing function.
  5017. */
  5018. static readonly EASINGMODE_EASEIN: number;
  5019. /**
  5020. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5021. */
  5022. static readonly EASINGMODE_EASEOUT: number;
  5023. /**
  5024. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5025. */
  5026. static readonly EASINGMODE_EASEINOUT: number;
  5027. private _easingMode;
  5028. /**
  5029. * Sets the easing mode of the current function.
  5030. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5031. */
  5032. setEasingMode(easingMode: number): void;
  5033. /**
  5034. * Gets the current easing mode.
  5035. * @returns the easing mode
  5036. */
  5037. getEasingMode(): number;
  5038. /**
  5039. * @hidden
  5040. */
  5041. easeInCore(gradient: number): number;
  5042. /**
  5043. * Given an input gradient between 0 and 1, this returns the corresponding value
  5044. * of the easing function.
  5045. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5046. * @returns the corresponding value on the curve defined by the easing function
  5047. */
  5048. ease(gradient: number): number;
  5049. }
  5050. /**
  5051. * Easing function with a circle shape (see link below).
  5052. * @see https://easings.net/#easeInCirc
  5053. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5054. */
  5055. export class CircleEase extends EasingFunction implements IEasingFunction {
  5056. /** @hidden */
  5057. easeInCore(gradient: number): number;
  5058. }
  5059. /**
  5060. * Easing function with a ease back shape (see link below).
  5061. * @see https://easings.net/#easeInBack
  5062. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5063. */
  5064. export class BackEase extends EasingFunction implements IEasingFunction {
  5065. /** Defines the amplitude of the function */
  5066. amplitude: number;
  5067. /**
  5068. * Instantiates a back ease easing
  5069. * @see https://easings.net/#easeInBack
  5070. * @param amplitude Defines the amplitude of the function
  5071. */
  5072. constructor(
  5073. /** Defines the amplitude of the function */
  5074. amplitude?: number);
  5075. /** @hidden */
  5076. easeInCore(gradient: number): number;
  5077. }
  5078. /**
  5079. * Easing function with a bouncing shape (see link below).
  5080. * @see https://easings.net/#easeInBounce
  5081. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5082. */
  5083. export class BounceEase extends EasingFunction implements IEasingFunction {
  5084. /** Defines the number of bounces */
  5085. bounces: number;
  5086. /** Defines the amplitude of the bounce */
  5087. bounciness: number;
  5088. /**
  5089. * Instantiates a bounce easing
  5090. * @see https://easings.net/#easeInBounce
  5091. * @param bounces Defines the number of bounces
  5092. * @param bounciness Defines the amplitude of the bounce
  5093. */
  5094. constructor(
  5095. /** Defines the number of bounces */
  5096. bounces?: number,
  5097. /** Defines the amplitude of the bounce */
  5098. bounciness?: number);
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 3 shape (see link below).
  5104. * @see https://easings.net/#easeInCubic
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class CubicEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with an elastic shape (see link below).
  5113. * @see https://easings.net/#easeInElastic
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5117. /** Defines the number of oscillations*/
  5118. oscillations: number;
  5119. /** Defines the amplitude of the oscillations*/
  5120. springiness: number;
  5121. /**
  5122. * Instantiates an elastic easing function
  5123. * @see https://easings.net/#easeInElastic
  5124. * @param oscillations Defines the number of oscillations
  5125. * @param springiness Defines the amplitude of the oscillations
  5126. */
  5127. constructor(
  5128. /** Defines the number of oscillations*/
  5129. oscillations?: number,
  5130. /** Defines the amplitude of the oscillations*/
  5131. springiness?: number);
  5132. /** @hidden */
  5133. easeInCore(gradient: number): number;
  5134. }
  5135. /**
  5136. * Easing function with an exponential shape (see link below).
  5137. * @see https://easings.net/#easeInExpo
  5138. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5139. */
  5140. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5141. /** Defines the exponent of the function */
  5142. exponent: number;
  5143. /**
  5144. * Instantiates an exponential easing function
  5145. * @see https://easings.net/#easeInExpo
  5146. * @param exponent Defines the exponent of the function
  5147. */
  5148. constructor(
  5149. /** Defines the exponent of the function */
  5150. exponent?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. /**
  5155. * Easing function with a power shape (see link below).
  5156. * @see https://easings.net/#easeInQuad
  5157. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5158. */
  5159. export class PowerEase extends EasingFunction implements IEasingFunction {
  5160. /** Defines the power of the function */
  5161. power: number;
  5162. /**
  5163. * Instantiates an power base easing function
  5164. * @see https://easings.net/#easeInQuad
  5165. * @param power Defines the power of the function
  5166. */
  5167. constructor(
  5168. /** Defines the power of the function */
  5169. power?: number);
  5170. /** @hidden */
  5171. easeInCore(gradient: number): number;
  5172. }
  5173. /**
  5174. * Easing function with a power of 2 shape (see link below).
  5175. * @see https://easings.net/#easeInQuad
  5176. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5177. */
  5178. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5179. /** @hidden */
  5180. easeInCore(gradient: number): number;
  5181. }
  5182. /**
  5183. * Easing function with a power of 4 shape (see link below).
  5184. * @see https://easings.net/#easeInQuart
  5185. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5186. */
  5187. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5188. /** @hidden */
  5189. easeInCore(gradient: number): number;
  5190. }
  5191. /**
  5192. * Easing function with a power of 5 shape (see link below).
  5193. * @see https://easings.net/#easeInQuint
  5194. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5195. */
  5196. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5197. /** @hidden */
  5198. easeInCore(gradient: number): number;
  5199. }
  5200. /**
  5201. * Easing function with a sin shape (see link below).
  5202. * @see https://easings.net/#easeInSine
  5203. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5204. */
  5205. export class SineEase extends EasingFunction implements IEasingFunction {
  5206. /** @hidden */
  5207. easeInCore(gradient: number): number;
  5208. }
  5209. /**
  5210. * Easing function with a bezier shape (see link below).
  5211. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5212. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5213. */
  5214. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5215. /** Defines the x component of the start tangent in the bezier curve */
  5216. x1: number;
  5217. /** Defines the y component of the start tangent in the bezier curve */
  5218. y1: number;
  5219. /** Defines the x component of the end tangent in the bezier curve */
  5220. x2: number;
  5221. /** Defines the y component of the end tangent in the bezier curve */
  5222. y2: number;
  5223. /**
  5224. * Instantiates a bezier function
  5225. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5226. * @param x1 Defines the x component of the start tangent in the bezier curve
  5227. * @param y1 Defines the y component of the start tangent in the bezier curve
  5228. * @param x2 Defines the x component of the end tangent in the bezier curve
  5229. * @param y2 Defines the y component of the end tangent in the bezier curve
  5230. */
  5231. constructor(
  5232. /** Defines the x component of the start tangent in the bezier curve */
  5233. x1?: number,
  5234. /** Defines the y component of the start tangent in the bezier curve */
  5235. y1?: number,
  5236. /** Defines the x component of the end tangent in the bezier curve */
  5237. x2?: number,
  5238. /** Defines the y component of the end tangent in the bezier curve */
  5239. y2?: number);
  5240. /** @hidden */
  5241. easeInCore(gradient: number): number;
  5242. }
  5243. }
  5244. declare module "babylonjs/Maths/math.color" {
  5245. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5246. /**
  5247. * Class used to hold a RBG color
  5248. */
  5249. export class Color3 {
  5250. /**
  5251. * Defines the red component (between 0 and 1, default is 0)
  5252. */
  5253. r: number;
  5254. /**
  5255. * Defines the green component (between 0 and 1, default is 0)
  5256. */
  5257. g: number;
  5258. /**
  5259. * Defines the blue component (between 0 and 1, default is 0)
  5260. */
  5261. b: number;
  5262. /**
  5263. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5264. * @param r defines the red component (between 0 and 1, default is 0)
  5265. * @param g defines the green component (between 0 and 1, default is 0)
  5266. * @param b defines the blue component (between 0 and 1, default is 0)
  5267. */
  5268. constructor(
  5269. /**
  5270. * Defines the red component (between 0 and 1, default is 0)
  5271. */
  5272. r?: number,
  5273. /**
  5274. * Defines the green component (between 0 and 1, default is 0)
  5275. */
  5276. g?: number,
  5277. /**
  5278. * Defines the blue component (between 0 and 1, default is 0)
  5279. */
  5280. b?: number);
  5281. /**
  5282. * Creates a string with the Color3 current values
  5283. * @returns the string representation of the Color3 object
  5284. */
  5285. toString(): string;
  5286. /**
  5287. * Returns the string "Color3"
  5288. * @returns "Color3"
  5289. */
  5290. getClassName(): string;
  5291. /**
  5292. * Compute the Color3 hash code
  5293. * @returns an unique number that can be used to hash Color3 objects
  5294. */
  5295. getHashCode(): number;
  5296. /**
  5297. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5298. * @param array defines the array where to store the r,g,b components
  5299. * @param index defines an optional index in the target array to define where to start storing values
  5300. * @returns the current Color3 object
  5301. */
  5302. toArray(array: FloatArray, index?: number): Color3;
  5303. /**
  5304. * Returns a new Color4 object from the current Color3 and the given alpha
  5305. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5306. * @returns a new Color4 object
  5307. */
  5308. toColor4(alpha?: number): Color4;
  5309. /**
  5310. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5311. * @returns the new array
  5312. */
  5313. asArray(): number[];
  5314. /**
  5315. * Returns the luminance value
  5316. * @returns a float value
  5317. */
  5318. toLuminance(): number;
  5319. /**
  5320. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5321. * @param otherColor defines the second operand
  5322. * @returns the new Color3 object
  5323. */
  5324. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5325. /**
  5326. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5327. * @param otherColor defines the second operand
  5328. * @param result defines the Color3 object where to store the result
  5329. * @returns the current Color3
  5330. */
  5331. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5332. /**
  5333. * Determines equality between Color3 objects
  5334. * @param otherColor defines the second operand
  5335. * @returns true if the rgb values are equal to the given ones
  5336. */
  5337. equals(otherColor: DeepImmutable<Color3>): boolean;
  5338. /**
  5339. * Determines equality between the current Color3 object and a set of r,b,g values
  5340. * @param r defines the red component to check
  5341. * @param g defines the green component to check
  5342. * @param b defines the blue component to check
  5343. * @returns true if the rgb values are equal to the given ones
  5344. */
  5345. equalsFloats(r: number, g: number, b: number): boolean;
  5346. /**
  5347. * Multiplies in place each rgb value by scale
  5348. * @param scale defines the scaling factor
  5349. * @returns the updated Color3
  5350. */
  5351. scale(scale: number): Color3;
  5352. /**
  5353. * Multiplies the rgb values by scale and stores the result into "result"
  5354. * @param scale defines the scaling factor
  5355. * @param result defines the Color3 object where to store the result
  5356. * @returns the unmodified current Color3
  5357. */
  5358. scaleToRef(scale: number, result: Color3): Color3;
  5359. /**
  5360. * Scale the current Color3 values by a factor and add the result to a given Color3
  5361. * @param scale defines the scale factor
  5362. * @param result defines color to store the result into
  5363. * @returns the unmodified current Color3
  5364. */
  5365. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5366. /**
  5367. * Clamps the rgb values by the min and max values and stores the result into "result"
  5368. * @param min defines minimum clamping value (default is 0)
  5369. * @param max defines maximum clamping value (default is 1)
  5370. * @param result defines color to store the result into
  5371. * @returns the original Color3
  5372. */
  5373. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5374. /**
  5375. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5376. * @param otherColor defines the second operand
  5377. * @returns the new Color3
  5378. */
  5379. add(otherColor: DeepImmutable<Color3>): Color3;
  5380. /**
  5381. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5382. * @param otherColor defines the second operand
  5383. * @param result defines Color3 object to store the result into
  5384. * @returns the unmodified current Color3
  5385. */
  5386. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5387. /**
  5388. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5389. * @param otherColor defines the second operand
  5390. * @returns the new Color3
  5391. */
  5392. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5393. /**
  5394. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5395. * @param otherColor defines the second operand
  5396. * @param result defines Color3 object to store the result into
  5397. * @returns the unmodified current Color3
  5398. */
  5399. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5400. /**
  5401. * Copy the current object
  5402. * @returns a new Color3 copied the current one
  5403. */
  5404. clone(): Color3;
  5405. /**
  5406. * Copies the rgb values from the source in the current Color3
  5407. * @param source defines the source Color3 object
  5408. * @returns the updated Color3 object
  5409. */
  5410. copyFrom(source: DeepImmutable<Color3>): Color3;
  5411. /**
  5412. * Updates the Color3 rgb values from the given floats
  5413. * @param r defines the red component to read from
  5414. * @param g defines the green component to read from
  5415. * @param b defines the blue component to read from
  5416. * @returns the current Color3 object
  5417. */
  5418. copyFromFloats(r: number, g: number, b: number): Color3;
  5419. /**
  5420. * Updates the Color3 rgb values from the given floats
  5421. * @param r defines the red component to read from
  5422. * @param g defines the green component to read from
  5423. * @param b defines the blue component to read from
  5424. * @returns the current Color3 object
  5425. */
  5426. set(r: number, g: number, b: number): Color3;
  5427. /**
  5428. * Compute the Color3 hexadecimal code as a string
  5429. * @returns a string containing the hexadecimal representation of the Color3 object
  5430. */
  5431. toHexString(): string;
  5432. /**
  5433. * Computes a new Color3 converted from the current one to linear space
  5434. * @returns a new Color3 object
  5435. */
  5436. toLinearSpace(): Color3;
  5437. /**
  5438. * Converts current color in rgb space to HSV values
  5439. * @returns a new color3 representing the HSV values
  5440. */
  5441. toHSV(): Color3;
  5442. /**
  5443. * Converts current color in rgb space to HSV values
  5444. * @param result defines the Color3 where to store the HSV values
  5445. */
  5446. toHSVToRef(result: Color3): void;
  5447. /**
  5448. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5449. * @param convertedColor defines the Color3 object where to store the linear space version
  5450. * @returns the unmodified Color3
  5451. */
  5452. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5453. /**
  5454. * Computes a new Color3 converted from the current one to gamma space
  5455. * @returns a new Color3 object
  5456. */
  5457. toGammaSpace(): Color3;
  5458. /**
  5459. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5460. * @param convertedColor defines the Color3 object where to store the gamma space version
  5461. * @returns the unmodified Color3
  5462. */
  5463. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5464. private static _BlackReadOnly;
  5465. /**
  5466. * Convert Hue, saturation and value to a Color3 (RGB)
  5467. * @param hue defines the hue
  5468. * @param saturation defines the saturation
  5469. * @param value defines the value
  5470. * @param result defines the Color3 where to store the RGB values
  5471. */
  5472. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5473. /**
  5474. * Creates a new Color3 from the string containing valid hexadecimal values
  5475. * @param hex defines a string containing valid hexadecimal values
  5476. * @returns a new Color3 object
  5477. */
  5478. static FromHexString(hex: string): Color3;
  5479. /**
  5480. * Creates a new Color3 from the starting index of the given array
  5481. * @param array defines the source array
  5482. * @param offset defines an offset in the source array
  5483. * @returns a new Color3 object
  5484. */
  5485. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5486. /**
  5487. * Creates a new Color3 from integer values (< 256)
  5488. * @param r defines the red component to read from (value between 0 and 255)
  5489. * @param g defines the green component to read from (value between 0 and 255)
  5490. * @param b defines the blue component to read from (value between 0 and 255)
  5491. * @returns a new Color3 object
  5492. */
  5493. static FromInts(r: number, g: number, b: number): Color3;
  5494. /**
  5495. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5496. * @param start defines the start Color3 value
  5497. * @param end defines the end Color3 value
  5498. * @param amount defines the gradient value between start and end
  5499. * @returns a new Color3 object
  5500. */
  5501. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5502. /**
  5503. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5504. * @param left defines the start value
  5505. * @param right defines the end value
  5506. * @param amount defines the gradient factor
  5507. * @param result defines the Color3 object where to store the result
  5508. */
  5509. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5510. /**
  5511. * Returns a Color3 value containing a red color
  5512. * @returns a new Color3 object
  5513. */
  5514. static Red(): Color3;
  5515. /**
  5516. * Returns a Color3 value containing a green color
  5517. * @returns a new Color3 object
  5518. */
  5519. static Green(): Color3;
  5520. /**
  5521. * Returns a Color3 value containing a blue color
  5522. * @returns a new Color3 object
  5523. */
  5524. static Blue(): Color3;
  5525. /**
  5526. * Returns a Color3 value containing a black color
  5527. * @returns a new Color3 object
  5528. */
  5529. static Black(): Color3;
  5530. /**
  5531. * Gets a Color3 value containing a black color that must not be updated
  5532. */
  5533. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5534. /**
  5535. * Returns a Color3 value containing a white color
  5536. * @returns a new Color3 object
  5537. */
  5538. static White(): Color3;
  5539. /**
  5540. * Returns a Color3 value containing a purple color
  5541. * @returns a new Color3 object
  5542. */
  5543. static Purple(): Color3;
  5544. /**
  5545. * Returns a Color3 value containing a magenta color
  5546. * @returns a new Color3 object
  5547. */
  5548. static Magenta(): Color3;
  5549. /**
  5550. * Returns a Color3 value containing a yellow color
  5551. * @returns a new Color3 object
  5552. */
  5553. static Yellow(): Color3;
  5554. /**
  5555. * Returns a Color3 value containing a gray color
  5556. * @returns a new Color3 object
  5557. */
  5558. static Gray(): Color3;
  5559. /**
  5560. * Returns a Color3 value containing a teal color
  5561. * @returns a new Color3 object
  5562. */
  5563. static Teal(): Color3;
  5564. /**
  5565. * Returns a Color3 value containing a random color
  5566. * @returns a new Color3 object
  5567. */
  5568. static Random(): Color3;
  5569. }
  5570. /**
  5571. * Class used to hold a RBGA color
  5572. */
  5573. export class Color4 {
  5574. /**
  5575. * Defines the red component (between 0 and 1, default is 0)
  5576. */
  5577. r: number;
  5578. /**
  5579. * Defines the green component (between 0 and 1, default is 0)
  5580. */
  5581. g: number;
  5582. /**
  5583. * Defines the blue component (between 0 and 1, default is 0)
  5584. */
  5585. b: number;
  5586. /**
  5587. * Defines the alpha component (between 0 and 1, default is 1)
  5588. */
  5589. a: number;
  5590. /**
  5591. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5592. * @param r defines the red component (between 0 and 1, default is 0)
  5593. * @param g defines the green component (between 0 and 1, default is 0)
  5594. * @param b defines the blue component (between 0 and 1, default is 0)
  5595. * @param a defines the alpha component (between 0 and 1, default is 1)
  5596. */
  5597. constructor(
  5598. /**
  5599. * Defines the red component (between 0 and 1, default is 0)
  5600. */
  5601. r?: number,
  5602. /**
  5603. * Defines the green component (between 0 and 1, default is 0)
  5604. */
  5605. g?: number,
  5606. /**
  5607. * Defines the blue component (between 0 and 1, default is 0)
  5608. */
  5609. b?: number,
  5610. /**
  5611. * Defines the alpha component (between 0 and 1, default is 1)
  5612. */
  5613. a?: number);
  5614. /**
  5615. * Adds in place the given Color4 values to the current Color4 object
  5616. * @param right defines the second operand
  5617. * @returns the current updated Color4 object
  5618. */
  5619. addInPlace(right: DeepImmutable<Color4>): Color4;
  5620. /**
  5621. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5622. * @returns the new array
  5623. */
  5624. asArray(): number[];
  5625. /**
  5626. * Stores from the starting index in the given array the Color4 successive values
  5627. * @param array defines the array where to store the r,g,b components
  5628. * @param index defines an optional index in the target array to define where to start storing values
  5629. * @returns the current Color4 object
  5630. */
  5631. toArray(array: number[], index?: number): Color4;
  5632. /**
  5633. * Determines equality between Color4 objects
  5634. * @param otherColor defines the second operand
  5635. * @returns true if the rgba values are equal to the given ones
  5636. */
  5637. equals(otherColor: DeepImmutable<Color4>): boolean;
  5638. /**
  5639. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5640. * @param right defines the second operand
  5641. * @returns a new Color4 object
  5642. */
  5643. add(right: DeepImmutable<Color4>): Color4;
  5644. /**
  5645. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5646. * @param right defines the second operand
  5647. * @returns a new Color4 object
  5648. */
  5649. subtract(right: DeepImmutable<Color4>): Color4;
  5650. /**
  5651. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5652. * @param right defines the second operand
  5653. * @param result defines the Color4 object where to store the result
  5654. * @returns the current Color4 object
  5655. */
  5656. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5657. /**
  5658. * Creates a new Color4 with the current Color4 values multiplied by scale
  5659. * @param scale defines the scaling factor to apply
  5660. * @returns a new Color4 object
  5661. */
  5662. scale(scale: number): Color4;
  5663. /**
  5664. * Multiplies the current Color4 values by scale and stores the result in "result"
  5665. * @param scale defines the scaling factor to apply
  5666. * @param result defines the Color4 object where to store the result
  5667. * @returns the current unmodified Color4
  5668. */
  5669. scaleToRef(scale: number, result: Color4): Color4;
  5670. /**
  5671. * Scale the current Color4 values by a factor and add the result to a given Color4
  5672. * @param scale defines the scale factor
  5673. * @param result defines the Color4 object where to store the result
  5674. * @returns the unmodified current Color4
  5675. */
  5676. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5677. /**
  5678. * Clamps the rgb values by the min and max values and stores the result into "result"
  5679. * @param min defines minimum clamping value (default is 0)
  5680. * @param max defines maximum clamping value (default is 1)
  5681. * @param result defines color to store the result into.
  5682. * @returns the cuurent Color4
  5683. */
  5684. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5685. /**
  5686. * Multipy an Color4 value by another and return a new Color4 object
  5687. * @param color defines the Color4 value to multiply by
  5688. * @returns a new Color4 object
  5689. */
  5690. multiply(color: Color4): Color4;
  5691. /**
  5692. * Multipy a Color4 value by another and push the result in a reference value
  5693. * @param color defines the Color4 value to multiply by
  5694. * @param result defines the Color4 to fill the result in
  5695. * @returns the result Color4
  5696. */
  5697. multiplyToRef(color: Color4, result: Color4): Color4;
  5698. /**
  5699. * Creates a string with the Color4 current values
  5700. * @returns the string representation of the Color4 object
  5701. */
  5702. toString(): string;
  5703. /**
  5704. * Returns the string "Color4"
  5705. * @returns "Color4"
  5706. */
  5707. getClassName(): string;
  5708. /**
  5709. * Compute the Color4 hash code
  5710. * @returns an unique number that can be used to hash Color4 objects
  5711. */
  5712. getHashCode(): number;
  5713. /**
  5714. * Creates a new Color4 copied from the current one
  5715. * @returns a new Color4 object
  5716. */
  5717. clone(): Color4;
  5718. /**
  5719. * Copies the given Color4 values into the current one
  5720. * @param source defines the source Color4 object
  5721. * @returns the current updated Color4 object
  5722. */
  5723. copyFrom(source: Color4): Color4;
  5724. /**
  5725. * Copies the given float values into the current one
  5726. * @param r defines the red component to read from
  5727. * @param g defines the green component to read from
  5728. * @param b defines the blue component to read from
  5729. * @param a defines the alpha component to read from
  5730. * @returns the current updated Color4 object
  5731. */
  5732. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5733. /**
  5734. * Copies the given float values into the current one
  5735. * @param r defines the red component to read from
  5736. * @param g defines the green component to read from
  5737. * @param b defines the blue component to read from
  5738. * @param a defines the alpha component to read from
  5739. * @returns the current updated Color4 object
  5740. */
  5741. set(r: number, g: number, b: number, a: number): Color4;
  5742. /**
  5743. * Compute the Color4 hexadecimal code as a string
  5744. * @returns a string containing the hexadecimal representation of the Color4 object
  5745. */
  5746. toHexString(): string;
  5747. /**
  5748. * Computes a new Color4 converted from the current one to linear space
  5749. * @returns a new Color4 object
  5750. */
  5751. toLinearSpace(): Color4;
  5752. /**
  5753. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5754. * @param convertedColor defines the Color4 object where to store the linear space version
  5755. * @returns the unmodified Color4
  5756. */
  5757. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5758. /**
  5759. * Computes a new Color4 converted from the current one to gamma space
  5760. * @returns a new Color4 object
  5761. */
  5762. toGammaSpace(): Color4;
  5763. /**
  5764. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5765. * @param convertedColor defines the Color4 object where to store the gamma space version
  5766. * @returns the unmodified Color4
  5767. */
  5768. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5769. /**
  5770. * Creates a new Color4 from the string containing valid hexadecimal values
  5771. * @param hex defines a string containing valid hexadecimal values
  5772. * @returns a new Color4 object
  5773. */
  5774. static FromHexString(hex: string): Color4;
  5775. /**
  5776. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5777. * @param left defines the start value
  5778. * @param right defines the end value
  5779. * @param amount defines the gradient factor
  5780. * @returns a new Color4 object
  5781. */
  5782. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5783. /**
  5784. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5785. * @param left defines the start value
  5786. * @param right defines the end value
  5787. * @param amount defines the gradient factor
  5788. * @param result defines the Color4 object where to store data
  5789. */
  5790. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5791. /**
  5792. * Creates a new Color4 from a Color3 and an alpha value
  5793. * @param color3 defines the source Color3 to read from
  5794. * @param alpha defines the alpha component (1.0 by default)
  5795. * @returns a new Color4 object
  5796. */
  5797. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5798. /**
  5799. * Creates a new Color4 from the starting index element of the given array
  5800. * @param array defines the source array to read from
  5801. * @param offset defines the offset in the source array
  5802. * @returns a new Color4 object
  5803. */
  5804. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5805. /**
  5806. * Creates a new Color3 from integer values (< 256)
  5807. * @param r defines the red component to read from (value between 0 and 255)
  5808. * @param g defines the green component to read from (value between 0 and 255)
  5809. * @param b defines the blue component to read from (value between 0 and 255)
  5810. * @param a defines the alpha component to read from (value between 0 and 255)
  5811. * @returns a new Color3 object
  5812. */
  5813. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5814. /**
  5815. * Check the content of a given array and convert it to an array containing RGBA data
  5816. * If the original array was already containing count * 4 values then it is returned directly
  5817. * @param colors defines the array to check
  5818. * @param count defines the number of RGBA data to expect
  5819. * @returns an array containing count * 4 values (RGBA)
  5820. */
  5821. static CheckColors4(colors: number[], count: number): number[];
  5822. }
  5823. /**
  5824. * @hidden
  5825. */
  5826. export class TmpColors {
  5827. static Color3: Color3[];
  5828. static Color4: Color4[];
  5829. }
  5830. }
  5831. declare module "babylonjs/Animations/animationKey" {
  5832. /**
  5833. * Defines an interface which represents an animation key frame
  5834. */
  5835. export interface IAnimationKey {
  5836. /**
  5837. * Frame of the key frame
  5838. */
  5839. frame: number;
  5840. /**
  5841. * Value at the specifies key frame
  5842. */
  5843. value: any;
  5844. /**
  5845. * The input tangent for the cubic hermite spline
  5846. */
  5847. inTangent?: any;
  5848. /**
  5849. * The output tangent for the cubic hermite spline
  5850. */
  5851. outTangent?: any;
  5852. /**
  5853. * The animation interpolation type
  5854. */
  5855. interpolation?: AnimationKeyInterpolation;
  5856. }
  5857. /**
  5858. * Enum for the animation key frame interpolation type
  5859. */
  5860. export enum AnimationKeyInterpolation {
  5861. /**
  5862. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5863. */
  5864. STEP = 1
  5865. }
  5866. }
  5867. declare module "babylonjs/Animations/animationRange" {
  5868. /**
  5869. * Represents the range of an animation
  5870. */
  5871. export class AnimationRange {
  5872. /**The name of the animation range**/
  5873. name: string;
  5874. /**The starting frame of the animation */
  5875. from: number;
  5876. /**The ending frame of the animation*/
  5877. to: number;
  5878. /**
  5879. * Initializes the range of an animation
  5880. * @param name The name of the animation range
  5881. * @param from The starting frame of the animation
  5882. * @param to The ending frame of the animation
  5883. */
  5884. constructor(
  5885. /**The name of the animation range**/
  5886. name: string,
  5887. /**The starting frame of the animation */
  5888. from: number,
  5889. /**The ending frame of the animation*/
  5890. to: number);
  5891. /**
  5892. * Makes a copy of the animation range
  5893. * @returns A copy of the animation range
  5894. */
  5895. clone(): AnimationRange;
  5896. }
  5897. }
  5898. declare module "babylonjs/Animations/animationEvent" {
  5899. /**
  5900. * Composed of a frame, and an action function
  5901. */
  5902. export class AnimationEvent {
  5903. /** The frame for which the event is triggered **/
  5904. frame: number;
  5905. /** The event to perform when triggered **/
  5906. action: (currentFrame: number) => void;
  5907. /** Specifies if the event should be triggered only once**/
  5908. onlyOnce?: boolean | undefined;
  5909. /**
  5910. * Specifies if the animation event is done
  5911. */
  5912. isDone: boolean;
  5913. /**
  5914. * Initializes the animation event
  5915. * @param frame The frame for which the event is triggered
  5916. * @param action The event to perform when triggered
  5917. * @param onlyOnce Specifies if the event should be triggered only once
  5918. */
  5919. constructor(
  5920. /** The frame for which the event is triggered **/
  5921. frame: number,
  5922. /** The event to perform when triggered **/
  5923. action: (currentFrame: number) => void,
  5924. /** Specifies if the event should be triggered only once**/
  5925. onlyOnce?: boolean | undefined);
  5926. /** @hidden */
  5927. _clone(): AnimationEvent;
  5928. }
  5929. }
  5930. declare module "babylonjs/Behaviors/behavior" {
  5931. import { Nullable } from "babylonjs/types";
  5932. /**
  5933. * Interface used to define a behavior
  5934. */
  5935. export interface Behavior<T> {
  5936. /** gets or sets behavior's name */
  5937. name: string;
  5938. /**
  5939. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5940. */
  5941. init(): void;
  5942. /**
  5943. * Called when the behavior is attached to a target
  5944. * @param target defines the target where the behavior is attached to
  5945. */
  5946. attach(target: T): void;
  5947. /**
  5948. * Called when the behavior is detached from its target
  5949. */
  5950. detach(): void;
  5951. }
  5952. /**
  5953. * Interface implemented by classes supporting behaviors
  5954. */
  5955. export interface IBehaviorAware<T> {
  5956. /**
  5957. * Attach a behavior
  5958. * @param behavior defines the behavior to attach
  5959. * @returns the current host
  5960. */
  5961. addBehavior(behavior: Behavior<T>): T;
  5962. /**
  5963. * Remove a behavior from the current object
  5964. * @param behavior defines the behavior to detach
  5965. * @returns the current host
  5966. */
  5967. removeBehavior(behavior: Behavior<T>): T;
  5968. /**
  5969. * Gets a behavior using its name to search
  5970. * @param name defines the name to search
  5971. * @returns the behavior or null if not found
  5972. */
  5973. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5974. }
  5975. }
  5976. declare module "babylonjs/Misc/smartArray" {
  5977. /**
  5978. * Defines an array and its length.
  5979. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5980. */
  5981. export interface ISmartArrayLike<T> {
  5982. /**
  5983. * The data of the array.
  5984. */
  5985. data: Array<T>;
  5986. /**
  5987. * The active length of the array.
  5988. */
  5989. length: number;
  5990. }
  5991. /**
  5992. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5993. */
  5994. export class SmartArray<T> implements ISmartArrayLike<T> {
  5995. /**
  5996. * The full set of data from the array.
  5997. */
  5998. data: Array<T>;
  5999. /**
  6000. * The active length of the array.
  6001. */
  6002. length: number;
  6003. protected _id: number;
  6004. /**
  6005. * Instantiates a Smart Array.
  6006. * @param capacity defines the default capacity of the array.
  6007. */
  6008. constructor(capacity: number);
  6009. /**
  6010. * Pushes a value at the end of the active data.
  6011. * @param value defines the object to push in the array.
  6012. */
  6013. push(value: T): void;
  6014. /**
  6015. * Iterates over the active data and apply the lambda to them.
  6016. * @param func defines the action to apply on each value.
  6017. */
  6018. forEach(func: (content: T) => void): void;
  6019. /**
  6020. * Sorts the full sets of data.
  6021. * @param compareFn defines the comparison function to apply.
  6022. */
  6023. sort(compareFn: (a: T, b: T) => number): void;
  6024. /**
  6025. * Resets the active data to an empty array.
  6026. */
  6027. reset(): void;
  6028. /**
  6029. * Releases all the data from the array as well as the array.
  6030. */
  6031. dispose(): void;
  6032. /**
  6033. * Concats the active data with a given array.
  6034. * @param array defines the data to concatenate with.
  6035. */
  6036. concat(array: any): void;
  6037. /**
  6038. * Returns the position of a value in the active data.
  6039. * @param value defines the value to find the index for
  6040. * @returns the index if found in the active data otherwise -1
  6041. */
  6042. indexOf(value: T): number;
  6043. /**
  6044. * Returns whether an element is part of the active data.
  6045. * @param value defines the value to look for
  6046. * @returns true if found in the active data otherwise false
  6047. */
  6048. contains(value: T): boolean;
  6049. private static _GlobalId;
  6050. }
  6051. /**
  6052. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6053. * The data in this array can only be present once
  6054. */
  6055. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6056. private _duplicateId;
  6057. /**
  6058. * Pushes a value at the end of the active data.
  6059. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6060. * @param value defines the object to push in the array.
  6061. */
  6062. push(value: T): void;
  6063. /**
  6064. * Pushes a value at the end of the active data.
  6065. * If the data is already present, it won t be added again
  6066. * @param value defines the object to push in the array.
  6067. * @returns true if added false if it was already present
  6068. */
  6069. pushNoDuplicate(value: T): boolean;
  6070. /**
  6071. * Resets the active data to an empty array.
  6072. */
  6073. reset(): void;
  6074. /**
  6075. * Concats the active data with a given array.
  6076. * This ensures no dupplicate will be present in the result.
  6077. * @param array defines the data to concatenate with.
  6078. */
  6079. concatWithNoDuplicate(array: any): void;
  6080. }
  6081. }
  6082. declare module "babylonjs/Cameras/cameraInputsManager" {
  6083. import { Nullable } from "babylonjs/types";
  6084. import { Camera } from "babylonjs/Cameras/camera";
  6085. /**
  6086. * @ignore
  6087. * This is a list of all the different input types that are available in the application.
  6088. * Fo instance: ArcRotateCameraGamepadInput...
  6089. */
  6090. export var CameraInputTypes: {};
  6091. /**
  6092. * This is the contract to implement in order to create a new input class.
  6093. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6094. */
  6095. export interface ICameraInput<TCamera extends Camera> {
  6096. /**
  6097. * Defines the camera the input is attached to.
  6098. */
  6099. camera: Nullable<TCamera>;
  6100. /**
  6101. * Gets the class name of the current intput.
  6102. * @returns the class name
  6103. */
  6104. getClassName(): string;
  6105. /**
  6106. * Get the friendly name associated with the input class.
  6107. * @returns the input friendly name
  6108. */
  6109. getSimpleName(): string;
  6110. /**
  6111. * Attach the input controls to a specific dom element to get the input from.
  6112. * @param element Defines the element the controls should be listened from
  6113. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6114. */
  6115. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6116. /**
  6117. * Detach the current controls from the specified dom element.
  6118. * @param element Defines the element to stop listening the inputs from
  6119. */
  6120. detachControl(element: Nullable<HTMLElement>): void;
  6121. /**
  6122. * Update the current camera state depending on the inputs that have been used this frame.
  6123. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6124. */
  6125. checkInputs?: () => void;
  6126. }
  6127. /**
  6128. * Represents a map of input types to input instance or input index to input instance.
  6129. */
  6130. export interface CameraInputsMap<TCamera extends Camera> {
  6131. /**
  6132. * Accessor to the input by input type.
  6133. */
  6134. [name: string]: ICameraInput<TCamera>;
  6135. /**
  6136. * Accessor to the input by input index.
  6137. */
  6138. [idx: number]: ICameraInput<TCamera>;
  6139. }
  6140. /**
  6141. * This represents the input manager used within a camera.
  6142. * It helps dealing with all the different kind of input attached to a camera.
  6143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6144. */
  6145. export class CameraInputsManager<TCamera extends Camera> {
  6146. /**
  6147. * Defines the list of inputs attahed to the camera.
  6148. */
  6149. attached: CameraInputsMap<TCamera>;
  6150. /**
  6151. * Defines the dom element the camera is collecting inputs from.
  6152. * This is null if the controls have not been attached.
  6153. */
  6154. attachedElement: Nullable<HTMLElement>;
  6155. /**
  6156. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6157. */
  6158. noPreventDefault: boolean;
  6159. /**
  6160. * Defined the camera the input manager belongs to.
  6161. */
  6162. camera: TCamera;
  6163. /**
  6164. * Update the current camera state depending on the inputs that have been used this frame.
  6165. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6166. */
  6167. checkInputs: () => void;
  6168. /**
  6169. * Instantiate a new Camera Input Manager.
  6170. * @param camera Defines the camera the input manager blongs to
  6171. */
  6172. constructor(camera: TCamera);
  6173. /**
  6174. * Add an input method to a camera
  6175. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6176. * @param input camera input method
  6177. */
  6178. add(input: ICameraInput<TCamera>): void;
  6179. /**
  6180. * Remove a specific input method from a camera
  6181. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6182. * @param inputToRemove camera input method
  6183. */
  6184. remove(inputToRemove: ICameraInput<TCamera>): void;
  6185. /**
  6186. * Remove a specific input type from a camera
  6187. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6188. * @param inputType the type of the input to remove
  6189. */
  6190. removeByType(inputType: string): void;
  6191. private _addCheckInputs;
  6192. /**
  6193. * Attach the input controls to the currently attached dom element to listen the events from.
  6194. * @param input Defines the input to attach
  6195. */
  6196. attachInput(input: ICameraInput<TCamera>): void;
  6197. /**
  6198. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6199. * @param element Defines the dom element to collect the events from
  6200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6201. */
  6202. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6203. /**
  6204. * Detach the current manager inputs controls from a specific dom element.
  6205. * @param element Defines the dom element to collect the events from
  6206. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6207. */
  6208. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6209. /**
  6210. * Rebuild the dynamic inputCheck function from the current list of
  6211. * defined inputs in the manager.
  6212. */
  6213. rebuildInputCheck(): void;
  6214. /**
  6215. * Remove all attached input methods from a camera
  6216. */
  6217. clear(): void;
  6218. /**
  6219. * Serialize the current input manager attached to a camera.
  6220. * This ensures than once parsed,
  6221. * the input associated to the camera will be identical to the current ones
  6222. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6223. */
  6224. serialize(serializedCamera: any): void;
  6225. /**
  6226. * Parses an input manager serialized JSON to restore the previous list of inputs
  6227. * and states associated to a camera.
  6228. * @param parsedCamera Defines the JSON to parse
  6229. */
  6230. parse(parsedCamera: any): void;
  6231. }
  6232. }
  6233. declare module "babylonjs/Meshes/buffer" {
  6234. import { Nullable, DataArray } from "babylonjs/types";
  6235. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6236. /**
  6237. * Class used to store data that will be store in GPU memory
  6238. */
  6239. export class Buffer {
  6240. private _engine;
  6241. private _buffer;
  6242. /** @hidden */
  6243. _data: Nullable<DataArray>;
  6244. private _updatable;
  6245. private _instanced;
  6246. private _divisor;
  6247. /**
  6248. * Gets the byte stride.
  6249. */
  6250. readonly byteStride: number;
  6251. /**
  6252. * Constructor
  6253. * @param engine the engine
  6254. * @param data the data to use for this buffer
  6255. * @param updatable whether the data is updatable
  6256. * @param stride the stride (optional)
  6257. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6258. * @param instanced whether the buffer is instanced (optional)
  6259. * @param useBytes set to true if the stride in in bytes (optional)
  6260. * @param divisor sets an optional divisor for instances (1 by default)
  6261. */
  6262. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6263. /**
  6264. * Create a new VertexBuffer based on the current buffer
  6265. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6266. * @param offset defines offset in the buffer (0 by default)
  6267. * @param size defines the size in floats of attributes (position is 3 for instance)
  6268. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6269. * @param instanced defines if the vertex buffer contains indexed data
  6270. * @param useBytes defines if the offset and stride are in bytes *
  6271. * @param divisor sets an optional divisor for instances (1 by default)
  6272. * @returns the new vertex buffer
  6273. */
  6274. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6275. /**
  6276. * Gets a boolean indicating if the Buffer is updatable?
  6277. * @returns true if the buffer is updatable
  6278. */
  6279. isUpdatable(): boolean;
  6280. /**
  6281. * Gets current buffer's data
  6282. * @returns a DataArray or null
  6283. */
  6284. getData(): Nullable<DataArray>;
  6285. /**
  6286. * Gets underlying native buffer
  6287. * @returns underlying native buffer
  6288. */
  6289. getBuffer(): Nullable<DataBuffer>;
  6290. /**
  6291. * Gets the stride in float32 units (i.e. byte stride / 4).
  6292. * May not be an integer if the byte stride is not divisible by 4.
  6293. * DEPRECATED. Use byteStride instead.
  6294. * @returns the stride in float32 units
  6295. */
  6296. getStrideSize(): number;
  6297. /**
  6298. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6299. * @param data defines the data to store
  6300. */
  6301. create(data?: Nullable<DataArray>): void;
  6302. /** @hidden */
  6303. _rebuild(): void;
  6304. /**
  6305. * Update current buffer data
  6306. * @param data defines the data to store
  6307. */
  6308. update(data: DataArray): void;
  6309. /**
  6310. * Updates the data directly.
  6311. * @param data the new data
  6312. * @param offset the new offset
  6313. * @param vertexCount the vertex count (optional)
  6314. * @param useBytes set to true if the offset is in bytes
  6315. */
  6316. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6317. /**
  6318. * Release all resources
  6319. */
  6320. dispose(): void;
  6321. }
  6322. /**
  6323. * Specialized buffer used to store vertex data
  6324. */
  6325. export class VertexBuffer {
  6326. /** @hidden */
  6327. _buffer: Buffer;
  6328. private _kind;
  6329. private _size;
  6330. private _ownsBuffer;
  6331. private _instanced;
  6332. private _instanceDivisor;
  6333. /**
  6334. * The byte type.
  6335. */
  6336. static readonly BYTE: number;
  6337. /**
  6338. * The unsigned byte type.
  6339. */
  6340. static readonly UNSIGNED_BYTE: number;
  6341. /**
  6342. * The short type.
  6343. */
  6344. static readonly SHORT: number;
  6345. /**
  6346. * The unsigned short type.
  6347. */
  6348. static readonly UNSIGNED_SHORT: number;
  6349. /**
  6350. * The integer type.
  6351. */
  6352. static readonly INT: number;
  6353. /**
  6354. * The unsigned integer type.
  6355. */
  6356. static readonly UNSIGNED_INT: number;
  6357. /**
  6358. * The float type.
  6359. */
  6360. static readonly FLOAT: number;
  6361. /**
  6362. * Gets or sets the instance divisor when in instanced mode
  6363. */
  6364. instanceDivisor: number;
  6365. /**
  6366. * Gets the byte stride.
  6367. */
  6368. readonly byteStride: number;
  6369. /**
  6370. * Gets the byte offset.
  6371. */
  6372. readonly byteOffset: number;
  6373. /**
  6374. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6375. */
  6376. readonly normalized: boolean;
  6377. /**
  6378. * Gets the data type of each component in the array.
  6379. */
  6380. readonly type: number;
  6381. /**
  6382. * Constructor
  6383. * @param engine the engine
  6384. * @param data the data to use for this vertex buffer
  6385. * @param kind the vertex buffer kind
  6386. * @param updatable whether the data is updatable
  6387. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6388. * @param stride the stride (optional)
  6389. * @param instanced whether the buffer is instanced (optional)
  6390. * @param offset the offset of the data (optional)
  6391. * @param size the number of components (optional)
  6392. * @param type the type of the component (optional)
  6393. * @param normalized whether the data contains normalized data (optional)
  6394. * @param useBytes set to true if stride and offset are in bytes (optional)
  6395. * @param divisor defines the instance divisor to use (1 by default)
  6396. */
  6397. 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);
  6398. /** @hidden */
  6399. _rebuild(): void;
  6400. /**
  6401. * Returns the kind of the VertexBuffer (string)
  6402. * @returns a string
  6403. */
  6404. getKind(): string;
  6405. /**
  6406. * Gets a boolean indicating if the VertexBuffer is updatable?
  6407. * @returns true if the buffer is updatable
  6408. */
  6409. isUpdatable(): boolean;
  6410. /**
  6411. * Gets current buffer's data
  6412. * @returns a DataArray or null
  6413. */
  6414. getData(): Nullable<DataArray>;
  6415. /**
  6416. * Gets underlying native buffer
  6417. * @returns underlying native buffer
  6418. */
  6419. getBuffer(): Nullable<DataBuffer>;
  6420. /**
  6421. * Gets the stride in float32 units (i.e. byte stride / 4).
  6422. * May not be an integer if the byte stride is not divisible by 4.
  6423. * DEPRECATED. Use byteStride instead.
  6424. * @returns the stride in float32 units
  6425. */
  6426. getStrideSize(): number;
  6427. /**
  6428. * Returns the offset as a multiple of the type byte length.
  6429. * DEPRECATED. Use byteOffset instead.
  6430. * @returns the offset in bytes
  6431. */
  6432. getOffset(): number;
  6433. /**
  6434. * Returns the number of components per vertex attribute (integer)
  6435. * @returns the size in float
  6436. */
  6437. getSize(): number;
  6438. /**
  6439. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6440. * @returns true if this buffer is instanced
  6441. */
  6442. getIsInstanced(): boolean;
  6443. /**
  6444. * Returns the instancing divisor, zero for non-instanced (integer).
  6445. * @returns a number
  6446. */
  6447. getInstanceDivisor(): number;
  6448. /**
  6449. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6450. * @param data defines the data to store
  6451. */
  6452. create(data?: DataArray): void;
  6453. /**
  6454. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6455. * This function will create a new buffer if the current one is not updatable
  6456. * @param data defines the data to store
  6457. */
  6458. update(data: DataArray): void;
  6459. /**
  6460. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6461. * Returns the directly updated WebGLBuffer.
  6462. * @param data the new data
  6463. * @param offset the new offset
  6464. * @param useBytes set to true if the offset is in bytes
  6465. */
  6466. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6467. /**
  6468. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6469. */
  6470. dispose(): void;
  6471. /**
  6472. * Enumerates each value of this vertex buffer as numbers.
  6473. * @param count the number of values to enumerate
  6474. * @param callback the callback function called for each value
  6475. */
  6476. forEach(count: number, callback: (value: number, index: number) => void): void;
  6477. /**
  6478. * Positions
  6479. */
  6480. static readonly PositionKind: string;
  6481. /**
  6482. * Normals
  6483. */
  6484. static readonly NormalKind: string;
  6485. /**
  6486. * Tangents
  6487. */
  6488. static readonly TangentKind: string;
  6489. /**
  6490. * Texture coordinates
  6491. */
  6492. static readonly UVKind: string;
  6493. /**
  6494. * Texture coordinates 2
  6495. */
  6496. static readonly UV2Kind: string;
  6497. /**
  6498. * Texture coordinates 3
  6499. */
  6500. static readonly UV3Kind: string;
  6501. /**
  6502. * Texture coordinates 4
  6503. */
  6504. static readonly UV4Kind: string;
  6505. /**
  6506. * Texture coordinates 5
  6507. */
  6508. static readonly UV5Kind: string;
  6509. /**
  6510. * Texture coordinates 6
  6511. */
  6512. static readonly UV6Kind: string;
  6513. /**
  6514. * Colors
  6515. */
  6516. static readonly ColorKind: string;
  6517. /**
  6518. * Matrix indices (for bones)
  6519. */
  6520. static readonly MatricesIndicesKind: string;
  6521. /**
  6522. * Matrix weights (for bones)
  6523. */
  6524. static readonly MatricesWeightsKind: string;
  6525. /**
  6526. * Additional matrix indices (for bones)
  6527. */
  6528. static readonly MatricesIndicesExtraKind: string;
  6529. /**
  6530. * Additional matrix weights (for bones)
  6531. */
  6532. static readonly MatricesWeightsExtraKind: string;
  6533. /**
  6534. * Deduces the stride given a kind.
  6535. * @param kind The kind string to deduce
  6536. * @returns The deduced stride
  6537. */
  6538. static DeduceStride(kind: string): number;
  6539. /**
  6540. * Gets the byte length of the given type.
  6541. * @param type the type
  6542. * @returns the number of bytes
  6543. */
  6544. static GetTypeByteLength(type: number): number;
  6545. /**
  6546. * Enumerates each value of the given parameters as numbers.
  6547. * @param data the data to enumerate
  6548. * @param byteOffset the byte offset of the data
  6549. * @param byteStride the byte stride of the data
  6550. * @param componentCount the number of components per element
  6551. * @param componentType the type of the component
  6552. * @param count the number of values to enumerate
  6553. * @param normalized whether the data is normalized
  6554. * @param callback the callback function called for each value
  6555. */
  6556. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6557. private static _GetFloatValue;
  6558. }
  6559. }
  6560. declare module "babylonjs/Collisions/intersectionInfo" {
  6561. import { Nullable } from "babylonjs/types";
  6562. /**
  6563. * @hidden
  6564. */
  6565. export class IntersectionInfo {
  6566. bu: Nullable<number>;
  6567. bv: Nullable<number>;
  6568. distance: number;
  6569. faceId: number;
  6570. subMeshId: number;
  6571. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6572. }
  6573. }
  6574. declare module "babylonjs/Maths/math.plane" {
  6575. import { DeepImmutable } from "babylonjs/types";
  6576. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6577. /**
  6578. * Represens a plane by the equation ax + by + cz + d = 0
  6579. */
  6580. export class Plane {
  6581. private static _TmpMatrix;
  6582. /**
  6583. * Normal of the plane (a,b,c)
  6584. */
  6585. normal: Vector3;
  6586. /**
  6587. * d component of the plane
  6588. */
  6589. d: number;
  6590. /**
  6591. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6592. * @param a a component of the plane
  6593. * @param b b component of the plane
  6594. * @param c c component of the plane
  6595. * @param d d component of the plane
  6596. */
  6597. constructor(a: number, b: number, c: number, d: number);
  6598. /**
  6599. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6600. */
  6601. asArray(): number[];
  6602. /**
  6603. * @returns a new plane copied from the current Plane.
  6604. */
  6605. clone(): Plane;
  6606. /**
  6607. * @returns the string "Plane".
  6608. */
  6609. getClassName(): string;
  6610. /**
  6611. * @returns the Plane hash code.
  6612. */
  6613. getHashCode(): number;
  6614. /**
  6615. * Normalize the current Plane in place.
  6616. * @returns the updated Plane.
  6617. */
  6618. normalize(): Plane;
  6619. /**
  6620. * Applies a transformation the plane and returns the result
  6621. * @param transformation the transformation matrix to be applied to the plane
  6622. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6623. */
  6624. transform(transformation: DeepImmutable<Matrix>): Plane;
  6625. /**
  6626. * Calcualtte the dot product between the point and the plane normal
  6627. * @param point point to calculate the dot product with
  6628. * @returns the dot product (float) of the point coordinates and the plane normal.
  6629. */
  6630. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6631. /**
  6632. * Updates the current Plane from the plane defined by the three given points.
  6633. * @param point1 one of the points used to contruct the plane
  6634. * @param point2 one of the points used to contruct the plane
  6635. * @param point3 one of the points used to contruct the plane
  6636. * @returns the updated Plane.
  6637. */
  6638. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6639. /**
  6640. * Checks if the plane is facing a given direction
  6641. * @param direction the direction to check if the plane is facing
  6642. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6643. * @returns True is the vector "direction" is the same side than the plane normal.
  6644. */
  6645. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6646. /**
  6647. * Calculates the distance to a point
  6648. * @param point point to calculate distance to
  6649. * @returns the signed distance (float) from the given point to the Plane.
  6650. */
  6651. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6652. /**
  6653. * Creates a plane from an array
  6654. * @param array the array to create a plane from
  6655. * @returns a new Plane from the given array.
  6656. */
  6657. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6658. /**
  6659. * Creates a plane from three points
  6660. * @param point1 point used to create the plane
  6661. * @param point2 point used to create the plane
  6662. * @param point3 point used to create the plane
  6663. * @returns a new Plane defined by the three given points.
  6664. */
  6665. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6666. /**
  6667. * Creates a plane from an origin point and a normal
  6668. * @param origin origin of the plane to be constructed
  6669. * @param normal normal of the plane to be constructed
  6670. * @returns a new Plane the normal vector to this plane at the given origin point.
  6671. * Note : the vector "normal" is updated because normalized.
  6672. */
  6673. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6674. /**
  6675. * Calculates the distance from a plane and a point
  6676. * @param origin origin of the plane to be constructed
  6677. * @param normal normal of the plane to be constructed
  6678. * @param point point to calculate distance to
  6679. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6680. */
  6681. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingSphere" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { Plane } from "babylonjs/Maths/math.plane";
  6688. /**
  6689. * Class used to store bounding sphere information
  6690. */
  6691. export class BoundingSphere {
  6692. /**
  6693. * Gets the center of the bounding sphere in local space
  6694. */
  6695. readonly center: Vector3;
  6696. /**
  6697. * Radius of the bounding sphere in local space
  6698. */
  6699. radius: number;
  6700. /**
  6701. * Gets the center of the bounding sphere in world space
  6702. */
  6703. readonly centerWorld: Vector3;
  6704. /**
  6705. * Radius of the bounding sphere in world space
  6706. */
  6707. radiusWorld: number;
  6708. /**
  6709. * Gets the minimum vector in local space
  6710. */
  6711. readonly minimum: Vector3;
  6712. /**
  6713. * Gets the maximum vector in local space
  6714. */
  6715. readonly maximum: Vector3;
  6716. private _worldMatrix;
  6717. private static readonly TmpVector3;
  6718. /**
  6719. * Creates a new bounding sphere
  6720. * @param min defines the minimum vector (in local space)
  6721. * @param max defines the maximum vector (in local space)
  6722. * @param worldMatrix defines the new world matrix
  6723. */
  6724. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6725. /**
  6726. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6727. * @param min defines the new minimum vector (in local space)
  6728. * @param max defines the new maximum vector (in local space)
  6729. * @param worldMatrix defines the new world matrix
  6730. */
  6731. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6732. /**
  6733. * Scale the current bounding sphere by applying a scale factor
  6734. * @param factor defines the scale factor to apply
  6735. * @returns the current bounding box
  6736. */
  6737. scale(factor: number): BoundingSphere;
  6738. /**
  6739. * Gets the world matrix of the bounding box
  6740. * @returns a matrix
  6741. */
  6742. getWorldMatrix(): DeepImmutable<Matrix>;
  6743. /** @hidden */
  6744. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6745. /**
  6746. * Tests if the bounding sphere is intersecting the frustum planes
  6747. * @param frustumPlanes defines the frustum planes to test
  6748. * @returns true if there is an intersection
  6749. */
  6750. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6751. /**
  6752. * Tests if the bounding sphere center is in between the frustum planes.
  6753. * Used for optimistic fast inclusion.
  6754. * @param frustumPlanes defines the frustum planes to test
  6755. * @returns true if the sphere center is in between the frustum planes
  6756. */
  6757. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6758. /**
  6759. * Tests if a point is inside the bounding sphere
  6760. * @param point defines the point to test
  6761. * @returns true if the point is inside the bounding sphere
  6762. */
  6763. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6764. /**
  6765. * Checks if two sphere intersct
  6766. * @param sphere0 sphere 0
  6767. * @param sphere1 sphere 1
  6768. * @returns true if the speres intersect
  6769. */
  6770. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6771. }
  6772. }
  6773. declare module "babylonjs/Culling/boundingBox" {
  6774. import { DeepImmutable } from "babylonjs/types";
  6775. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6776. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6777. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6778. import { Plane } from "babylonjs/Maths/math.plane";
  6779. /**
  6780. * Class used to store bounding box information
  6781. */
  6782. export class BoundingBox implements ICullable {
  6783. /**
  6784. * Gets the 8 vectors representing the bounding box in local space
  6785. */
  6786. readonly vectors: Vector3[];
  6787. /**
  6788. * Gets the center of the bounding box in local space
  6789. */
  6790. readonly center: Vector3;
  6791. /**
  6792. * Gets the center of the bounding box in world space
  6793. */
  6794. readonly centerWorld: Vector3;
  6795. /**
  6796. * Gets the extend size in local space
  6797. */
  6798. readonly extendSize: Vector3;
  6799. /**
  6800. * Gets the extend size in world space
  6801. */
  6802. readonly extendSizeWorld: Vector3;
  6803. /**
  6804. * Gets the OBB (object bounding box) directions
  6805. */
  6806. readonly directions: Vector3[];
  6807. /**
  6808. * Gets the 8 vectors representing the bounding box in world space
  6809. */
  6810. readonly vectorsWorld: Vector3[];
  6811. /**
  6812. * Gets the minimum vector in world space
  6813. */
  6814. readonly minimumWorld: Vector3;
  6815. /**
  6816. * Gets the maximum vector in world space
  6817. */
  6818. readonly maximumWorld: Vector3;
  6819. /**
  6820. * Gets the minimum vector in local space
  6821. */
  6822. readonly minimum: Vector3;
  6823. /**
  6824. * Gets the maximum vector in local space
  6825. */
  6826. readonly maximum: Vector3;
  6827. private _worldMatrix;
  6828. private static readonly TmpVector3;
  6829. /**
  6830. * @hidden
  6831. */
  6832. _tag: number;
  6833. /**
  6834. * Creates a new bounding box
  6835. * @param min defines the minimum vector (in local space)
  6836. * @param max defines the maximum vector (in local space)
  6837. * @param worldMatrix defines the new world matrix
  6838. */
  6839. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6840. /**
  6841. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6842. * @param min defines the new minimum vector (in local space)
  6843. * @param max defines the new maximum vector (in local space)
  6844. * @param worldMatrix defines the new world matrix
  6845. */
  6846. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6847. /**
  6848. * Scale the current bounding box by applying a scale factor
  6849. * @param factor defines the scale factor to apply
  6850. * @returns the current bounding box
  6851. */
  6852. scale(factor: number): BoundingBox;
  6853. /**
  6854. * Gets the world matrix of the bounding box
  6855. * @returns a matrix
  6856. */
  6857. getWorldMatrix(): DeepImmutable<Matrix>;
  6858. /** @hidden */
  6859. _update(world: DeepImmutable<Matrix>): void;
  6860. /**
  6861. * Tests if the bounding box is intersecting the frustum planes
  6862. * @param frustumPlanes defines the frustum planes to test
  6863. * @returns true if there is an intersection
  6864. */
  6865. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6866. /**
  6867. * Tests if the bounding box is entirely inside the frustum planes
  6868. * @param frustumPlanes defines the frustum planes to test
  6869. * @returns true if there is an inclusion
  6870. */
  6871. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6872. /**
  6873. * Tests if a point is inside the bounding box
  6874. * @param point defines the point to test
  6875. * @returns true if the point is inside the bounding box
  6876. */
  6877. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6878. /**
  6879. * Tests if the bounding box intersects with a bounding sphere
  6880. * @param sphere defines the sphere to test
  6881. * @returns true if there is an intersection
  6882. */
  6883. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6884. /**
  6885. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6886. * @param min defines the min vector to use
  6887. * @param max defines the max vector to use
  6888. * @returns true if there is an intersection
  6889. */
  6890. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6891. /**
  6892. * Tests if two bounding boxes are intersections
  6893. * @param box0 defines the first box to test
  6894. * @param box1 defines the second box to test
  6895. * @returns true if there is an intersection
  6896. */
  6897. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6898. /**
  6899. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6900. * @param minPoint defines the minimum vector of the bounding box
  6901. * @param maxPoint defines the maximum vector of the bounding box
  6902. * @param sphereCenter defines the sphere center
  6903. * @param sphereRadius defines the sphere radius
  6904. * @returns true if there is an intersection
  6905. */
  6906. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6907. /**
  6908. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6909. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6910. * @param frustumPlanes defines the frustum planes to test
  6911. * @return true if there is an inclusion
  6912. */
  6913. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6914. /**
  6915. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6916. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6917. * @param frustumPlanes defines the frustum planes to test
  6918. * @return true if there is an intersection
  6919. */
  6920. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6921. }
  6922. }
  6923. declare module "babylonjs/Collisions/collider" {
  6924. import { Nullable, IndicesArray } from "babylonjs/types";
  6925. import { Vector3 } from "babylonjs/Maths/math.vector";
  6926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6927. import { Plane } from "babylonjs/Maths/math.plane";
  6928. /** @hidden */
  6929. export class Collider {
  6930. /** Define if a collision was found */
  6931. collisionFound: boolean;
  6932. /**
  6933. * Define last intersection point in local space
  6934. */
  6935. intersectionPoint: Vector3;
  6936. /**
  6937. * Define last collided mesh
  6938. */
  6939. collidedMesh: Nullable<AbstractMesh>;
  6940. private _collisionPoint;
  6941. private _planeIntersectionPoint;
  6942. private _tempVector;
  6943. private _tempVector2;
  6944. private _tempVector3;
  6945. private _tempVector4;
  6946. private _edge;
  6947. private _baseToVertex;
  6948. private _destinationPoint;
  6949. private _slidePlaneNormal;
  6950. private _displacementVector;
  6951. /** @hidden */
  6952. _radius: Vector3;
  6953. /** @hidden */
  6954. _retry: number;
  6955. private _velocity;
  6956. private _basePoint;
  6957. private _epsilon;
  6958. /** @hidden */
  6959. _velocityWorldLength: number;
  6960. /** @hidden */
  6961. _basePointWorld: Vector3;
  6962. private _velocityWorld;
  6963. private _normalizedVelocity;
  6964. /** @hidden */
  6965. _initialVelocity: Vector3;
  6966. /** @hidden */
  6967. _initialPosition: Vector3;
  6968. private _nearestDistance;
  6969. private _collisionMask;
  6970. collisionMask: number;
  6971. /**
  6972. * Gets the plane normal used to compute the sliding response (in local space)
  6973. */
  6974. readonly slidePlaneNormal: Vector3;
  6975. /** @hidden */
  6976. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6977. /** @hidden */
  6978. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6979. /** @hidden */
  6980. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6981. /** @hidden */
  6982. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6983. /** @hidden */
  6984. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6985. /** @hidden */
  6986. _getResponse(pos: Vector3, vel: Vector3): void;
  6987. }
  6988. }
  6989. declare module "babylonjs/Culling/boundingInfo" {
  6990. import { DeepImmutable } from "babylonjs/types";
  6991. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6992. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6993. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6994. import { Plane } from "babylonjs/Maths/math.plane";
  6995. import { Collider } from "babylonjs/Collisions/collider";
  6996. /**
  6997. * Interface for cullable objects
  6998. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6999. */
  7000. export interface ICullable {
  7001. /**
  7002. * Checks if the object or part of the object is in the frustum
  7003. * @param frustumPlanes Camera near/planes
  7004. * @returns true if the object is in frustum otherwise false
  7005. */
  7006. isInFrustum(frustumPlanes: Plane[]): boolean;
  7007. /**
  7008. * Checks if a cullable object (mesh...) is in the camera frustum
  7009. * Unlike isInFrustum this cheks the full bounding box
  7010. * @param frustumPlanes Camera near/planes
  7011. * @returns true if the object is in frustum otherwise false
  7012. */
  7013. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7014. }
  7015. /**
  7016. * Info for a bounding data of a mesh
  7017. */
  7018. export class BoundingInfo implements ICullable {
  7019. /**
  7020. * Bounding box for the mesh
  7021. */
  7022. readonly boundingBox: BoundingBox;
  7023. /**
  7024. * Bounding sphere for the mesh
  7025. */
  7026. readonly boundingSphere: BoundingSphere;
  7027. private _isLocked;
  7028. private static readonly TmpVector3;
  7029. /**
  7030. * Constructs bounding info
  7031. * @param minimum min vector of the bounding box/sphere
  7032. * @param maximum max vector of the bounding box/sphere
  7033. * @param worldMatrix defines the new world matrix
  7034. */
  7035. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7036. /**
  7037. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7038. * @param min defines the new minimum vector (in local space)
  7039. * @param max defines the new maximum vector (in local space)
  7040. * @param worldMatrix defines the new world matrix
  7041. */
  7042. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * min vector of the bounding box/sphere
  7045. */
  7046. readonly minimum: Vector3;
  7047. /**
  7048. * max vector of the bounding box/sphere
  7049. */
  7050. readonly maximum: Vector3;
  7051. /**
  7052. * If the info is locked and won't be updated to avoid perf overhead
  7053. */
  7054. isLocked: boolean;
  7055. /**
  7056. * Updates the bounding sphere and box
  7057. * @param world world matrix to be used to update
  7058. */
  7059. update(world: DeepImmutable<Matrix>): void;
  7060. /**
  7061. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7062. * @param center New center of the bounding info
  7063. * @param extend New extend of the bounding info
  7064. * @returns the current bounding info
  7065. */
  7066. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7067. /**
  7068. * Scale the current bounding info by applying a scale factor
  7069. * @param factor defines the scale factor to apply
  7070. * @returns the current bounding info
  7071. */
  7072. scale(factor: number): BoundingInfo;
  7073. /**
  7074. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7075. * @param frustumPlanes defines the frustum to test
  7076. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7077. * @returns true if the bounding info is in the frustum planes
  7078. */
  7079. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7080. /**
  7081. * Gets the world distance between the min and max points of the bounding box
  7082. */
  7083. readonly diagonalLength: number;
  7084. /**
  7085. * Checks if a cullable object (mesh...) is in the camera frustum
  7086. * Unlike isInFrustum this cheks the full bounding box
  7087. * @param frustumPlanes Camera near/planes
  7088. * @returns true if the object is in frustum otherwise false
  7089. */
  7090. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7091. /** @hidden */
  7092. _checkCollision(collider: Collider): boolean;
  7093. /**
  7094. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7095. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7096. * @param point the point to check intersection with
  7097. * @returns if the point intersects
  7098. */
  7099. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7100. /**
  7101. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7102. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7103. * @param boundingInfo the bounding info to check intersection with
  7104. * @param precise if the intersection should be done using OBB
  7105. * @returns if the bounding info intersects
  7106. */
  7107. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7108. }
  7109. }
  7110. declare module "babylonjs/Maths/math.functions" {
  7111. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7112. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7113. /**
  7114. * Extracts minimum and maximum values from a list of indexed positions
  7115. * @param positions defines the positions to use
  7116. * @param indices defines the indices to the positions
  7117. * @param indexStart defines the start index
  7118. * @param indexCount defines the end index
  7119. * @param bias defines bias value to add to the result
  7120. * @return minimum and maximum values
  7121. */
  7122. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7123. minimum: Vector3;
  7124. maximum: Vector3;
  7125. };
  7126. /**
  7127. * Extracts minimum and maximum values from a list of positions
  7128. * @param positions defines the positions to use
  7129. * @param start defines the start index in the positions array
  7130. * @param count defines the number of positions to handle
  7131. * @param bias defines bias value to add to the result
  7132. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7133. * @return minimum and maximum values
  7134. */
  7135. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7136. minimum: Vector3;
  7137. maximum: Vector3;
  7138. };
  7139. }
  7140. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7141. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7142. /** @hidden */
  7143. export class WebGLDataBuffer extends DataBuffer {
  7144. private _buffer;
  7145. constructor(resource: WebGLBuffer);
  7146. readonly underlyingResource: any;
  7147. }
  7148. }
  7149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7151. import { Nullable } from "babylonjs/types";
  7152. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7153. /** @hidden */
  7154. export class WebGLPipelineContext implements IPipelineContext {
  7155. engine: ThinEngine;
  7156. program: Nullable<WebGLProgram>;
  7157. context?: WebGLRenderingContext;
  7158. vertexShader?: WebGLShader;
  7159. fragmentShader?: WebGLShader;
  7160. isParallelCompiled: boolean;
  7161. onCompiled?: () => void;
  7162. transformFeedback?: WebGLTransformFeedback | null;
  7163. readonly isAsync: boolean;
  7164. readonly isReady: boolean;
  7165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7166. }
  7167. }
  7168. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7169. import { FloatArray, Nullable } from "babylonjs/types";
  7170. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7171. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7172. module "babylonjs/Engines/thinEngine" {
  7173. interface ThinEngine {
  7174. /**
  7175. * Create an uniform buffer
  7176. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7177. * @param elements defines the content of the uniform buffer
  7178. * @returns the webGL uniform buffer
  7179. */
  7180. createUniformBuffer(elements: FloatArray): DataBuffer;
  7181. /**
  7182. * Create a dynamic uniform buffer
  7183. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7184. * @param elements defines the content of the uniform buffer
  7185. * @returns the webGL uniform buffer
  7186. */
  7187. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7188. /**
  7189. * Update an existing uniform buffer
  7190. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7191. * @param uniformBuffer defines the target uniform buffer
  7192. * @param elements defines the content to update
  7193. * @param offset defines the offset in the uniform buffer where update should start
  7194. * @param count defines the size of the data to update
  7195. */
  7196. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7197. /**
  7198. * Bind an uniform buffer to the current webGL context
  7199. * @param buffer defines the buffer to bind
  7200. */
  7201. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7202. /**
  7203. * Bind a buffer to the current webGL context at a given location
  7204. * @param buffer defines the buffer to bind
  7205. * @param location defines the index where to bind the buffer
  7206. */
  7207. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7208. /**
  7209. * Bind a specific block at a given index in a specific shader program
  7210. * @param pipelineContext defines the pipeline context to use
  7211. * @param blockName defines the block name
  7212. * @param index defines the index where to bind the block
  7213. */
  7214. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7215. }
  7216. }
  7217. }
  7218. declare module "babylonjs/Materials/uniformBuffer" {
  7219. import { Nullable, FloatArray } from "babylonjs/types";
  7220. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7221. import { Engine } from "babylonjs/Engines/engine";
  7222. import { Effect } from "babylonjs/Materials/effect";
  7223. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7224. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7225. import { Color3 } from "babylonjs/Maths/math.color";
  7226. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7227. /**
  7228. * Uniform buffer objects.
  7229. *
  7230. * Handles blocks of uniform on the GPU.
  7231. *
  7232. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7233. *
  7234. * For more information, please refer to :
  7235. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7236. */
  7237. export class UniformBuffer {
  7238. private _engine;
  7239. private _buffer;
  7240. private _data;
  7241. private _bufferData;
  7242. private _dynamic?;
  7243. private _uniformLocations;
  7244. private _uniformSizes;
  7245. private _uniformLocationPointer;
  7246. private _needSync;
  7247. private _noUBO;
  7248. private _currentEffect;
  7249. /** @hidden */
  7250. _alreadyBound: boolean;
  7251. private static _MAX_UNIFORM_SIZE;
  7252. private static _tempBuffer;
  7253. /**
  7254. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7255. * This is dynamic to allow compat with webgl 1 and 2.
  7256. * You will need to pass the name of the uniform as well as the value.
  7257. */
  7258. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7259. /**
  7260. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7261. * This is dynamic to allow compat with webgl 1 and 2.
  7262. * You will need to pass the name of the uniform as well as the value.
  7263. */
  7264. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7265. /**
  7266. * Lambda to Update a single float in a uniform buffer.
  7267. * This is dynamic to allow compat with webgl 1 and 2.
  7268. * You will need to pass the name of the uniform as well as the value.
  7269. */
  7270. updateFloat: (name: string, x: number) => void;
  7271. /**
  7272. * Lambda to Update a vec2 of float in a uniform buffer.
  7273. * This is dynamic to allow compat with webgl 1 and 2.
  7274. * You will need to pass the name of the uniform as well as the value.
  7275. */
  7276. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7277. /**
  7278. * Lambda to Update a vec3 of float in a uniform buffer.
  7279. * This is dynamic to allow compat with webgl 1 and 2.
  7280. * You will need to pass the name of the uniform as well as the value.
  7281. */
  7282. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7283. /**
  7284. * Lambda to Update a vec4 of float in a uniform buffer.
  7285. * This is dynamic to allow compat with webgl 1 and 2.
  7286. * You will need to pass the name of the uniform as well as the value.
  7287. */
  7288. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7289. /**
  7290. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7291. * This is dynamic to allow compat with webgl 1 and 2.
  7292. * You will need to pass the name of the uniform as well as the value.
  7293. */
  7294. updateMatrix: (name: string, mat: Matrix) => void;
  7295. /**
  7296. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7297. * This is dynamic to allow compat with webgl 1 and 2.
  7298. * You will need to pass the name of the uniform as well as the value.
  7299. */
  7300. updateVector3: (name: string, vector: Vector3) => void;
  7301. /**
  7302. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7303. * This is dynamic to allow compat with webgl 1 and 2.
  7304. * You will need to pass the name of the uniform as well as the value.
  7305. */
  7306. updateVector4: (name: string, vector: Vector4) => void;
  7307. /**
  7308. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7309. * This is dynamic to allow compat with webgl 1 and 2.
  7310. * You will need to pass the name of the uniform as well as the value.
  7311. */
  7312. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7313. /**
  7314. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7315. * This is dynamic to allow compat with webgl 1 and 2.
  7316. * You will need to pass the name of the uniform as well as the value.
  7317. */
  7318. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7319. /**
  7320. * Instantiates a new Uniform buffer objects.
  7321. *
  7322. * Handles blocks of uniform on the GPU.
  7323. *
  7324. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7325. *
  7326. * For more information, please refer to :
  7327. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7328. * @param engine Define the engine the buffer is associated with
  7329. * @param data Define the data contained in the buffer
  7330. * @param dynamic Define if the buffer is updatable
  7331. */
  7332. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7333. /**
  7334. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7335. * or just falling back on setUniformXXX calls.
  7336. */
  7337. readonly useUbo: boolean;
  7338. /**
  7339. * Indicates if the WebGL underlying uniform buffer is in sync
  7340. * with the javascript cache data.
  7341. */
  7342. readonly isSync: boolean;
  7343. /**
  7344. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7345. * Also, a dynamic UniformBuffer will disable cache verification and always
  7346. * update the underlying WebGL uniform buffer to the GPU.
  7347. * @returns if Dynamic, otherwise false
  7348. */
  7349. isDynamic(): boolean;
  7350. /**
  7351. * The data cache on JS side.
  7352. * @returns the underlying data as a float array
  7353. */
  7354. getData(): Float32Array;
  7355. /**
  7356. * The underlying WebGL Uniform buffer.
  7357. * @returns the webgl buffer
  7358. */
  7359. getBuffer(): Nullable<DataBuffer>;
  7360. /**
  7361. * std140 layout specifies how to align data within an UBO structure.
  7362. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7363. * for specs.
  7364. */
  7365. private _fillAlignment;
  7366. /**
  7367. * Adds an uniform in the buffer.
  7368. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7369. * for the layout to be correct !
  7370. * @param name Name of the uniform, as used in the uniform block in the shader.
  7371. * @param size Data size, or data directly.
  7372. */
  7373. addUniform(name: string, size: number | number[]): void;
  7374. /**
  7375. * Adds a Matrix 4x4 to the uniform buffer.
  7376. * @param name Name of the uniform, as used in the uniform block in the shader.
  7377. * @param mat A 4x4 matrix.
  7378. */
  7379. addMatrix(name: string, mat: Matrix): void;
  7380. /**
  7381. * Adds a vec2 to the uniform buffer.
  7382. * @param name Name of the uniform, as used in the uniform block in the shader.
  7383. * @param x Define the x component value of the vec2
  7384. * @param y Define the y component value of the vec2
  7385. */
  7386. addFloat2(name: string, x: number, y: number): void;
  7387. /**
  7388. * Adds a vec3 to the uniform buffer.
  7389. * @param name Name of the uniform, as used in the uniform block in the shader.
  7390. * @param x Define the x component value of the vec3
  7391. * @param y Define the y component value of the vec3
  7392. * @param z Define the z component value of the vec3
  7393. */
  7394. addFloat3(name: string, x: number, y: number, z: number): void;
  7395. /**
  7396. * Adds a vec3 to the uniform buffer.
  7397. * @param name Name of the uniform, as used in the uniform block in the shader.
  7398. * @param color Define the vec3 from a Color
  7399. */
  7400. addColor3(name: string, color: Color3): void;
  7401. /**
  7402. * Adds a vec4 to the uniform buffer.
  7403. * @param name Name of the uniform, as used in the uniform block in the shader.
  7404. * @param color Define the rgb components from a Color
  7405. * @param alpha Define the a component of the vec4
  7406. */
  7407. addColor4(name: string, color: Color3, alpha: number): void;
  7408. /**
  7409. * Adds a vec3 to the uniform buffer.
  7410. * @param name Name of the uniform, as used in the uniform block in the shader.
  7411. * @param vector Define the vec3 components from a Vector
  7412. */
  7413. addVector3(name: string, vector: Vector3): void;
  7414. /**
  7415. * Adds a Matrix 3x3 to the uniform buffer.
  7416. * @param name Name of the uniform, as used in the uniform block in the shader.
  7417. */
  7418. addMatrix3x3(name: string): void;
  7419. /**
  7420. * Adds a Matrix 2x2 to the uniform buffer.
  7421. * @param name Name of the uniform, as used in the uniform block in the shader.
  7422. */
  7423. addMatrix2x2(name: string): void;
  7424. /**
  7425. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7426. */
  7427. create(): void;
  7428. /** @hidden */
  7429. _rebuild(): void;
  7430. /**
  7431. * Updates the WebGL Uniform Buffer on the GPU.
  7432. * If the `dynamic` flag is set to true, no cache comparison is done.
  7433. * Otherwise, the buffer will be updated only if the cache differs.
  7434. */
  7435. update(): void;
  7436. /**
  7437. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7438. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7439. * @param data Define the flattened data
  7440. * @param size Define the size of the data.
  7441. */
  7442. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7443. private _valueCache;
  7444. private _cacheMatrix;
  7445. private _updateMatrix3x3ForUniform;
  7446. private _updateMatrix3x3ForEffect;
  7447. private _updateMatrix2x2ForEffect;
  7448. private _updateMatrix2x2ForUniform;
  7449. private _updateFloatForEffect;
  7450. private _updateFloatForUniform;
  7451. private _updateFloat2ForEffect;
  7452. private _updateFloat2ForUniform;
  7453. private _updateFloat3ForEffect;
  7454. private _updateFloat3ForUniform;
  7455. private _updateFloat4ForEffect;
  7456. private _updateFloat4ForUniform;
  7457. private _updateMatrixForEffect;
  7458. private _updateMatrixForUniform;
  7459. private _updateVector3ForEffect;
  7460. private _updateVector3ForUniform;
  7461. private _updateVector4ForEffect;
  7462. private _updateVector4ForUniform;
  7463. private _updateColor3ForEffect;
  7464. private _updateColor3ForUniform;
  7465. private _updateColor4ForEffect;
  7466. private _updateColor4ForUniform;
  7467. /**
  7468. * Sets a sampler uniform on the effect.
  7469. * @param name Define the name of the sampler.
  7470. * @param texture Define the texture to set in the sampler
  7471. */
  7472. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7473. /**
  7474. * Directly updates the value of the uniform in the cache AND on the GPU.
  7475. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7476. * @param data Define the flattened data
  7477. */
  7478. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7479. /**
  7480. * Binds this uniform buffer to an effect.
  7481. * @param effect Define the effect to bind the buffer to
  7482. * @param name Name of the uniform block in the shader.
  7483. */
  7484. bindToEffect(effect: Effect, name: string): void;
  7485. /**
  7486. * Disposes the uniform buffer.
  7487. */
  7488. dispose(): void;
  7489. }
  7490. }
  7491. declare module "babylonjs/Misc/iInspectable" {
  7492. /**
  7493. * Enum that determines the text-wrapping mode to use.
  7494. */
  7495. export enum InspectableType {
  7496. /**
  7497. * Checkbox for booleans
  7498. */
  7499. Checkbox = 0,
  7500. /**
  7501. * Sliders for numbers
  7502. */
  7503. Slider = 1,
  7504. /**
  7505. * Vector3
  7506. */
  7507. Vector3 = 2,
  7508. /**
  7509. * Quaternions
  7510. */
  7511. Quaternion = 3,
  7512. /**
  7513. * Color3
  7514. */
  7515. Color3 = 4,
  7516. /**
  7517. * String
  7518. */
  7519. String = 5
  7520. }
  7521. /**
  7522. * Interface used to define custom inspectable properties.
  7523. * This interface is used by the inspector to display custom property grids
  7524. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7525. */
  7526. export interface IInspectable {
  7527. /**
  7528. * Gets the label to display
  7529. */
  7530. label: string;
  7531. /**
  7532. * Gets the name of the property to edit
  7533. */
  7534. propertyName: string;
  7535. /**
  7536. * Gets the type of the editor to use
  7537. */
  7538. type: InspectableType;
  7539. /**
  7540. * Gets the minimum value of the property when using in "slider" mode
  7541. */
  7542. min?: number;
  7543. /**
  7544. * Gets the maximum value of the property when using in "slider" mode
  7545. */
  7546. max?: number;
  7547. /**
  7548. * Gets the setp to use when using in "slider" mode
  7549. */
  7550. step?: number;
  7551. }
  7552. }
  7553. declare module "babylonjs/Misc/timingTools" {
  7554. /**
  7555. * Class used to provide helper for timing
  7556. */
  7557. export class TimingTools {
  7558. /**
  7559. * Polyfill for setImmediate
  7560. * @param action defines the action to execute after the current execution block
  7561. */
  7562. static SetImmediate(action: () => void): void;
  7563. }
  7564. }
  7565. declare module "babylonjs/Misc/instantiationTools" {
  7566. /**
  7567. * Class used to enable instatition of objects by class name
  7568. */
  7569. export class InstantiationTools {
  7570. /**
  7571. * Use this object to register external classes like custom textures or material
  7572. * to allow the laoders to instantiate them
  7573. */
  7574. static RegisteredExternalClasses: {
  7575. [key: string]: Object;
  7576. };
  7577. /**
  7578. * Tries to instantiate a new object from a given class name
  7579. * @param className defines the class name to instantiate
  7580. * @returns the new object or null if the system was not able to do the instantiation
  7581. */
  7582. static Instantiate(className: string): any;
  7583. }
  7584. }
  7585. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7586. /**
  7587. * Define options used to create a depth texture
  7588. */
  7589. export class DepthTextureCreationOptions {
  7590. /** Specifies whether or not a stencil should be allocated in the texture */
  7591. generateStencil?: boolean;
  7592. /** Specifies whether or not bilinear filtering is enable on the texture */
  7593. bilinearFiltering?: boolean;
  7594. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7595. comparisonFunction?: number;
  7596. /** Specifies if the created texture is a cube texture */
  7597. isCube?: boolean;
  7598. }
  7599. }
  7600. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7601. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7602. import { Nullable } from "babylonjs/types";
  7603. import { Scene } from "babylonjs/scene";
  7604. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7605. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7606. module "babylonjs/Engines/thinEngine" {
  7607. interface ThinEngine {
  7608. /**
  7609. * Creates a depth stencil cube texture.
  7610. * This is only available in WebGL 2.
  7611. * @param size The size of face edge in the cube texture.
  7612. * @param options The options defining the cube texture.
  7613. * @returns The cube texture
  7614. */
  7615. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7616. /**
  7617. * Creates a cube texture
  7618. * @param rootUrl defines the url where the files to load is located
  7619. * @param scene defines the current scene
  7620. * @param files defines the list of files to load (1 per face)
  7621. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7622. * @param onLoad defines an optional callback raised when the texture is loaded
  7623. * @param onError defines an optional callback raised if there is an issue to load the texture
  7624. * @param format defines the format of the data
  7625. * @param forcedExtension defines the extension to use to pick the right loader
  7626. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7630. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7631. * @returns the cube texture as an InternalTexture
  7632. */
  7633. 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;
  7634. /**
  7635. * Creates a cube texture
  7636. * @param rootUrl defines the url where the files to load is located
  7637. * @param scene defines the current scene
  7638. * @param files defines the list of files to load (1 per face)
  7639. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7640. * @param onLoad defines an optional callback raised when the texture is loaded
  7641. * @param onError defines an optional callback raised if there is an issue to load the texture
  7642. * @param format defines the format of the data
  7643. * @param forcedExtension defines the extension to use to pick the right loader
  7644. * @returns the cube texture as an InternalTexture
  7645. */
  7646. 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;
  7647. /**
  7648. * Creates a cube texture
  7649. * @param rootUrl defines the url where the files to load is located
  7650. * @param scene defines the current scene
  7651. * @param files defines the list of files to load (1 per face)
  7652. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7653. * @param onLoad defines an optional callback raised when the texture is loaded
  7654. * @param onError defines an optional callback raised if there is an issue to load the texture
  7655. * @param format defines the format of the data
  7656. * @param forcedExtension defines the extension to use to pick the right loader
  7657. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7658. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7659. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7660. * @returns the cube texture as an InternalTexture
  7661. */
  7662. 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;
  7663. /** @hidden */
  7664. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7665. /** @hidden */
  7666. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7667. /** @hidden */
  7668. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7669. /** @hidden */
  7670. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7671. /**
  7672. * @hidden
  7673. */
  7674. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7675. }
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7679. import { Nullable } from "babylonjs/types";
  7680. import { Scene } from "babylonjs/scene";
  7681. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7682. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7683. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7684. /**
  7685. * Class for creating a cube texture
  7686. */
  7687. export class CubeTexture extends BaseTexture {
  7688. private _delayedOnLoad;
  7689. /**
  7690. * The url of the texture
  7691. */
  7692. url: string;
  7693. /**
  7694. * Gets or sets the center of the bounding box associated with the cube texture.
  7695. * It must define where the camera used to render the texture was set
  7696. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7697. */
  7698. boundingBoxPosition: Vector3;
  7699. private _boundingBoxSize;
  7700. /**
  7701. * Gets or sets the size of the bounding box associated with the cube texture
  7702. * When defined, the cubemap will switch to local mode
  7703. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7704. * @example https://www.babylonjs-playground.com/#RNASML
  7705. */
  7706. /**
  7707. * Returns the bounding box size
  7708. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7709. */
  7710. boundingBoxSize: Vector3;
  7711. protected _rotationY: number;
  7712. /**
  7713. * Sets texture matrix rotation angle around Y axis in radians.
  7714. */
  7715. /**
  7716. * Gets texture matrix rotation angle around Y axis radians.
  7717. */
  7718. rotationY: number;
  7719. /**
  7720. * Are mip maps generated for this texture or not.
  7721. */
  7722. readonly noMipmap: boolean;
  7723. private _noMipmap;
  7724. private _files;
  7725. protected _forcedExtension: Nullable<string>;
  7726. private _extensions;
  7727. private _textureMatrix;
  7728. private _format;
  7729. private _createPolynomials;
  7730. /** @hidden */
  7731. _prefiltered: boolean;
  7732. /**
  7733. * Creates a cube texture from an array of image urls
  7734. * @param files defines an array of image urls
  7735. * @param scene defines the hosting scene
  7736. * @param noMipmap specifies if mip maps are not used
  7737. * @returns a cube texture
  7738. */
  7739. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7740. /**
  7741. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7742. * @param url defines the url of the prefiltered texture
  7743. * @param scene defines the scene the texture is attached to
  7744. * @param forcedExtension defines the extension of the file if different from the url
  7745. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7746. * @return the prefiltered texture
  7747. */
  7748. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7749. /**
  7750. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7751. * as prefiltered data.
  7752. * @param rootUrl defines the url of the texture or the root name of the six images
  7753. * @param scene defines the scene the texture is attached to
  7754. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7755. * @param noMipmap defines if mipmaps should be created or not
  7756. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7757. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7758. * @param onError defines a callback triggered in case of error during load
  7759. * @param format defines the internal format to use for the texture once loaded
  7760. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7761. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7762. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7763. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7764. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7765. * @return the cube texture
  7766. */
  7767. 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);
  7768. /**
  7769. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7770. */
  7771. readonly isPrefiltered: boolean;
  7772. /**
  7773. * Get the current class name of the texture useful for serialization or dynamic coding.
  7774. * @returns "CubeTexture"
  7775. */
  7776. getClassName(): string;
  7777. /**
  7778. * Update the url (and optional buffer) of this texture if url was null during construction.
  7779. * @param url the url of the texture
  7780. * @param forcedExtension defines the extension to use
  7781. * @param onLoad callback called when the texture is loaded (defaults to null)
  7782. */
  7783. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7784. /**
  7785. * Delays loading of the cube texture
  7786. * @param forcedExtension defines the extension to use
  7787. */
  7788. delayLoad(forcedExtension?: string): void;
  7789. /**
  7790. * Returns the reflection texture matrix
  7791. * @returns the reflection texture matrix
  7792. */
  7793. getReflectionTextureMatrix(): Matrix;
  7794. /**
  7795. * Sets the reflection texture matrix
  7796. * @param value Reflection texture matrix
  7797. */
  7798. setReflectionTextureMatrix(value: Matrix): void;
  7799. /**
  7800. * Parses text to create a cube texture
  7801. * @param parsedTexture define the serialized text to read from
  7802. * @param scene defines the hosting scene
  7803. * @param rootUrl defines the root url of the cube texture
  7804. * @returns a cube texture
  7805. */
  7806. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7807. /**
  7808. * Makes a clone, or deep copy, of the cube texture
  7809. * @returns a new cube texture
  7810. */
  7811. clone(): CubeTexture;
  7812. }
  7813. }
  7814. declare module "babylonjs/Materials/materialDefines" {
  7815. /**
  7816. * Manages the defines for the Material
  7817. */
  7818. export class MaterialDefines {
  7819. /** @hidden */
  7820. protected _keys: string[];
  7821. private _isDirty;
  7822. /** @hidden */
  7823. _renderId: number;
  7824. /** @hidden */
  7825. _areLightsDirty: boolean;
  7826. /** @hidden */
  7827. _areLightsDisposed: boolean;
  7828. /** @hidden */
  7829. _areAttributesDirty: boolean;
  7830. /** @hidden */
  7831. _areTexturesDirty: boolean;
  7832. /** @hidden */
  7833. _areFresnelDirty: boolean;
  7834. /** @hidden */
  7835. _areMiscDirty: boolean;
  7836. /** @hidden */
  7837. _areImageProcessingDirty: boolean;
  7838. /** @hidden */
  7839. _normals: boolean;
  7840. /** @hidden */
  7841. _uvs: boolean;
  7842. /** @hidden */
  7843. _needNormals: boolean;
  7844. /** @hidden */
  7845. _needUVs: boolean;
  7846. [id: string]: any;
  7847. /**
  7848. * Specifies if the material needs to be re-calculated
  7849. */
  7850. readonly isDirty: boolean;
  7851. /**
  7852. * Marks the material to indicate that it has been re-calculated
  7853. */
  7854. markAsProcessed(): void;
  7855. /**
  7856. * Marks the material to indicate that it needs to be re-calculated
  7857. */
  7858. markAsUnprocessed(): void;
  7859. /**
  7860. * Marks the material to indicate all of its defines need to be re-calculated
  7861. */
  7862. markAllAsDirty(): void;
  7863. /**
  7864. * Marks the material to indicate that image processing needs to be re-calculated
  7865. */
  7866. markAsImageProcessingDirty(): void;
  7867. /**
  7868. * Marks the material to indicate the lights need to be re-calculated
  7869. * @param disposed Defines whether the light is dirty due to dispose or not
  7870. */
  7871. markAsLightDirty(disposed?: boolean): void;
  7872. /**
  7873. * Marks the attribute state as changed
  7874. */
  7875. markAsAttributesDirty(): void;
  7876. /**
  7877. * Marks the texture state as changed
  7878. */
  7879. markAsTexturesDirty(): void;
  7880. /**
  7881. * Marks the fresnel state as changed
  7882. */
  7883. markAsFresnelDirty(): void;
  7884. /**
  7885. * Marks the misc state as changed
  7886. */
  7887. markAsMiscDirty(): void;
  7888. /**
  7889. * Rebuilds the material defines
  7890. */
  7891. rebuild(): void;
  7892. /**
  7893. * Specifies if two material defines are equal
  7894. * @param other - A material define instance to compare to
  7895. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7896. */
  7897. isEqual(other: MaterialDefines): boolean;
  7898. /**
  7899. * Clones this instance's defines to another instance
  7900. * @param other - material defines to clone values to
  7901. */
  7902. cloneTo(other: MaterialDefines): void;
  7903. /**
  7904. * Resets the material define values
  7905. */
  7906. reset(): void;
  7907. /**
  7908. * Converts the material define values to a string
  7909. * @returns - String of material define information
  7910. */
  7911. toString(): string;
  7912. }
  7913. }
  7914. declare module "babylonjs/Materials/colorCurves" {
  7915. import { Effect } from "babylonjs/Materials/effect";
  7916. /**
  7917. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7918. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7919. * 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;
  7920. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7921. */
  7922. export class ColorCurves {
  7923. private _dirty;
  7924. private _tempColor;
  7925. private _globalCurve;
  7926. private _highlightsCurve;
  7927. private _midtonesCurve;
  7928. private _shadowsCurve;
  7929. private _positiveCurve;
  7930. private _negativeCurve;
  7931. private _globalHue;
  7932. private _globalDensity;
  7933. private _globalSaturation;
  7934. private _globalExposure;
  7935. /**
  7936. * Gets the global Hue value.
  7937. * 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).
  7938. */
  7939. /**
  7940. * Sets the global Hue value.
  7941. * 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).
  7942. */
  7943. globalHue: number;
  7944. /**
  7945. * Gets the global 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. /**
  7950. * Sets the global Density value.
  7951. * 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.
  7952. * Values less than zero provide a filter of opposite hue.
  7953. */
  7954. globalDensity: number;
  7955. /**
  7956. * Gets the global Saturation value.
  7957. * 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.
  7958. */
  7959. /**
  7960. * Sets the global Saturation 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 saturation and negative values decrease saturation.
  7962. */
  7963. globalSaturation: number;
  7964. /**
  7965. * Gets the global Exposure value.
  7966. * 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.
  7967. */
  7968. /**
  7969. * Sets the global Exposure value.
  7970. * 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.
  7971. */
  7972. globalExposure: number;
  7973. private _highlightsHue;
  7974. private _highlightsDensity;
  7975. private _highlightsSaturation;
  7976. private _highlightsExposure;
  7977. /**
  7978. * Gets the highlights Hue value.
  7979. * 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).
  7980. */
  7981. /**
  7982. * Sets the highlights Hue value.
  7983. * 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).
  7984. */
  7985. highlightsHue: number;
  7986. /**
  7987. * Gets the highlights 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. /**
  7992. * Sets the highlights Density value.
  7993. * 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.
  7994. * Values less than zero provide a filter of opposite hue.
  7995. */
  7996. highlightsDensity: number;
  7997. /**
  7998. * Gets the highlights Saturation value.
  7999. * 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.
  8000. */
  8001. /**
  8002. * Sets the highlights Saturation 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 saturation and negative values decrease saturation.
  8004. */
  8005. highlightsSaturation: number;
  8006. /**
  8007. * Gets the highlights Exposure value.
  8008. * 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.
  8009. */
  8010. /**
  8011. * Sets the highlights Exposure value.
  8012. * 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.
  8013. */
  8014. highlightsExposure: number;
  8015. private _midtonesHue;
  8016. private _midtonesDensity;
  8017. private _midtonesSaturation;
  8018. private _midtonesExposure;
  8019. /**
  8020. * Gets the midtones Hue value.
  8021. * 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).
  8022. */
  8023. /**
  8024. * Sets the midtones Hue value.
  8025. * 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).
  8026. */
  8027. midtonesHue: number;
  8028. /**
  8029. * Gets the midtones Density value.
  8030. * 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.
  8031. * Values less than zero provide a filter of opposite hue.
  8032. */
  8033. /**
  8034. * Sets the midtones Density value.
  8035. * 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.
  8036. * Values less than zero provide a filter of opposite hue.
  8037. */
  8038. midtonesDensity: number;
  8039. /**
  8040. * Gets the midtones Saturation value.
  8041. * 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.
  8042. */
  8043. /**
  8044. * Sets the midtones Saturation value.
  8045. * 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.
  8046. */
  8047. midtonesSaturation: number;
  8048. /**
  8049. * Gets the midtones Exposure value.
  8050. * 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.
  8051. */
  8052. /**
  8053. * Sets the midtones Exposure value.
  8054. * 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.
  8055. */
  8056. midtonesExposure: number;
  8057. private _shadowsHue;
  8058. private _shadowsDensity;
  8059. private _shadowsSaturation;
  8060. private _shadowsExposure;
  8061. /**
  8062. * Gets the shadows Hue value.
  8063. * 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).
  8064. */
  8065. /**
  8066. * Sets the shadows Hue value.
  8067. * 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).
  8068. */
  8069. shadowsHue: number;
  8070. /**
  8071. * Gets the shadows Density value.
  8072. * 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.
  8073. * Values less than zero provide a filter of opposite hue.
  8074. */
  8075. /**
  8076. * Sets the shadows Density value.
  8077. * 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.
  8078. * Values less than zero provide a filter of opposite hue.
  8079. */
  8080. shadowsDensity: number;
  8081. /**
  8082. * Gets the shadows Saturation value.
  8083. * 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.
  8084. */
  8085. /**
  8086. * Sets the shadows Saturation value.
  8087. * 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.
  8088. */
  8089. shadowsSaturation: number;
  8090. /**
  8091. * Gets the shadows Exposure value.
  8092. * 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.
  8093. */
  8094. /**
  8095. * Sets the shadows Exposure value.
  8096. * 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.
  8097. */
  8098. shadowsExposure: number;
  8099. /**
  8100. * Returns the class name
  8101. * @returns The class name
  8102. */
  8103. getClassName(): string;
  8104. /**
  8105. * Binds the color curves to the shader.
  8106. * @param colorCurves The color curve to bind
  8107. * @param effect The effect to bind to
  8108. * @param positiveUniform The positive uniform shader parameter
  8109. * @param neutralUniform The neutral uniform shader parameter
  8110. * @param negativeUniform The negative uniform shader parameter
  8111. */
  8112. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8113. /**
  8114. * Prepare the list of uniforms associated with the ColorCurves effects.
  8115. * @param uniformsList The list of uniforms used in the effect
  8116. */
  8117. static PrepareUniforms(uniformsList: string[]): void;
  8118. /**
  8119. * Returns color grading data based on a hue, density, saturation and exposure value.
  8120. * @param filterHue The hue of the color filter.
  8121. * @param filterDensity The density of the color filter.
  8122. * @param saturation The saturation.
  8123. * @param exposure The exposure.
  8124. * @param result The result data container.
  8125. */
  8126. private getColorGradingDataToRef;
  8127. /**
  8128. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8129. * @param value The input slider value in range [-100,100].
  8130. * @returns Adjusted value.
  8131. */
  8132. private static applyColorGradingSliderNonlinear;
  8133. /**
  8134. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8135. * @param hue The hue (H) input.
  8136. * @param saturation The saturation (S) input.
  8137. * @param brightness The brightness (B) input.
  8138. * @result An RGBA color represented as Vector4.
  8139. */
  8140. private static fromHSBToRef;
  8141. /**
  8142. * Returns a value clamped between min and max
  8143. * @param value The value to clamp
  8144. * @param min The minimum of value
  8145. * @param max The maximum of value
  8146. * @returns The clamped value.
  8147. */
  8148. private static clamp;
  8149. /**
  8150. * Clones the current color curve instance.
  8151. * @return The cloned curves
  8152. */
  8153. clone(): ColorCurves;
  8154. /**
  8155. * Serializes the current color curve instance to a json representation.
  8156. * @return a JSON representation
  8157. */
  8158. serialize(): any;
  8159. /**
  8160. * Parses the color curve from a json representation.
  8161. * @param source the JSON source to parse
  8162. * @return The parsed curves
  8163. */
  8164. static Parse(source: any): ColorCurves;
  8165. }
  8166. }
  8167. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8168. import { Observable } from "babylonjs/Misc/observable";
  8169. import { Nullable } from "babylonjs/types";
  8170. import { Color4 } from "babylonjs/Maths/math.color";
  8171. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8172. import { Effect } from "babylonjs/Materials/effect";
  8173. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8174. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8175. /**
  8176. * Interface to follow in your material defines to integrate easily the
  8177. * Image proccessing functions.
  8178. * @hidden
  8179. */
  8180. export interface IImageProcessingConfigurationDefines {
  8181. IMAGEPROCESSING: boolean;
  8182. VIGNETTE: boolean;
  8183. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8184. VIGNETTEBLENDMODEOPAQUE: boolean;
  8185. TONEMAPPING: boolean;
  8186. TONEMAPPING_ACES: boolean;
  8187. CONTRAST: boolean;
  8188. EXPOSURE: boolean;
  8189. COLORCURVES: boolean;
  8190. COLORGRADING: boolean;
  8191. COLORGRADING3D: boolean;
  8192. SAMPLER3DGREENDEPTH: boolean;
  8193. SAMPLER3DBGRMAP: boolean;
  8194. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8195. }
  8196. /**
  8197. * @hidden
  8198. */
  8199. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8200. IMAGEPROCESSING: boolean;
  8201. VIGNETTE: boolean;
  8202. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8203. VIGNETTEBLENDMODEOPAQUE: boolean;
  8204. TONEMAPPING: boolean;
  8205. TONEMAPPING_ACES: boolean;
  8206. CONTRAST: boolean;
  8207. COLORCURVES: boolean;
  8208. COLORGRADING: boolean;
  8209. COLORGRADING3D: boolean;
  8210. SAMPLER3DGREENDEPTH: boolean;
  8211. SAMPLER3DBGRMAP: boolean;
  8212. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8213. EXPOSURE: boolean;
  8214. constructor();
  8215. }
  8216. /**
  8217. * This groups together the common properties used for image processing either in direct forward pass
  8218. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8219. * or not.
  8220. */
  8221. export class ImageProcessingConfiguration {
  8222. /**
  8223. * Default tone mapping applied in BabylonJS.
  8224. */
  8225. static readonly TONEMAPPING_STANDARD: number;
  8226. /**
  8227. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8228. * to other engines rendering to increase portability.
  8229. */
  8230. static readonly TONEMAPPING_ACES: number;
  8231. /**
  8232. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8233. */
  8234. colorCurves: Nullable<ColorCurves>;
  8235. private _colorCurvesEnabled;
  8236. /**
  8237. * Gets wether the color curves effect is enabled.
  8238. */
  8239. /**
  8240. * Sets wether the color curves effect is enabled.
  8241. */
  8242. colorCurvesEnabled: boolean;
  8243. private _colorGradingTexture;
  8244. /**
  8245. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8246. */
  8247. /**
  8248. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8249. */
  8250. colorGradingTexture: Nullable<BaseTexture>;
  8251. private _colorGradingEnabled;
  8252. /**
  8253. * Gets wether the color grading effect is enabled.
  8254. */
  8255. /**
  8256. * Sets wether the color grading effect is enabled.
  8257. */
  8258. colorGradingEnabled: boolean;
  8259. private _colorGradingWithGreenDepth;
  8260. /**
  8261. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8262. */
  8263. /**
  8264. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8265. */
  8266. colorGradingWithGreenDepth: boolean;
  8267. private _colorGradingBGR;
  8268. /**
  8269. * Gets wether the color grading texture contains BGR values.
  8270. */
  8271. /**
  8272. * Sets wether the color grading texture contains BGR values.
  8273. */
  8274. colorGradingBGR: boolean;
  8275. /** @hidden */
  8276. _exposure: number;
  8277. /**
  8278. * Gets the Exposure used in the effect.
  8279. */
  8280. /**
  8281. * Sets the Exposure used in the effect.
  8282. */
  8283. exposure: number;
  8284. private _toneMappingEnabled;
  8285. /**
  8286. * Gets wether the tone mapping effect is enabled.
  8287. */
  8288. /**
  8289. * Sets wether the tone mapping effect is enabled.
  8290. */
  8291. toneMappingEnabled: boolean;
  8292. private _toneMappingType;
  8293. /**
  8294. * Gets the type of tone mapping effect.
  8295. */
  8296. /**
  8297. * Sets the type of tone mapping effect used in BabylonJS.
  8298. */
  8299. toneMappingType: number;
  8300. protected _contrast: number;
  8301. /**
  8302. * Gets the contrast used in the effect.
  8303. */
  8304. /**
  8305. * Sets the contrast used in the effect.
  8306. */
  8307. contrast: number;
  8308. /**
  8309. * Vignette stretch size.
  8310. */
  8311. vignetteStretch: number;
  8312. /**
  8313. * Vignette centre X Offset.
  8314. */
  8315. vignetteCentreX: number;
  8316. /**
  8317. * Vignette centre Y Offset.
  8318. */
  8319. vignetteCentreY: number;
  8320. /**
  8321. * Vignette weight or intensity of the vignette effect.
  8322. */
  8323. vignetteWeight: number;
  8324. /**
  8325. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8326. * if vignetteEnabled is set to true.
  8327. */
  8328. vignetteColor: Color4;
  8329. /**
  8330. * Camera field of view used by the Vignette effect.
  8331. */
  8332. vignetteCameraFov: number;
  8333. private _vignetteBlendMode;
  8334. /**
  8335. * Gets the vignette blend mode allowing different kind of effect.
  8336. */
  8337. /**
  8338. * Sets the vignette blend mode allowing different kind of effect.
  8339. */
  8340. vignetteBlendMode: number;
  8341. private _vignetteEnabled;
  8342. /**
  8343. * Gets wether the vignette effect is enabled.
  8344. */
  8345. /**
  8346. * Sets wether the vignette effect is enabled.
  8347. */
  8348. vignetteEnabled: boolean;
  8349. private _applyByPostProcess;
  8350. /**
  8351. * Gets wether the image processing is applied through a post process or not.
  8352. */
  8353. /**
  8354. * Sets wether the image processing is applied through a post process or not.
  8355. */
  8356. applyByPostProcess: boolean;
  8357. private _isEnabled;
  8358. /**
  8359. * Gets wether the image processing is enabled or not.
  8360. */
  8361. /**
  8362. * Sets wether the image processing is enabled or not.
  8363. */
  8364. isEnabled: boolean;
  8365. /**
  8366. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8367. */
  8368. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8369. /**
  8370. * Method called each time the image processing information changes requires to recompile the effect.
  8371. */
  8372. protected _updateParameters(): void;
  8373. /**
  8374. * Gets the current class name.
  8375. * @return "ImageProcessingConfiguration"
  8376. */
  8377. getClassName(): string;
  8378. /**
  8379. * Prepare the list of uniforms associated with the Image Processing effects.
  8380. * @param uniforms The list of uniforms used in the effect
  8381. * @param defines the list of defines currently in use
  8382. */
  8383. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8384. /**
  8385. * Prepare the list of samplers associated with the Image Processing effects.
  8386. * @param samplersList The list of uniforms used in the effect
  8387. * @param defines the list of defines currently in use
  8388. */
  8389. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8390. /**
  8391. * Prepare the list of defines associated to the shader.
  8392. * @param defines the list of defines to complete
  8393. * @param forPostProcess Define if we are currently in post process mode or not
  8394. */
  8395. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8396. /**
  8397. * Returns true if all the image processing information are ready.
  8398. * @returns True if ready, otherwise, false
  8399. */
  8400. isReady(): boolean;
  8401. /**
  8402. * Binds the image processing to the shader.
  8403. * @param effect The effect to bind to
  8404. * @param overrideAspectRatio Override the aspect ratio of the effect
  8405. */
  8406. bind(effect: Effect, overrideAspectRatio?: number): void;
  8407. /**
  8408. * Clones the current image processing instance.
  8409. * @return The cloned image processing
  8410. */
  8411. clone(): ImageProcessingConfiguration;
  8412. /**
  8413. * Serializes the current image processing instance to a json representation.
  8414. * @return a JSON representation
  8415. */
  8416. serialize(): any;
  8417. /**
  8418. * Parses the image processing from a json representation.
  8419. * @param source the JSON source to parse
  8420. * @return The parsed image processing
  8421. */
  8422. static Parse(source: any): ImageProcessingConfiguration;
  8423. private static _VIGNETTEMODE_MULTIPLY;
  8424. private static _VIGNETTEMODE_OPAQUE;
  8425. /**
  8426. * Used to apply the vignette as a mix with the pixel color.
  8427. */
  8428. static readonly VIGNETTEMODE_MULTIPLY: number;
  8429. /**
  8430. * Used to apply the vignette as a replacement of the pixel color.
  8431. */
  8432. static readonly VIGNETTEMODE_OPAQUE: number;
  8433. }
  8434. }
  8435. declare module "babylonjs/Shaders/postprocess.vertex" {
  8436. /** @hidden */
  8437. export var postprocessVertexShader: {
  8438. name: string;
  8439. shader: string;
  8440. };
  8441. }
  8442. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8443. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8444. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8445. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8446. module "babylonjs/Engines/thinEngine" {
  8447. interface ThinEngine {
  8448. /**
  8449. * Creates a new render target texture
  8450. * @param size defines the size of the texture
  8451. * @param options defines the options used to create the texture
  8452. * @returns a new render target texture stored in an InternalTexture
  8453. */
  8454. createRenderTargetTexture(size: number | {
  8455. width: number;
  8456. height: number;
  8457. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8458. /**
  8459. * Creates a depth stencil texture.
  8460. * This is only available in WebGL 2 or with the depth texture extension available.
  8461. * @param size The size of face edge in the texture.
  8462. * @param options The options defining the texture.
  8463. * @returns The texture
  8464. */
  8465. createDepthStencilTexture(size: number | {
  8466. width: number;
  8467. height: number;
  8468. }, options: DepthTextureCreationOptions): InternalTexture;
  8469. /** @hidden */
  8470. _createDepthStencilTexture(size: number | {
  8471. width: number;
  8472. height: number;
  8473. }, options: DepthTextureCreationOptions): InternalTexture;
  8474. }
  8475. }
  8476. }
  8477. declare module "babylonjs/Maths/math.axis" {
  8478. import { Vector3 } from "babylonjs/Maths/math.vector";
  8479. /** Defines supported spaces */
  8480. export enum Space {
  8481. /** Local (object) space */
  8482. LOCAL = 0,
  8483. /** World space */
  8484. WORLD = 1,
  8485. /** Bone space */
  8486. BONE = 2
  8487. }
  8488. /** Defines the 3 main axes */
  8489. export class Axis {
  8490. /** X axis */
  8491. static X: Vector3;
  8492. /** Y axis */
  8493. static Y: Vector3;
  8494. /** Z axis */
  8495. static Z: Vector3;
  8496. }
  8497. }
  8498. declare module "babylonjs/Cameras/targetCamera" {
  8499. import { Nullable } from "babylonjs/types";
  8500. import { Camera } from "babylonjs/Cameras/camera";
  8501. import { Scene } from "babylonjs/scene";
  8502. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8503. /**
  8504. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8505. * This is the base of the follow, arc rotate cameras and Free camera
  8506. * @see http://doc.babylonjs.com/features/cameras
  8507. */
  8508. export class TargetCamera extends Camera {
  8509. private static _RigCamTransformMatrix;
  8510. private static _TargetTransformMatrix;
  8511. private static _TargetFocalPoint;
  8512. /**
  8513. * Define the current direction the camera is moving to
  8514. */
  8515. cameraDirection: Vector3;
  8516. /**
  8517. * Define the current rotation the camera is rotating to
  8518. */
  8519. cameraRotation: Vector2;
  8520. /**
  8521. * When set, the up vector of the camera will be updated by the rotation of the camera
  8522. */
  8523. updateUpVectorFromRotation: boolean;
  8524. private _tmpQuaternion;
  8525. /**
  8526. * Define the current rotation of the camera
  8527. */
  8528. rotation: Vector3;
  8529. /**
  8530. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8531. */
  8532. rotationQuaternion: Quaternion;
  8533. /**
  8534. * Define the current speed of the camera
  8535. */
  8536. speed: number;
  8537. /**
  8538. * Add constraint to the camera to prevent it to move freely in all directions and
  8539. * around all axis.
  8540. */
  8541. noRotationConstraint: boolean;
  8542. /**
  8543. * Define the current target of the camera as an object or a position.
  8544. */
  8545. lockedTarget: any;
  8546. /** @hidden */
  8547. _currentTarget: Vector3;
  8548. /** @hidden */
  8549. _initialFocalDistance: number;
  8550. /** @hidden */
  8551. _viewMatrix: Matrix;
  8552. /** @hidden */
  8553. _camMatrix: Matrix;
  8554. /** @hidden */
  8555. _cameraTransformMatrix: Matrix;
  8556. /** @hidden */
  8557. _cameraRotationMatrix: Matrix;
  8558. /** @hidden */
  8559. _referencePoint: Vector3;
  8560. /** @hidden */
  8561. _transformedReferencePoint: Vector3;
  8562. protected _globalCurrentTarget: Vector3;
  8563. protected _globalCurrentUpVector: Vector3;
  8564. /** @hidden */
  8565. _reset: () => void;
  8566. private _defaultUp;
  8567. /**
  8568. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8569. * This is the base of the follow, arc rotate cameras and Free camera
  8570. * @see http://doc.babylonjs.com/features/cameras
  8571. * @param name Defines the name of the camera in the scene
  8572. * @param position Defines the start position of the camera in the scene
  8573. * @param scene Defines the scene the camera belongs to
  8574. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8575. */
  8576. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8577. /**
  8578. * Gets the position in front of the camera at a given distance.
  8579. * @param distance The distance from the camera we want the position to be
  8580. * @returns the position
  8581. */
  8582. getFrontPosition(distance: number): Vector3;
  8583. /** @hidden */
  8584. _getLockedTargetPosition(): Nullable<Vector3>;
  8585. private _storedPosition;
  8586. private _storedRotation;
  8587. private _storedRotationQuaternion;
  8588. /**
  8589. * Store current camera state of the camera (fov, position, rotation, etc..)
  8590. * @returns the camera
  8591. */
  8592. storeState(): Camera;
  8593. /**
  8594. * Restored camera state. You must call storeState() first
  8595. * @returns whether it was successful or not
  8596. * @hidden
  8597. */
  8598. _restoreStateValues(): boolean;
  8599. /** @hidden */
  8600. _initCache(): void;
  8601. /** @hidden */
  8602. _updateCache(ignoreParentClass?: boolean): void;
  8603. /** @hidden */
  8604. _isSynchronizedViewMatrix(): boolean;
  8605. /** @hidden */
  8606. _computeLocalCameraSpeed(): number;
  8607. /**
  8608. * Defines the target the camera should look at.
  8609. * @param target Defines the new target as a Vector or a mesh
  8610. */
  8611. setTarget(target: Vector3): void;
  8612. /**
  8613. * Return the current target position of the camera. This value is expressed in local space.
  8614. * @returns the target position
  8615. */
  8616. getTarget(): Vector3;
  8617. /** @hidden */
  8618. _decideIfNeedsToMove(): boolean;
  8619. /** @hidden */
  8620. _updatePosition(): void;
  8621. /** @hidden */
  8622. _checkInputs(): void;
  8623. protected _updateCameraRotationMatrix(): void;
  8624. /**
  8625. * 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)
  8626. * @returns the current camera
  8627. */
  8628. private _rotateUpVectorWithCameraRotationMatrix;
  8629. private _cachedRotationZ;
  8630. private _cachedQuaternionRotationZ;
  8631. /** @hidden */
  8632. _getViewMatrix(): Matrix;
  8633. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8634. /**
  8635. * @hidden
  8636. */
  8637. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8638. /**
  8639. * @hidden
  8640. */
  8641. _updateRigCameras(): void;
  8642. private _getRigCamPositionAndTarget;
  8643. /**
  8644. * Gets the current object class name.
  8645. * @return the class name
  8646. */
  8647. getClassName(): string;
  8648. }
  8649. }
  8650. declare module "babylonjs/Events/keyboardEvents" {
  8651. /**
  8652. * Gather the list of keyboard event types as constants.
  8653. */
  8654. export class KeyboardEventTypes {
  8655. /**
  8656. * The keydown event is fired when a key becomes active (pressed).
  8657. */
  8658. static readonly KEYDOWN: number;
  8659. /**
  8660. * The keyup event is fired when a key has been released.
  8661. */
  8662. static readonly KEYUP: number;
  8663. }
  8664. /**
  8665. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8666. */
  8667. export class KeyboardInfo {
  8668. /**
  8669. * Defines the type of event (KeyboardEventTypes)
  8670. */
  8671. type: number;
  8672. /**
  8673. * Defines the related dom event
  8674. */
  8675. event: KeyboardEvent;
  8676. /**
  8677. * Instantiates a new keyboard info.
  8678. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8679. * @param type Defines the type of event (KeyboardEventTypes)
  8680. * @param event Defines the related dom event
  8681. */
  8682. constructor(
  8683. /**
  8684. * Defines the type of event (KeyboardEventTypes)
  8685. */
  8686. type: number,
  8687. /**
  8688. * Defines the related dom event
  8689. */
  8690. event: KeyboardEvent);
  8691. }
  8692. /**
  8693. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8694. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8695. */
  8696. export class KeyboardInfoPre extends KeyboardInfo {
  8697. /**
  8698. * Defines the type of event (KeyboardEventTypes)
  8699. */
  8700. type: number;
  8701. /**
  8702. * Defines the related dom event
  8703. */
  8704. event: KeyboardEvent;
  8705. /**
  8706. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8707. */
  8708. skipOnPointerObservable: boolean;
  8709. /**
  8710. * Instantiates a new keyboard pre info.
  8711. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8712. * @param type Defines the type of event (KeyboardEventTypes)
  8713. * @param event Defines the related dom event
  8714. */
  8715. constructor(
  8716. /**
  8717. * Defines the type of event (KeyboardEventTypes)
  8718. */
  8719. type: number,
  8720. /**
  8721. * Defines the related dom event
  8722. */
  8723. event: KeyboardEvent);
  8724. }
  8725. }
  8726. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8727. import { Nullable } from "babylonjs/types";
  8728. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8729. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8730. /**
  8731. * Manage the keyboard inputs to control the movement of a free camera.
  8732. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8733. */
  8734. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8735. /**
  8736. * Defines the camera the input is attached to.
  8737. */
  8738. camera: FreeCamera;
  8739. /**
  8740. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8741. */
  8742. keysUp: number[];
  8743. /**
  8744. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8745. */
  8746. keysDown: number[];
  8747. /**
  8748. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8749. */
  8750. keysLeft: number[];
  8751. /**
  8752. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8753. */
  8754. keysRight: number[];
  8755. private _keys;
  8756. private _onCanvasBlurObserver;
  8757. private _onKeyboardObserver;
  8758. private _engine;
  8759. private _scene;
  8760. /**
  8761. * Attach the input controls to a specific dom element to get the input from.
  8762. * @param element Defines the element the controls should be listened from
  8763. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8764. */
  8765. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8766. /**
  8767. * Detach the current controls from the specified dom element.
  8768. * @param element Defines the element to stop listening the inputs from
  8769. */
  8770. detachControl(element: Nullable<HTMLElement>): void;
  8771. /**
  8772. * Update the current camera state depending on the inputs that have been used this frame.
  8773. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8774. */
  8775. checkInputs(): void;
  8776. /**
  8777. * Gets the class name of the current intput.
  8778. * @returns the class name
  8779. */
  8780. getClassName(): string;
  8781. /** @hidden */
  8782. _onLostFocus(): void;
  8783. /**
  8784. * Get the friendly name associated with the input class.
  8785. * @returns the input friendly name
  8786. */
  8787. getSimpleName(): string;
  8788. }
  8789. }
  8790. declare module "babylonjs/Lights/shadowLight" {
  8791. import { Camera } from "babylonjs/Cameras/camera";
  8792. import { Scene } from "babylonjs/scene";
  8793. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8794. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8795. import { Light } from "babylonjs/Lights/light";
  8796. /**
  8797. * Interface describing all the common properties and methods a shadow light needs to implement.
  8798. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8799. * as well as binding the different shadow properties to the effects.
  8800. */
  8801. export interface IShadowLight extends Light {
  8802. /**
  8803. * The light id in the scene (used in scene.findLighById for instance)
  8804. */
  8805. id: string;
  8806. /**
  8807. * The position the shdow will be casted from.
  8808. */
  8809. position: Vector3;
  8810. /**
  8811. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8812. */
  8813. direction: Vector3;
  8814. /**
  8815. * The transformed position. Position of the light in world space taking parenting in account.
  8816. */
  8817. transformedPosition: Vector3;
  8818. /**
  8819. * The transformed direction. Direction of the light in world space taking parenting in account.
  8820. */
  8821. transformedDirection: Vector3;
  8822. /**
  8823. * The friendly name of the light in the scene.
  8824. */
  8825. name: string;
  8826. /**
  8827. * Defines the shadow projection clipping minimum z value.
  8828. */
  8829. shadowMinZ: number;
  8830. /**
  8831. * Defines the shadow projection clipping maximum z value.
  8832. */
  8833. shadowMaxZ: number;
  8834. /**
  8835. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8836. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8837. */
  8838. computeTransformedInformation(): boolean;
  8839. /**
  8840. * Gets the scene the light belongs to.
  8841. * @returns The scene
  8842. */
  8843. getScene(): Scene;
  8844. /**
  8845. * Callback defining a custom Projection Matrix Builder.
  8846. * This can be used to override the default projection matrix computation.
  8847. */
  8848. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8849. /**
  8850. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8851. * @param matrix The materix to updated with the projection information
  8852. * @param viewMatrix The transform matrix of the light
  8853. * @param renderList The list of mesh to render in the map
  8854. * @returns The current light
  8855. */
  8856. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8857. /**
  8858. * Gets the current depth scale used in ESM.
  8859. * @returns The scale
  8860. */
  8861. getDepthScale(): number;
  8862. /**
  8863. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8864. * @returns true if a cube texture needs to be use
  8865. */
  8866. needCube(): boolean;
  8867. /**
  8868. * Detects if the projection matrix requires to be recomputed this frame.
  8869. * @returns true if it requires to be recomputed otherwise, false.
  8870. */
  8871. needProjectionMatrixCompute(): boolean;
  8872. /**
  8873. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8874. */
  8875. forceProjectionMatrixCompute(): void;
  8876. /**
  8877. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8878. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8879. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8880. */
  8881. getShadowDirection(faceIndex?: number): Vector3;
  8882. /**
  8883. * Gets the minZ used for shadow according to both the scene and the light.
  8884. * @param activeCamera The camera we are returning the min for
  8885. * @returns the depth min z
  8886. */
  8887. getDepthMinZ(activeCamera: Camera): number;
  8888. /**
  8889. * Gets the maxZ used for shadow according to both the scene and the light.
  8890. * @param activeCamera The camera we are returning the max for
  8891. * @returns the depth max z
  8892. */
  8893. getDepthMaxZ(activeCamera: Camera): number;
  8894. }
  8895. /**
  8896. * Base implementation IShadowLight
  8897. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8898. */
  8899. export abstract class ShadowLight extends Light implements IShadowLight {
  8900. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8901. protected _position: Vector3;
  8902. protected _setPosition(value: Vector3): void;
  8903. /**
  8904. * Sets the position the shadow will be casted from. Also use as the light position for both
  8905. * point and spot lights.
  8906. */
  8907. /**
  8908. * Sets the position the shadow will be casted from. Also use as the light position for both
  8909. * point and spot lights.
  8910. */
  8911. position: Vector3;
  8912. protected _direction: Vector3;
  8913. protected _setDirection(value: Vector3): void;
  8914. /**
  8915. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8916. * Also use as the light direction on spot and directional lights.
  8917. */
  8918. /**
  8919. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8920. * Also use as the light direction on spot and directional lights.
  8921. */
  8922. direction: Vector3;
  8923. private _shadowMinZ;
  8924. /**
  8925. * Gets the shadow projection clipping minimum z value.
  8926. */
  8927. /**
  8928. * Sets the shadow projection clipping minimum z value.
  8929. */
  8930. shadowMinZ: number;
  8931. private _shadowMaxZ;
  8932. /**
  8933. * Sets the shadow projection clipping maximum z value.
  8934. */
  8935. /**
  8936. * Gets the shadow projection clipping maximum z value.
  8937. */
  8938. shadowMaxZ: number;
  8939. /**
  8940. * Callback defining a custom Projection Matrix Builder.
  8941. * This can be used to override the default projection matrix computation.
  8942. */
  8943. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8944. /**
  8945. * The transformed position. Position of the light in world space taking parenting in account.
  8946. */
  8947. transformedPosition: Vector3;
  8948. /**
  8949. * The transformed direction. Direction of the light in world space taking parenting in account.
  8950. */
  8951. transformedDirection: Vector3;
  8952. private _needProjectionMatrixCompute;
  8953. /**
  8954. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8955. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8956. */
  8957. computeTransformedInformation(): boolean;
  8958. /**
  8959. * Return the depth scale used for the shadow map.
  8960. * @returns the depth scale.
  8961. */
  8962. getDepthScale(): number;
  8963. /**
  8964. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8965. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8966. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8967. */
  8968. getShadowDirection(faceIndex?: number): Vector3;
  8969. /**
  8970. * Returns the ShadowLight absolute position in the World.
  8971. * @returns the position vector in world space
  8972. */
  8973. getAbsolutePosition(): Vector3;
  8974. /**
  8975. * Sets the ShadowLight direction toward the passed target.
  8976. * @param target The point to target in local space
  8977. * @returns the updated ShadowLight direction
  8978. */
  8979. setDirectionToTarget(target: Vector3): Vector3;
  8980. /**
  8981. * Returns the light rotation in euler definition.
  8982. * @returns the x y z rotation in local space.
  8983. */
  8984. getRotation(): Vector3;
  8985. /**
  8986. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8987. * @returns true if a cube texture needs to be use
  8988. */
  8989. needCube(): boolean;
  8990. /**
  8991. * Detects if the projection matrix requires to be recomputed this frame.
  8992. * @returns true if it requires to be recomputed otherwise, false.
  8993. */
  8994. needProjectionMatrixCompute(): boolean;
  8995. /**
  8996. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8997. */
  8998. forceProjectionMatrixCompute(): void;
  8999. /** @hidden */
  9000. _initCache(): void;
  9001. /** @hidden */
  9002. _isSynchronized(): boolean;
  9003. /**
  9004. * Computes the world matrix of the node
  9005. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9006. * @returns the world matrix
  9007. */
  9008. computeWorldMatrix(force?: boolean): Matrix;
  9009. /**
  9010. * Gets the minZ used for shadow according to both the scene and the light.
  9011. * @param activeCamera The camera we are returning the min for
  9012. * @returns the depth min z
  9013. */
  9014. getDepthMinZ(activeCamera: Camera): number;
  9015. /**
  9016. * Gets the maxZ used for shadow according to both the scene and the light.
  9017. * @param activeCamera The camera we are returning the max for
  9018. * @returns the depth max z
  9019. */
  9020. getDepthMaxZ(activeCamera: Camera): number;
  9021. /**
  9022. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9023. * @param matrix The materix to updated with the projection information
  9024. * @param viewMatrix The transform matrix of the light
  9025. * @param renderList The list of mesh to render in the map
  9026. * @returns The current light
  9027. */
  9028. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9029. }
  9030. }
  9031. declare module "babylonjs/Materials/effectFallbacks" {
  9032. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9033. import { Effect } from "babylonjs/Materials/effect";
  9034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9035. /**
  9036. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9037. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9038. */
  9039. export class EffectFallbacks implements IEffectFallbacks {
  9040. private _defines;
  9041. private _currentRank;
  9042. private _maxRank;
  9043. private _mesh;
  9044. /**
  9045. * Removes the fallback from the bound mesh.
  9046. */
  9047. unBindMesh(): void;
  9048. /**
  9049. * Adds a fallback on the specified property.
  9050. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9051. * @param define The name of the define in the shader
  9052. */
  9053. addFallback(rank: number, define: string): void;
  9054. /**
  9055. * Sets the mesh to use CPU skinning when needing to fallback.
  9056. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9057. * @param mesh The mesh to use the fallbacks.
  9058. */
  9059. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9060. /**
  9061. * Checks to see if more fallbacks are still availible.
  9062. */
  9063. readonly hasMoreFallbacks: boolean;
  9064. /**
  9065. * Removes the defines that should be removed when falling back.
  9066. * @param currentDefines defines the current define statements for the shader.
  9067. * @param effect defines the current effect we try to compile
  9068. * @returns The resulting defines with defines of the current rank removed.
  9069. */
  9070. reduce(currentDefines: string, effect: Effect): string;
  9071. }
  9072. }
  9073. declare module "babylonjs/Materials/materialHelper" {
  9074. import { Nullable } from "babylonjs/types";
  9075. import { Scene } from "babylonjs/scene";
  9076. import { Engine } from "babylonjs/Engines/engine";
  9077. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9078. import { Light } from "babylonjs/Lights/light";
  9079. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9080. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9081. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9083. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9084. /**
  9085. * "Static Class" containing the most commonly used helper while dealing with material for
  9086. * rendering purpose.
  9087. *
  9088. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9089. *
  9090. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9091. */
  9092. export class MaterialHelper {
  9093. /**
  9094. * Bind the current view position to an effect.
  9095. * @param effect The effect to be bound
  9096. * @param scene The scene the eyes position is used from
  9097. */
  9098. static BindEyePosition(effect: Effect, scene: Scene): void;
  9099. /**
  9100. * Helps preparing the defines values about the UVs in used in the effect.
  9101. * UVs are shared as much as we can accross channels in the shaders.
  9102. * @param texture The texture we are preparing the UVs for
  9103. * @param defines The defines to update
  9104. * @param key The channel key "diffuse", "specular"... used in the shader
  9105. */
  9106. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9107. /**
  9108. * Binds a texture matrix value to its corrsponding uniform
  9109. * @param texture The texture to bind the matrix for
  9110. * @param uniformBuffer The uniform buffer receivin the data
  9111. * @param key The channel key "diffuse", "specular"... used in the shader
  9112. */
  9113. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9114. /**
  9115. * Gets the current status of the fog (should it be enabled?)
  9116. * @param mesh defines the mesh to evaluate for fog support
  9117. * @param scene defines the hosting scene
  9118. * @returns true if fog must be enabled
  9119. */
  9120. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9121. /**
  9122. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9123. * @param mesh defines the current mesh
  9124. * @param scene defines the current scene
  9125. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9126. * @param pointsCloud defines if point cloud rendering has to be turned on
  9127. * @param fogEnabled defines if fog has to be turned on
  9128. * @param alphaTest defines if alpha testing has to be turned on
  9129. * @param defines defines the current list of defines
  9130. */
  9131. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9132. /**
  9133. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9134. * @param scene defines the current scene
  9135. * @param engine defines the current engine
  9136. * @param defines specifies the list of active defines
  9137. * @param useInstances defines if instances have to be turned on
  9138. * @param useClipPlane defines if clip plane have to be turned on
  9139. */
  9140. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9141. /**
  9142. * Prepares the defines for bones
  9143. * @param mesh The mesh containing the geometry data we will draw
  9144. * @param defines The defines to update
  9145. */
  9146. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9147. /**
  9148. * Prepares the defines for morph targets
  9149. * @param mesh The mesh containing the geometry data we will draw
  9150. * @param defines The defines to update
  9151. */
  9152. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9153. /**
  9154. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9155. * @param mesh The mesh containing the geometry data we will draw
  9156. * @param defines The defines to update
  9157. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9158. * @param useBones Precise whether bones should be used or not (override mesh info)
  9159. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9160. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9161. * @returns false if defines are considered not dirty and have not been checked
  9162. */
  9163. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9164. /**
  9165. * Prepares the defines related to multiview
  9166. * @param scene The scene we are intending to draw
  9167. * @param defines The defines to update
  9168. */
  9169. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9170. /**
  9171. * Prepares the defines related to the light information passed in parameter
  9172. * @param scene The scene we are intending to draw
  9173. * @param mesh The mesh the effect is compiling for
  9174. * @param light The light the effect is compiling for
  9175. * @param lightIndex The index of the light
  9176. * @param defines The defines to update
  9177. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9178. * @param state Defines the current state regarding what is needed (normals, etc...)
  9179. */
  9180. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9181. needNormals: boolean;
  9182. needRebuild: boolean;
  9183. shadowEnabled: boolean;
  9184. specularEnabled: boolean;
  9185. lightmapMode: boolean;
  9186. }): void;
  9187. /**
  9188. * Prepares the defines related to the light information passed in parameter
  9189. * @param scene The scene we are intending to draw
  9190. * @param mesh The mesh the effect is compiling for
  9191. * @param defines The defines to update
  9192. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9193. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9194. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9195. * @returns true if normals will be required for the rest of the effect
  9196. */
  9197. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9198. /**
  9199. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9200. * @param lightIndex defines the light index
  9201. * @param uniformsList The uniform list
  9202. * @param samplersList The sampler list
  9203. * @param projectedLightTexture defines if projected texture must be used
  9204. * @param uniformBuffersList defines an optional list of uniform buffers
  9205. */
  9206. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9207. /**
  9208. * Prepares the uniforms and samplers list to be used in the effect
  9209. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9210. * @param samplersList The sampler list
  9211. * @param defines The defines helping in the list generation
  9212. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9213. */
  9214. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9215. /**
  9216. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9217. * @param defines The defines to update while falling back
  9218. * @param fallbacks The authorized effect fallbacks
  9219. * @param maxSimultaneousLights The maximum number of lights allowed
  9220. * @param rank the current rank of the Effect
  9221. * @returns The newly affected rank
  9222. */
  9223. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9224. private static _TmpMorphInfluencers;
  9225. /**
  9226. * Prepares the list of attributes required for morph targets according to the effect defines.
  9227. * @param attribs The current list of supported attribs
  9228. * @param mesh The mesh to prepare the morph targets attributes for
  9229. * @param influencers The number of influencers
  9230. */
  9231. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9232. /**
  9233. * Prepares the list of attributes required for morph targets according to the effect defines.
  9234. * @param attribs The current list of supported attribs
  9235. * @param mesh The mesh to prepare the morph targets attributes for
  9236. * @param defines The current Defines of the effect
  9237. */
  9238. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9239. /**
  9240. * Prepares the list of attributes required for bones according to the effect defines.
  9241. * @param attribs The current list of supported attribs
  9242. * @param mesh The mesh to prepare the bones attributes for
  9243. * @param defines The current Defines of the effect
  9244. * @param fallbacks The current efffect fallback strategy
  9245. */
  9246. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9247. /**
  9248. * Check and prepare the list of attributes required for instances according to the effect defines.
  9249. * @param attribs The current list of supported attribs
  9250. * @param defines The current MaterialDefines of the effect
  9251. */
  9252. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9253. /**
  9254. * Add the list of attributes required for instances to the attribs array.
  9255. * @param attribs The current list of supported attribs
  9256. */
  9257. static PushAttributesForInstances(attribs: string[]): void;
  9258. /**
  9259. * Binds the light information to the effect.
  9260. * @param light The light containing the generator
  9261. * @param effect The effect we are binding the data to
  9262. * @param lightIndex The light index in the effect used to render
  9263. */
  9264. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9265. /**
  9266. * Binds the lights information from the scene to the effect for the given mesh.
  9267. * @param light Light to bind
  9268. * @param lightIndex Light index
  9269. * @param scene The scene where the light belongs to
  9270. * @param effect The effect we are binding the data to
  9271. * @param useSpecular Defines if specular is supported
  9272. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9273. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9274. */
  9275. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9276. /**
  9277. * Binds the lights information from the scene to the effect for the given mesh.
  9278. * @param scene The scene the lights belongs to
  9279. * @param mesh The mesh we are binding the information to render
  9280. * @param effect The effect we are binding the data to
  9281. * @param defines The generated defines for the effect
  9282. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9283. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9284. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9285. */
  9286. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9287. private static _tempFogColor;
  9288. /**
  9289. * Binds the fog information from the scene to the effect for the given mesh.
  9290. * @param scene The scene the lights belongs to
  9291. * @param mesh The mesh we are binding the information to render
  9292. * @param effect The effect we are binding the data to
  9293. * @param linearSpace Defines if the fog effect is applied in linear space
  9294. */
  9295. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9296. /**
  9297. * Binds the bones information from the mesh to the effect.
  9298. * @param mesh The mesh we are binding the information to render
  9299. * @param effect The effect we are binding the data to
  9300. */
  9301. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9302. /**
  9303. * Binds the morph targets information from the mesh to the effect.
  9304. * @param abstractMesh The mesh we are binding the information to render
  9305. * @param effect The effect we are binding the data to
  9306. */
  9307. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9308. /**
  9309. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9310. * @param defines The generated defines used in the effect
  9311. * @param effect The effect we are binding the data to
  9312. * @param scene The scene we are willing to render with logarithmic scale for
  9313. */
  9314. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9315. /**
  9316. * Binds the clip plane information from the scene to the effect.
  9317. * @param scene The scene the clip plane information are extracted from
  9318. * @param effect The effect we are binding the data to
  9319. */
  9320. static BindClipPlane(effect: Effect, scene: Scene): void;
  9321. }
  9322. }
  9323. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9324. /** @hidden */
  9325. export var packingFunctions: {
  9326. name: string;
  9327. shader: string;
  9328. };
  9329. }
  9330. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9331. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9332. /** @hidden */
  9333. export var shadowMapPixelShader: {
  9334. name: string;
  9335. shader: string;
  9336. };
  9337. }
  9338. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9339. /** @hidden */
  9340. export var bonesDeclaration: {
  9341. name: string;
  9342. shader: string;
  9343. };
  9344. }
  9345. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9346. /** @hidden */
  9347. export var morphTargetsVertexGlobalDeclaration: {
  9348. name: string;
  9349. shader: string;
  9350. };
  9351. }
  9352. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9353. /** @hidden */
  9354. export var morphTargetsVertexDeclaration: {
  9355. name: string;
  9356. shader: string;
  9357. };
  9358. }
  9359. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9360. /** @hidden */
  9361. export var instancesDeclaration: {
  9362. name: string;
  9363. shader: string;
  9364. };
  9365. }
  9366. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9367. /** @hidden */
  9368. export var helperFunctions: {
  9369. name: string;
  9370. shader: string;
  9371. };
  9372. }
  9373. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9374. /** @hidden */
  9375. export var morphTargetsVertex: {
  9376. name: string;
  9377. shader: string;
  9378. };
  9379. }
  9380. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9381. /** @hidden */
  9382. export var instancesVertex: {
  9383. name: string;
  9384. shader: string;
  9385. };
  9386. }
  9387. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9388. /** @hidden */
  9389. export var bonesVertex: {
  9390. name: string;
  9391. shader: string;
  9392. };
  9393. }
  9394. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9395. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9396. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9397. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9398. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9399. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9400. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9401. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9402. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9403. /** @hidden */
  9404. export var shadowMapVertexShader: {
  9405. name: string;
  9406. shader: string;
  9407. };
  9408. }
  9409. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9410. /** @hidden */
  9411. export var depthBoxBlurPixelShader: {
  9412. name: string;
  9413. shader: string;
  9414. };
  9415. }
  9416. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9417. import { Nullable } from "babylonjs/types";
  9418. import { Scene } from "babylonjs/scene";
  9419. import { Matrix } from "babylonjs/Maths/math.vector";
  9420. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9421. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9422. import { Mesh } from "babylonjs/Meshes/mesh";
  9423. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9424. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9425. import { Effect } from "babylonjs/Materials/effect";
  9426. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9427. import "babylonjs/Shaders/shadowMap.fragment";
  9428. import "babylonjs/Shaders/shadowMap.vertex";
  9429. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9430. import { Observable } from "babylonjs/Misc/observable";
  9431. /**
  9432. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9433. */
  9434. export interface ICustomShaderOptions {
  9435. /**
  9436. * Gets or sets the custom shader name to use
  9437. */
  9438. shaderName: string;
  9439. /**
  9440. * The list of attribute names used in the shader
  9441. */
  9442. attributes?: string[];
  9443. /**
  9444. * The list of unifrom names used in the shader
  9445. */
  9446. uniforms?: string[];
  9447. /**
  9448. * The list of sampler names used in the shader
  9449. */
  9450. samplers?: string[];
  9451. /**
  9452. * The list of defines used in the shader
  9453. */
  9454. defines?: string[];
  9455. }
  9456. /**
  9457. * Interface to implement to create a shadow generator compatible with BJS.
  9458. */
  9459. export interface IShadowGenerator {
  9460. /**
  9461. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9462. * @returns The render target texture if present otherwise, null
  9463. */
  9464. getShadowMap(): Nullable<RenderTargetTexture>;
  9465. /**
  9466. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9467. * @returns The render target texture if the shadow map is present otherwise, null
  9468. */
  9469. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9470. /**
  9471. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9472. * @param subMesh The submesh we want to render in the shadow map
  9473. * @param useInstances Defines wether will draw in the map using instances
  9474. * @returns true if ready otherwise, false
  9475. */
  9476. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9477. /**
  9478. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9479. * @param defines Defines of the material we want to update
  9480. * @param lightIndex Index of the light in the enabled light list of the material
  9481. */
  9482. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9483. /**
  9484. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9485. * defined in the generator but impacting the effect).
  9486. * It implies the unifroms available on the materials are the standard BJS ones.
  9487. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9488. * @param effect The effect we are binfing the information for
  9489. */
  9490. bindShadowLight(lightIndex: string, effect: Effect): void;
  9491. /**
  9492. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9493. * (eq to shadow prjection matrix * light transform matrix)
  9494. * @returns The transform matrix used to create the shadow map
  9495. */
  9496. getTransformMatrix(): Matrix;
  9497. /**
  9498. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9499. * Cube and 2D textures for instance.
  9500. */
  9501. recreateShadowMap(): void;
  9502. /**
  9503. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9504. * @param onCompiled Callback triggered at the and of the effects compilation
  9505. * @param options Sets of optional options forcing the compilation with different modes
  9506. */
  9507. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9508. useInstances: boolean;
  9509. }>): void;
  9510. /**
  9511. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9512. * @param options Sets of optional options forcing the compilation with different modes
  9513. * @returns A promise that resolves when the compilation completes
  9514. */
  9515. forceCompilationAsync(options?: Partial<{
  9516. useInstances: boolean;
  9517. }>): Promise<void>;
  9518. /**
  9519. * Serializes the shadow generator setup to a json object.
  9520. * @returns The serialized JSON object
  9521. */
  9522. serialize(): any;
  9523. /**
  9524. * Disposes the Shadow map and related Textures and effects.
  9525. */
  9526. dispose(): void;
  9527. }
  9528. /**
  9529. * Default implementation IShadowGenerator.
  9530. * This is the main object responsible of generating shadows in the framework.
  9531. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9532. */
  9533. export class ShadowGenerator implements IShadowGenerator {
  9534. /**
  9535. * Shadow generator mode None: no filtering applied.
  9536. */
  9537. static readonly FILTER_NONE: number;
  9538. /**
  9539. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9540. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9541. */
  9542. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9543. /**
  9544. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9545. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9546. */
  9547. static readonly FILTER_POISSONSAMPLING: number;
  9548. /**
  9549. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9550. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9551. */
  9552. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9553. /**
  9554. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9555. * edge artifacts on steep falloff.
  9556. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9557. */
  9558. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9559. /**
  9560. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9561. * edge artifacts on steep falloff.
  9562. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9563. */
  9564. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9565. /**
  9566. * Shadow generator mode PCF: Percentage Closer Filtering
  9567. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9568. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9569. */
  9570. static readonly FILTER_PCF: number;
  9571. /**
  9572. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9573. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9574. * Contact Hardening
  9575. */
  9576. static readonly FILTER_PCSS: number;
  9577. /**
  9578. * Reserved for PCF and PCSS
  9579. * Highest Quality.
  9580. *
  9581. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9582. *
  9583. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9584. */
  9585. static readonly QUALITY_HIGH: number;
  9586. /**
  9587. * Reserved for PCF and PCSS
  9588. * Good tradeoff for quality/perf cross devices
  9589. *
  9590. * Execute PCF on a 3*3 kernel.
  9591. *
  9592. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9593. */
  9594. static readonly QUALITY_MEDIUM: number;
  9595. /**
  9596. * Reserved for PCF and PCSS
  9597. * The lowest quality but the fastest.
  9598. *
  9599. * Execute PCF on a 1*1 kernel.
  9600. *
  9601. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9602. */
  9603. static readonly QUALITY_LOW: number;
  9604. /** Gets or sets the custom shader name to use */
  9605. customShaderOptions: ICustomShaderOptions;
  9606. /**
  9607. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9608. */
  9609. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9610. /**
  9611. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9612. */
  9613. onAfterShadowMapRenderObservable: Observable<Effect>;
  9614. /**
  9615. * Observable triggered before a mesh is rendered in the shadow map.
  9616. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9617. */
  9618. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9619. /**
  9620. * Observable triggered after a mesh is rendered in the shadow map.
  9621. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9622. */
  9623. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9624. private _bias;
  9625. /**
  9626. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9627. */
  9628. /**
  9629. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9630. */
  9631. bias: number;
  9632. private _normalBias;
  9633. /**
  9634. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9635. */
  9636. /**
  9637. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9638. */
  9639. normalBias: number;
  9640. private _blurBoxOffset;
  9641. /**
  9642. * Gets the blur box offset: offset applied during the blur pass.
  9643. * Only useful if useKernelBlur = false
  9644. */
  9645. /**
  9646. * Sets the blur box offset: offset applied during the blur pass.
  9647. * Only useful if useKernelBlur = false
  9648. */
  9649. blurBoxOffset: number;
  9650. private _blurScale;
  9651. /**
  9652. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9653. * 2 means half of the size.
  9654. */
  9655. /**
  9656. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9657. * 2 means half of the size.
  9658. */
  9659. blurScale: number;
  9660. private _blurKernel;
  9661. /**
  9662. * Gets the blur kernel: kernel size of the blur pass.
  9663. * Only useful if useKernelBlur = true
  9664. */
  9665. /**
  9666. * Sets the blur kernel: kernel size of the blur pass.
  9667. * Only useful if useKernelBlur = true
  9668. */
  9669. blurKernel: number;
  9670. private _useKernelBlur;
  9671. /**
  9672. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9673. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9674. */
  9675. /**
  9676. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9677. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9678. */
  9679. useKernelBlur: boolean;
  9680. private _depthScale;
  9681. /**
  9682. * Gets the depth scale used in ESM mode.
  9683. */
  9684. /**
  9685. * Sets the depth scale used in ESM mode.
  9686. * This can override the scale stored on the light.
  9687. */
  9688. depthScale: number;
  9689. private _filter;
  9690. /**
  9691. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9692. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9693. */
  9694. /**
  9695. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9696. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9697. */
  9698. filter: number;
  9699. /**
  9700. * Gets if the current filter is set to Poisson Sampling.
  9701. */
  9702. /**
  9703. * Sets the current filter to Poisson Sampling.
  9704. */
  9705. usePoissonSampling: boolean;
  9706. /**
  9707. * Gets if the current filter is set to ESM.
  9708. */
  9709. /**
  9710. * Sets the current filter is to ESM.
  9711. */
  9712. useExponentialShadowMap: boolean;
  9713. /**
  9714. * Gets if the current filter is set to filtered ESM.
  9715. */
  9716. /**
  9717. * Gets if the current filter is set to filtered ESM.
  9718. */
  9719. useBlurExponentialShadowMap: boolean;
  9720. /**
  9721. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9722. * exponential to prevent steep falloff artifacts).
  9723. */
  9724. /**
  9725. * Sets the current filter to "close ESM" (using the inverse of the
  9726. * exponential to prevent steep falloff artifacts).
  9727. */
  9728. useCloseExponentialShadowMap: boolean;
  9729. /**
  9730. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9731. * exponential to prevent steep falloff artifacts).
  9732. */
  9733. /**
  9734. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9735. * exponential to prevent steep falloff artifacts).
  9736. */
  9737. useBlurCloseExponentialShadowMap: boolean;
  9738. /**
  9739. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9740. */
  9741. /**
  9742. * Sets the current filter to "PCF" (percentage closer filtering).
  9743. */
  9744. usePercentageCloserFiltering: boolean;
  9745. private _filteringQuality;
  9746. /**
  9747. * Gets the PCF or PCSS Quality.
  9748. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9749. */
  9750. /**
  9751. * Sets the PCF or PCSS Quality.
  9752. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9753. */
  9754. filteringQuality: number;
  9755. /**
  9756. * Gets if the current filter is set to "PCSS" (contact hardening).
  9757. */
  9758. /**
  9759. * Sets the current filter to "PCSS" (contact hardening).
  9760. */
  9761. useContactHardeningShadow: boolean;
  9762. private _contactHardeningLightSizeUVRatio;
  9763. /**
  9764. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9765. * Using a ratio helps keeping shape stability independently of the map size.
  9766. *
  9767. * It does not account for the light projection as it was having too much
  9768. * instability during the light setup or during light position changes.
  9769. *
  9770. * Only valid if useContactHardeningShadow is true.
  9771. */
  9772. /**
  9773. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9774. * Using a ratio helps keeping shape stability independently of the map size.
  9775. *
  9776. * It does not account for the light projection as it was having too much
  9777. * instability during the light setup or during light position changes.
  9778. *
  9779. * Only valid if useContactHardeningShadow is true.
  9780. */
  9781. contactHardeningLightSizeUVRatio: number;
  9782. private _darkness;
  9783. /** Gets or sets the actual darkness of a shadow */
  9784. darkness: number;
  9785. /**
  9786. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9787. * 0 means strongest and 1 would means no shadow.
  9788. * @returns the darkness.
  9789. */
  9790. getDarkness(): number;
  9791. /**
  9792. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9793. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9794. * @returns the shadow generator allowing fluent coding.
  9795. */
  9796. setDarkness(darkness: number): ShadowGenerator;
  9797. private _transparencyShadow;
  9798. /** Gets or sets the ability to have transparent shadow */
  9799. transparencyShadow: boolean;
  9800. /**
  9801. * Sets the ability to have transparent shadow (boolean).
  9802. * @param transparent True if transparent else False
  9803. * @returns the shadow generator allowing fluent coding
  9804. */
  9805. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9806. private _shadowMap;
  9807. private _shadowMap2;
  9808. /**
  9809. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9810. * @returns The render target texture if present otherwise, null
  9811. */
  9812. getShadowMap(): Nullable<RenderTargetTexture>;
  9813. /**
  9814. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9815. * @returns The render target texture if the shadow map is present otherwise, null
  9816. */
  9817. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9818. /**
  9819. * Gets the class name of that object
  9820. * @returns "ShadowGenerator"
  9821. */
  9822. getClassName(): string;
  9823. /**
  9824. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9825. * @param mesh Mesh to add
  9826. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9827. * @returns the Shadow Generator itself
  9828. */
  9829. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9830. /**
  9831. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9832. * @param mesh Mesh to remove
  9833. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9834. * @returns the Shadow Generator itself
  9835. */
  9836. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9837. /**
  9838. * Controls the extent to which the shadows fade out at the edge of the frustum
  9839. * Used only by directionals and spots
  9840. */
  9841. frustumEdgeFalloff: number;
  9842. private _light;
  9843. /**
  9844. * Returns the associated light object.
  9845. * @returns the light generating the shadow
  9846. */
  9847. getLight(): IShadowLight;
  9848. /**
  9849. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9850. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9851. * It might on the other hand introduce peter panning.
  9852. */
  9853. forceBackFacesOnly: boolean;
  9854. private _scene;
  9855. private _lightDirection;
  9856. private _effect;
  9857. private _viewMatrix;
  9858. private _projectionMatrix;
  9859. private _transformMatrix;
  9860. private _cachedPosition;
  9861. private _cachedDirection;
  9862. private _cachedDefines;
  9863. private _currentRenderID;
  9864. private _boxBlurPostprocess;
  9865. private _kernelBlurXPostprocess;
  9866. private _kernelBlurYPostprocess;
  9867. private _blurPostProcesses;
  9868. private _mapSize;
  9869. private _currentFaceIndex;
  9870. private _currentFaceIndexCache;
  9871. private _textureType;
  9872. private _defaultTextureMatrix;
  9873. private _storedUniqueId;
  9874. /** @hidden */
  9875. static _SceneComponentInitialization: (scene: Scene) => void;
  9876. /**
  9877. * Creates a ShadowGenerator object.
  9878. * A ShadowGenerator is the required tool to use the shadows.
  9879. * Each light casting shadows needs to use its own ShadowGenerator.
  9880. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9881. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9882. * @param light The light object generating the shadows.
  9883. * @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.
  9884. */
  9885. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9886. private _initializeGenerator;
  9887. private _initializeShadowMap;
  9888. private _initializeBlurRTTAndPostProcesses;
  9889. private _renderForShadowMap;
  9890. private _renderSubMeshForShadowMap;
  9891. private _applyFilterValues;
  9892. /**
  9893. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9894. * @param onCompiled Callback triggered at the and of the effects compilation
  9895. * @param options Sets of optional options forcing the compilation with different modes
  9896. */
  9897. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9898. useInstances: boolean;
  9899. }>): void;
  9900. /**
  9901. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9902. * @param options Sets of optional options forcing the compilation with different modes
  9903. * @returns A promise that resolves when the compilation completes
  9904. */
  9905. forceCompilationAsync(options?: Partial<{
  9906. useInstances: boolean;
  9907. }>): Promise<void>;
  9908. /**
  9909. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9910. * @param subMesh The submesh we want to render in the shadow map
  9911. * @param useInstances Defines wether will draw in the map using instances
  9912. * @returns true if ready otherwise, false
  9913. */
  9914. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9915. /**
  9916. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9917. * @param defines Defines of the material we want to update
  9918. * @param lightIndex Index of the light in the enabled light list of the material
  9919. */
  9920. prepareDefines(defines: any, lightIndex: number): void;
  9921. /**
  9922. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9923. * defined in the generator but impacting the effect).
  9924. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9925. * @param effect The effect we are binfing the information for
  9926. */
  9927. bindShadowLight(lightIndex: string, effect: Effect): void;
  9928. /**
  9929. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9930. * (eq to shadow prjection matrix * light transform matrix)
  9931. * @returns The transform matrix used to create the shadow map
  9932. */
  9933. getTransformMatrix(): Matrix;
  9934. /**
  9935. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9936. * Cube and 2D textures for instance.
  9937. */
  9938. recreateShadowMap(): void;
  9939. private _disposeBlurPostProcesses;
  9940. private _disposeRTTandPostProcesses;
  9941. /**
  9942. * Disposes the ShadowGenerator.
  9943. * Returns nothing.
  9944. */
  9945. dispose(): void;
  9946. /**
  9947. * Serializes the shadow generator setup to a json object.
  9948. * @returns The serialized JSON object
  9949. */
  9950. serialize(): any;
  9951. /**
  9952. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9953. * @param parsedShadowGenerator The JSON object to parse
  9954. * @param scene The scene to create the shadow map for
  9955. * @returns The parsed shadow generator
  9956. */
  9957. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9958. }
  9959. }
  9960. declare module "babylonjs/Lights/light" {
  9961. import { Nullable } from "babylonjs/types";
  9962. import { Scene } from "babylonjs/scene";
  9963. import { Vector3 } from "babylonjs/Maths/math.vector";
  9964. import { Color3 } from "babylonjs/Maths/math.color";
  9965. import { Node } from "babylonjs/node";
  9966. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9967. import { Effect } from "babylonjs/Materials/effect";
  9968. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9969. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9970. /**
  9971. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9972. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9973. * 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.
  9974. */
  9975. export abstract class Light extends Node {
  9976. /**
  9977. * Falloff Default: light is falling off following the material specification:
  9978. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9979. */
  9980. static readonly FALLOFF_DEFAULT: number;
  9981. /**
  9982. * Falloff Physical: light is falling off following the inverse squared distance law.
  9983. */
  9984. static readonly FALLOFF_PHYSICAL: number;
  9985. /**
  9986. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9987. * to enhance interoperability with other engines.
  9988. */
  9989. static readonly FALLOFF_GLTF: number;
  9990. /**
  9991. * Falloff Standard: light is falling off like in the standard material
  9992. * to enhance interoperability with other materials.
  9993. */
  9994. static readonly FALLOFF_STANDARD: number;
  9995. /**
  9996. * If every light affecting the material is in this lightmapMode,
  9997. * material.lightmapTexture adds or multiplies
  9998. * (depends on material.useLightmapAsShadowmap)
  9999. * after every other light calculations.
  10000. */
  10001. static readonly LIGHTMAP_DEFAULT: number;
  10002. /**
  10003. * material.lightmapTexture as only diffuse lighting from this light
  10004. * adds only specular lighting from this light
  10005. * adds dynamic shadows
  10006. */
  10007. static readonly LIGHTMAP_SPECULAR: number;
  10008. /**
  10009. * material.lightmapTexture as only lighting
  10010. * no light calculation from this light
  10011. * only adds dynamic shadows from this light
  10012. */
  10013. static readonly LIGHTMAP_SHADOWSONLY: number;
  10014. /**
  10015. * Each light type uses the default quantity according to its type:
  10016. * point/spot lights use luminous intensity
  10017. * directional lights use illuminance
  10018. */
  10019. static readonly INTENSITYMODE_AUTOMATIC: number;
  10020. /**
  10021. * lumen (lm)
  10022. */
  10023. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10024. /**
  10025. * candela (lm/sr)
  10026. */
  10027. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10028. /**
  10029. * lux (lm/m^2)
  10030. */
  10031. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10032. /**
  10033. * nit (cd/m^2)
  10034. */
  10035. static readonly INTENSITYMODE_LUMINANCE: number;
  10036. /**
  10037. * Light type const id of the point light.
  10038. */
  10039. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10040. /**
  10041. * Light type const id of the directional light.
  10042. */
  10043. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10044. /**
  10045. * Light type const id of the spot light.
  10046. */
  10047. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10048. /**
  10049. * Light type const id of the hemispheric light.
  10050. */
  10051. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10052. /**
  10053. * Diffuse gives the basic color to an object.
  10054. */
  10055. diffuse: Color3;
  10056. /**
  10057. * Specular produces a highlight color on an object.
  10058. * Note: This is note affecting PBR materials.
  10059. */
  10060. specular: Color3;
  10061. /**
  10062. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10063. * falling off base on range or angle.
  10064. * This can be set to any values in Light.FALLOFF_x.
  10065. *
  10066. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10067. * other types of materials.
  10068. */
  10069. falloffType: number;
  10070. /**
  10071. * Strength of the light.
  10072. * Note: By default it is define in the framework own unit.
  10073. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10074. */
  10075. intensity: number;
  10076. private _range;
  10077. protected _inverseSquaredRange: number;
  10078. /**
  10079. * Defines how far from the source the light is impacting in scene units.
  10080. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10081. */
  10082. /**
  10083. * Defines how far from the source the light is impacting in scene units.
  10084. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10085. */
  10086. range: number;
  10087. /**
  10088. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10089. * of light.
  10090. */
  10091. private _photometricScale;
  10092. private _intensityMode;
  10093. /**
  10094. * Gets the photometric scale used to interpret the intensity.
  10095. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10096. */
  10097. /**
  10098. * Sets the photometric scale used to interpret the intensity.
  10099. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10100. */
  10101. intensityMode: number;
  10102. private _radius;
  10103. /**
  10104. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10105. */
  10106. /**
  10107. * sets the light radius used by PBR Materials to simulate soft area lights.
  10108. */
  10109. radius: number;
  10110. private _renderPriority;
  10111. /**
  10112. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10113. * exceeding the number allowed of the materials.
  10114. */
  10115. renderPriority: number;
  10116. private _shadowEnabled;
  10117. /**
  10118. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10119. * the current shadow generator.
  10120. */
  10121. /**
  10122. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10123. * the current shadow generator.
  10124. */
  10125. shadowEnabled: boolean;
  10126. private _includedOnlyMeshes;
  10127. /**
  10128. * Gets the only meshes impacted by this light.
  10129. */
  10130. /**
  10131. * Sets the only meshes impacted by this light.
  10132. */
  10133. includedOnlyMeshes: AbstractMesh[];
  10134. private _excludedMeshes;
  10135. /**
  10136. * Gets the meshes not impacted by this light.
  10137. */
  10138. /**
  10139. * Sets the meshes not impacted by this light.
  10140. */
  10141. excludedMeshes: AbstractMesh[];
  10142. private _excludeWithLayerMask;
  10143. /**
  10144. * Gets the layer id use to find what meshes are not impacted by the light.
  10145. * Inactive if 0
  10146. */
  10147. /**
  10148. * Sets the layer id use to find what meshes are not impacted by the light.
  10149. * Inactive if 0
  10150. */
  10151. excludeWithLayerMask: number;
  10152. private _includeOnlyWithLayerMask;
  10153. /**
  10154. * Gets the layer id use to find what meshes are impacted by the light.
  10155. * Inactive if 0
  10156. */
  10157. /**
  10158. * Sets the layer id use to find what meshes are impacted by the light.
  10159. * Inactive if 0
  10160. */
  10161. includeOnlyWithLayerMask: number;
  10162. private _lightmapMode;
  10163. /**
  10164. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10165. */
  10166. /**
  10167. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10168. */
  10169. lightmapMode: number;
  10170. /**
  10171. * Shadow generator associted to the light.
  10172. * @hidden Internal use only.
  10173. */
  10174. _shadowGenerator: Nullable<IShadowGenerator>;
  10175. /**
  10176. * @hidden Internal use only.
  10177. */
  10178. _excludedMeshesIds: string[];
  10179. /**
  10180. * @hidden Internal use only.
  10181. */
  10182. _includedOnlyMeshesIds: string[];
  10183. /**
  10184. * The current light unifom buffer.
  10185. * @hidden Internal use only.
  10186. */
  10187. _uniformBuffer: UniformBuffer;
  10188. /** @hidden */
  10189. _renderId: number;
  10190. /**
  10191. * Creates a Light object in the scene.
  10192. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10193. * @param name The firendly name of the light
  10194. * @param scene The scene the light belongs too
  10195. */
  10196. constructor(name: string, scene: Scene);
  10197. protected abstract _buildUniformLayout(): void;
  10198. /**
  10199. * Sets the passed Effect "effect" with the Light information.
  10200. * @param effect The effect to update
  10201. * @param lightIndex The index of the light in the effect to update
  10202. * @returns The light
  10203. */
  10204. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10205. /**
  10206. * Sets the passed Effect "effect" with the Light information.
  10207. * @param effect The effect to update
  10208. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10209. * @returns The light
  10210. */
  10211. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10212. /**
  10213. * Returns the string "Light".
  10214. * @returns the class name
  10215. */
  10216. getClassName(): string;
  10217. /** @hidden */
  10218. readonly _isLight: boolean;
  10219. /**
  10220. * Converts the light information to a readable string for debug purpose.
  10221. * @param fullDetails Supports for multiple levels of logging within scene loading
  10222. * @returns the human readable light info
  10223. */
  10224. toString(fullDetails?: boolean): string;
  10225. /** @hidden */
  10226. protected _syncParentEnabledState(): void;
  10227. /**
  10228. * Set the enabled state of this node.
  10229. * @param value - the new enabled state
  10230. */
  10231. setEnabled(value: boolean): void;
  10232. /**
  10233. * Returns the Light associated shadow generator if any.
  10234. * @return the associated shadow generator.
  10235. */
  10236. getShadowGenerator(): Nullable<IShadowGenerator>;
  10237. /**
  10238. * Returns a Vector3, the absolute light position in the World.
  10239. * @returns the world space position of the light
  10240. */
  10241. getAbsolutePosition(): Vector3;
  10242. /**
  10243. * Specifies if the light will affect the passed mesh.
  10244. * @param mesh The mesh to test against the light
  10245. * @return true the mesh is affected otherwise, false.
  10246. */
  10247. canAffectMesh(mesh: AbstractMesh): boolean;
  10248. /**
  10249. * Sort function to order lights for rendering.
  10250. * @param a First Light object to compare to second.
  10251. * @param b Second Light object to compare first.
  10252. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10253. */
  10254. static CompareLightsPriority(a: Light, b: Light): number;
  10255. /**
  10256. * Releases resources associated with this node.
  10257. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10258. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10259. */
  10260. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10261. /**
  10262. * Returns the light type ID (integer).
  10263. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10264. */
  10265. getTypeID(): number;
  10266. /**
  10267. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10268. * @returns the scaled intensity in intensity mode unit
  10269. */
  10270. getScaledIntensity(): number;
  10271. /**
  10272. * Returns a new Light object, named "name", from the current one.
  10273. * @param name The name of the cloned light
  10274. * @returns the new created light
  10275. */
  10276. clone(name: string): Nullable<Light>;
  10277. /**
  10278. * Serializes the current light into a Serialization object.
  10279. * @returns the serialized object.
  10280. */
  10281. serialize(): any;
  10282. /**
  10283. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10284. * This new light is named "name" and added to the passed scene.
  10285. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10286. * @param name The friendly name of the light
  10287. * @param scene The scene the new light will belong to
  10288. * @returns the constructor function
  10289. */
  10290. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10291. /**
  10292. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10293. * @param parsedLight The JSON representation of the light
  10294. * @param scene The scene to create the parsed light in
  10295. * @returns the created light after parsing
  10296. */
  10297. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10298. private _hookArrayForExcluded;
  10299. private _hookArrayForIncludedOnly;
  10300. private _resyncMeshes;
  10301. /**
  10302. * Forces the meshes to update their light related information in their rendering used effects
  10303. * @hidden Internal Use Only
  10304. */
  10305. _markMeshesAsLightDirty(): void;
  10306. /**
  10307. * Recomputes the cached photometric scale if needed.
  10308. */
  10309. private _computePhotometricScale;
  10310. /**
  10311. * Returns the Photometric Scale according to the light type and intensity mode.
  10312. */
  10313. private _getPhotometricScale;
  10314. /**
  10315. * Reorder the light in the scene according to their defined priority.
  10316. * @hidden Internal Use Only
  10317. */
  10318. _reorderLightsInScene(): void;
  10319. /**
  10320. * Prepares the list of defines specific to the light type.
  10321. * @param defines the list of defines
  10322. * @param lightIndex defines the index of the light for the effect
  10323. */
  10324. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10325. }
  10326. }
  10327. declare module "babylonjs/Actions/action" {
  10328. import { Observable } from "babylonjs/Misc/observable";
  10329. import { Condition } from "babylonjs/Actions/condition";
  10330. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10331. import { ActionManager } from "babylonjs/Actions/actionManager";
  10332. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10333. /**
  10334. * Interface used to define Action
  10335. */
  10336. export interface IAction {
  10337. /**
  10338. * Trigger for the action
  10339. */
  10340. trigger: number;
  10341. /** Options of the trigger */
  10342. triggerOptions: any;
  10343. /**
  10344. * Gets the trigger parameters
  10345. * @returns the trigger parameters
  10346. */
  10347. getTriggerParameter(): any;
  10348. /**
  10349. * Internal only - executes current action event
  10350. * @hidden
  10351. */
  10352. _executeCurrent(evt?: ActionEvent): void;
  10353. /**
  10354. * Serialize placeholder for child classes
  10355. * @param parent of child
  10356. * @returns the serialized object
  10357. */
  10358. serialize(parent: any): any;
  10359. /**
  10360. * Internal only
  10361. * @hidden
  10362. */
  10363. _prepare(): void;
  10364. /**
  10365. * Internal only - manager for action
  10366. * @hidden
  10367. */
  10368. _actionManager: AbstractActionManager;
  10369. /**
  10370. * Adds action to chain of actions, may be a DoNothingAction
  10371. * @param action defines the next action to execute
  10372. * @returns The action passed in
  10373. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10374. */
  10375. then(action: IAction): IAction;
  10376. }
  10377. /**
  10378. * The action to be carried out following a trigger
  10379. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10380. */
  10381. export class Action implements IAction {
  10382. /** the trigger, with or without parameters, for the action */
  10383. triggerOptions: any;
  10384. /**
  10385. * Trigger for the action
  10386. */
  10387. trigger: number;
  10388. /**
  10389. * Internal only - manager for action
  10390. * @hidden
  10391. */
  10392. _actionManager: ActionManager;
  10393. private _nextActiveAction;
  10394. private _child;
  10395. private _condition?;
  10396. private _triggerParameter;
  10397. /**
  10398. * An event triggered prior to action being executed.
  10399. */
  10400. onBeforeExecuteObservable: Observable<Action>;
  10401. /**
  10402. * Creates a new Action
  10403. * @param triggerOptions the trigger, with or without parameters, for the action
  10404. * @param condition an optional determinant of action
  10405. */
  10406. constructor(
  10407. /** the trigger, with or without parameters, for the action */
  10408. triggerOptions: any, condition?: Condition);
  10409. /**
  10410. * Internal only
  10411. * @hidden
  10412. */
  10413. _prepare(): void;
  10414. /**
  10415. * Gets the trigger parameters
  10416. * @returns the trigger parameters
  10417. */
  10418. getTriggerParameter(): any;
  10419. /**
  10420. * Internal only - executes current action event
  10421. * @hidden
  10422. */
  10423. _executeCurrent(evt?: ActionEvent): void;
  10424. /**
  10425. * Execute placeholder for child classes
  10426. * @param evt optional action event
  10427. */
  10428. execute(evt?: ActionEvent): void;
  10429. /**
  10430. * Skips to next active action
  10431. */
  10432. skipToNextActiveAction(): void;
  10433. /**
  10434. * Adds action to chain of actions, may be a DoNothingAction
  10435. * @param action defines the next action to execute
  10436. * @returns The action passed in
  10437. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10438. */
  10439. then(action: Action): Action;
  10440. /**
  10441. * Internal only
  10442. * @hidden
  10443. */
  10444. _getProperty(propertyPath: string): string;
  10445. /**
  10446. * Internal only
  10447. * @hidden
  10448. */
  10449. _getEffectiveTarget(target: any, propertyPath: string): any;
  10450. /**
  10451. * Serialize placeholder for child classes
  10452. * @param parent of child
  10453. * @returns the serialized object
  10454. */
  10455. serialize(parent: any): any;
  10456. /**
  10457. * Internal only called by serialize
  10458. * @hidden
  10459. */
  10460. protected _serialize(serializedAction: any, parent?: any): any;
  10461. /**
  10462. * Internal only
  10463. * @hidden
  10464. */
  10465. static _SerializeValueAsString: (value: any) => string;
  10466. /**
  10467. * Internal only
  10468. * @hidden
  10469. */
  10470. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10471. name: string;
  10472. targetType: string;
  10473. value: string;
  10474. };
  10475. }
  10476. }
  10477. declare module "babylonjs/Actions/condition" {
  10478. import { ActionManager } from "babylonjs/Actions/actionManager";
  10479. /**
  10480. * A Condition applied to an Action
  10481. */
  10482. export class Condition {
  10483. /**
  10484. * Internal only - manager for action
  10485. * @hidden
  10486. */
  10487. _actionManager: ActionManager;
  10488. /**
  10489. * Internal only
  10490. * @hidden
  10491. */
  10492. _evaluationId: number;
  10493. /**
  10494. * Internal only
  10495. * @hidden
  10496. */
  10497. _currentResult: boolean;
  10498. /**
  10499. * Creates a new Condition
  10500. * @param actionManager the manager of the action the condition is applied to
  10501. */
  10502. constructor(actionManager: ActionManager);
  10503. /**
  10504. * Check if the current condition is valid
  10505. * @returns a boolean
  10506. */
  10507. isValid(): boolean;
  10508. /**
  10509. * Internal only
  10510. * @hidden
  10511. */
  10512. _getProperty(propertyPath: string): string;
  10513. /**
  10514. * Internal only
  10515. * @hidden
  10516. */
  10517. _getEffectiveTarget(target: any, propertyPath: string): any;
  10518. /**
  10519. * Serialize placeholder for child classes
  10520. * @returns the serialized object
  10521. */
  10522. serialize(): any;
  10523. /**
  10524. * Internal only
  10525. * @hidden
  10526. */
  10527. protected _serialize(serializedCondition: any): any;
  10528. }
  10529. /**
  10530. * Defines specific conditional operators as extensions of Condition
  10531. */
  10532. export class ValueCondition extends Condition {
  10533. /** path to specify the property of the target the conditional operator uses */
  10534. propertyPath: string;
  10535. /** the value compared by the conditional operator against the current value of the property */
  10536. value: any;
  10537. /** the conditional operator, default ValueCondition.IsEqual */
  10538. operator: number;
  10539. /**
  10540. * Internal only
  10541. * @hidden
  10542. */
  10543. private static _IsEqual;
  10544. /**
  10545. * Internal only
  10546. * @hidden
  10547. */
  10548. private static _IsDifferent;
  10549. /**
  10550. * Internal only
  10551. * @hidden
  10552. */
  10553. private static _IsGreater;
  10554. /**
  10555. * Internal only
  10556. * @hidden
  10557. */
  10558. private static _IsLesser;
  10559. /**
  10560. * returns the number for IsEqual
  10561. */
  10562. static readonly IsEqual: number;
  10563. /**
  10564. * Returns the number for IsDifferent
  10565. */
  10566. static readonly IsDifferent: number;
  10567. /**
  10568. * Returns the number for IsGreater
  10569. */
  10570. static readonly IsGreater: number;
  10571. /**
  10572. * Returns the number for IsLesser
  10573. */
  10574. static readonly IsLesser: number;
  10575. /**
  10576. * Internal only The action manager for the condition
  10577. * @hidden
  10578. */
  10579. _actionManager: ActionManager;
  10580. /**
  10581. * Internal only
  10582. * @hidden
  10583. */
  10584. private _target;
  10585. /**
  10586. * Internal only
  10587. * @hidden
  10588. */
  10589. private _effectiveTarget;
  10590. /**
  10591. * Internal only
  10592. * @hidden
  10593. */
  10594. private _property;
  10595. /**
  10596. * Creates a new ValueCondition
  10597. * @param actionManager manager for the action the condition applies to
  10598. * @param target for the action
  10599. * @param propertyPath path to specify the property of the target the conditional operator uses
  10600. * @param value the value compared by the conditional operator against the current value of the property
  10601. * @param operator the conditional operator, default ValueCondition.IsEqual
  10602. */
  10603. constructor(actionManager: ActionManager, target: any,
  10604. /** path to specify the property of the target the conditional operator uses */
  10605. propertyPath: string,
  10606. /** the value compared by the conditional operator against the current value of the property */
  10607. value: any,
  10608. /** the conditional operator, default ValueCondition.IsEqual */
  10609. operator?: number);
  10610. /**
  10611. * Compares the given value with the property value for the specified conditional operator
  10612. * @returns the result of the comparison
  10613. */
  10614. isValid(): boolean;
  10615. /**
  10616. * Serialize the ValueCondition into a JSON compatible object
  10617. * @returns serialization object
  10618. */
  10619. serialize(): any;
  10620. /**
  10621. * Gets the name of the conditional operator for the ValueCondition
  10622. * @param operator the conditional operator
  10623. * @returns the name
  10624. */
  10625. static GetOperatorName(operator: number): string;
  10626. }
  10627. /**
  10628. * Defines a predicate condition as an extension of Condition
  10629. */
  10630. export class PredicateCondition extends Condition {
  10631. /** defines the predicate function used to validate the condition */
  10632. predicate: () => boolean;
  10633. /**
  10634. * Internal only - manager for action
  10635. * @hidden
  10636. */
  10637. _actionManager: ActionManager;
  10638. /**
  10639. * Creates a new PredicateCondition
  10640. * @param actionManager manager for the action the condition applies to
  10641. * @param predicate defines the predicate function used to validate the condition
  10642. */
  10643. constructor(actionManager: ActionManager,
  10644. /** defines the predicate function used to validate the condition */
  10645. predicate: () => boolean);
  10646. /**
  10647. * @returns the validity of the predicate condition
  10648. */
  10649. isValid(): boolean;
  10650. }
  10651. /**
  10652. * Defines a state condition as an extension of Condition
  10653. */
  10654. export class StateCondition extends Condition {
  10655. /** Value to compare with target state */
  10656. value: string;
  10657. /**
  10658. * Internal only - manager for action
  10659. * @hidden
  10660. */
  10661. _actionManager: ActionManager;
  10662. /**
  10663. * Internal only
  10664. * @hidden
  10665. */
  10666. private _target;
  10667. /**
  10668. * Creates a new StateCondition
  10669. * @param actionManager manager for the action the condition applies to
  10670. * @param target of the condition
  10671. * @param value to compare with target state
  10672. */
  10673. constructor(actionManager: ActionManager, target: any,
  10674. /** Value to compare with target state */
  10675. value: string);
  10676. /**
  10677. * Gets a boolean indicating if the current condition is met
  10678. * @returns the validity of the state
  10679. */
  10680. isValid(): boolean;
  10681. /**
  10682. * Serialize the StateCondition into a JSON compatible object
  10683. * @returns serialization object
  10684. */
  10685. serialize(): any;
  10686. }
  10687. }
  10688. declare module "babylonjs/Actions/directActions" {
  10689. import { Action } from "babylonjs/Actions/action";
  10690. import { Condition } from "babylonjs/Actions/condition";
  10691. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10692. /**
  10693. * This defines an action responsible to toggle a boolean once triggered.
  10694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10695. */
  10696. export class SwitchBooleanAction extends Action {
  10697. /**
  10698. * The path to the boolean property in the target object
  10699. */
  10700. propertyPath: string;
  10701. private _target;
  10702. private _effectiveTarget;
  10703. private _property;
  10704. /**
  10705. * Instantiate the action
  10706. * @param triggerOptions defines the trigger options
  10707. * @param target defines the object containing the boolean
  10708. * @param propertyPath defines the path to the boolean property in the target object
  10709. * @param condition defines the trigger related conditions
  10710. */
  10711. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10712. /** @hidden */
  10713. _prepare(): void;
  10714. /**
  10715. * Execute the action toggle the boolean value.
  10716. */
  10717. execute(): void;
  10718. /**
  10719. * Serializes the actions and its related information.
  10720. * @param parent defines the object to serialize in
  10721. * @returns the serialized object
  10722. */
  10723. serialize(parent: any): any;
  10724. }
  10725. /**
  10726. * This defines an action responsible to set a the state field of the target
  10727. * to a desired value once triggered.
  10728. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10729. */
  10730. export class SetStateAction extends Action {
  10731. /**
  10732. * The value to store in the state field.
  10733. */
  10734. value: string;
  10735. private _target;
  10736. /**
  10737. * Instantiate the action
  10738. * @param triggerOptions defines the trigger options
  10739. * @param target defines the object containing the state property
  10740. * @param value defines the value to store in the state field
  10741. * @param condition defines the trigger related conditions
  10742. */
  10743. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10744. /**
  10745. * Execute the action and store the value on the target state property.
  10746. */
  10747. execute(): void;
  10748. /**
  10749. * Serializes the actions and its related information.
  10750. * @param parent defines the object to serialize in
  10751. * @returns the serialized object
  10752. */
  10753. serialize(parent: any): any;
  10754. }
  10755. /**
  10756. * This defines an action responsible to set a property of the target
  10757. * to a desired value once triggered.
  10758. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10759. */
  10760. export class SetValueAction extends Action {
  10761. /**
  10762. * The path of the property to set in the target.
  10763. */
  10764. propertyPath: string;
  10765. /**
  10766. * The value to set in the property
  10767. */
  10768. value: any;
  10769. private _target;
  10770. private _effectiveTarget;
  10771. private _property;
  10772. /**
  10773. * Instantiate the action
  10774. * @param triggerOptions defines the trigger options
  10775. * @param target defines the object containing the property
  10776. * @param propertyPath defines the path of the property to set in the target
  10777. * @param value defines the value to set in the property
  10778. * @param condition defines the trigger related conditions
  10779. */
  10780. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10781. /** @hidden */
  10782. _prepare(): void;
  10783. /**
  10784. * Execute the action and set the targetted property to the desired value.
  10785. */
  10786. execute(): void;
  10787. /**
  10788. * Serializes the actions and its related information.
  10789. * @param parent defines the object to serialize in
  10790. * @returns the serialized object
  10791. */
  10792. serialize(parent: any): any;
  10793. }
  10794. /**
  10795. * This defines an action responsible to increment the target value
  10796. * to a desired value once triggered.
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10798. */
  10799. export class IncrementValueAction extends Action {
  10800. /**
  10801. * The path of the property to increment in the target.
  10802. */
  10803. propertyPath: string;
  10804. /**
  10805. * The value we should increment the property by.
  10806. */
  10807. value: any;
  10808. private _target;
  10809. private _effectiveTarget;
  10810. private _property;
  10811. /**
  10812. * Instantiate the action
  10813. * @param triggerOptions defines the trigger options
  10814. * @param target defines the object containing the property
  10815. * @param propertyPath defines the path of the property to increment in the target
  10816. * @param value defines the value value we should increment the property by
  10817. * @param condition defines the trigger related conditions
  10818. */
  10819. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10820. /** @hidden */
  10821. _prepare(): void;
  10822. /**
  10823. * Execute the action and increment the target of the value amount.
  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 start an animation once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class PlayAnimationAction extends Action {
  10838. /**
  10839. * Where the animation should start (animation frame)
  10840. */
  10841. from: number;
  10842. /**
  10843. * Where the animation should stop (animation frame)
  10844. */
  10845. to: number;
  10846. /**
  10847. * Define if the animation should loop or stop after the first play.
  10848. */
  10849. loop?: boolean;
  10850. private _target;
  10851. /**
  10852. * Instantiate the action
  10853. * @param triggerOptions defines the trigger options
  10854. * @param target defines the target animation or animation name
  10855. * @param from defines from where the animation should start (animation frame)
  10856. * @param end defines where the animation should stop (animation frame)
  10857. * @param loop defines if the animation should loop or stop after the first play
  10858. * @param condition defines the trigger related conditions
  10859. */
  10860. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10861. /** @hidden */
  10862. _prepare(): void;
  10863. /**
  10864. * Execute the action and play the animation.
  10865. */
  10866. execute(): void;
  10867. /**
  10868. * Serializes the actions and its related information.
  10869. * @param parent defines the object to serialize in
  10870. * @returns the serialized object
  10871. */
  10872. serialize(parent: any): any;
  10873. }
  10874. /**
  10875. * This defines an action responsible to stop an animation once triggered.
  10876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10877. */
  10878. export class StopAnimationAction extends Action {
  10879. private _target;
  10880. /**
  10881. * Instantiate the action
  10882. * @param triggerOptions defines the trigger options
  10883. * @param target defines the target animation or animation name
  10884. * @param condition defines the trigger related conditions
  10885. */
  10886. constructor(triggerOptions: any, target: any, condition?: Condition);
  10887. /** @hidden */
  10888. _prepare(): void;
  10889. /**
  10890. * Execute the action and stop the animation.
  10891. */
  10892. execute(): void;
  10893. /**
  10894. * Serializes the actions and its related information.
  10895. * @param parent defines the object to serialize in
  10896. * @returns the serialized object
  10897. */
  10898. serialize(parent: any): any;
  10899. }
  10900. /**
  10901. * This defines an action responsible that does nothing once triggered.
  10902. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10903. */
  10904. export class DoNothingAction extends Action {
  10905. /**
  10906. * Instantiate the action
  10907. * @param triggerOptions defines the trigger options
  10908. * @param condition defines the trigger related conditions
  10909. */
  10910. constructor(triggerOptions?: any, condition?: Condition);
  10911. /**
  10912. * Execute the action and do nothing.
  10913. */
  10914. execute(): void;
  10915. /**
  10916. * Serializes the actions and its related information.
  10917. * @param parent defines the object to serialize in
  10918. * @returns the serialized object
  10919. */
  10920. serialize(parent: any): any;
  10921. }
  10922. /**
  10923. * This defines an action responsible to trigger several actions once triggered.
  10924. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10925. */
  10926. export class CombineAction extends Action {
  10927. /**
  10928. * The list of aggregated animations to run.
  10929. */
  10930. children: Action[];
  10931. /**
  10932. * Instantiate the action
  10933. * @param triggerOptions defines the trigger options
  10934. * @param children defines the list of aggregated animations to run
  10935. * @param condition defines the trigger related conditions
  10936. */
  10937. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10938. /** @hidden */
  10939. _prepare(): void;
  10940. /**
  10941. * Execute the action and executes all the aggregated actions.
  10942. */
  10943. execute(evt: ActionEvent): void;
  10944. /**
  10945. * Serializes the actions and its related information.
  10946. * @param parent defines the object to serialize in
  10947. * @returns the serialized object
  10948. */
  10949. serialize(parent: any): any;
  10950. }
  10951. /**
  10952. * This defines an action responsible to run code (external event) once triggered.
  10953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10954. */
  10955. export class ExecuteCodeAction extends Action {
  10956. /**
  10957. * The callback function to run.
  10958. */
  10959. func: (evt: ActionEvent) => void;
  10960. /**
  10961. * Instantiate the action
  10962. * @param triggerOptions defines the trigger options
  10963. * @param func defines the callback function to run
  10964. * @param condition defines the trigger related conditions
  10965. */
  10966. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10967. /**
  10968. * Execute the action and run the attached code.
  10969. */
  10970. execute(evt: ActionEvent): void;
  10971. }
  10972. /**
  10973. * This defines an action responsible to set the parent property of the target once triggered.
  10974. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10975. */
  10976. export class SetParentAction extends Action {
  10977. private _parent;
  10978. private _target;
  10979. /**
  10980. * Instantiate the action
  10981. * @param triggerOptions defines the trigger options
  10982. * @param target defines the target containing the parent property
  10983. * @param parent defines from where the animation should start (animation frame)
  10984. * @param condition defines the trigger related conditions
  10985. */
  10986. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10987. /** @hidden */
  10988. _prepare(): void;
  10989. /**
  10990. * Execute the action and set the parent property.
  10991. */
  10992. execute(): void;
  10993. /**
  10994. * Serializes the actions and its related information.
  10995. * @param parent defines the object to serialize in
  10996. * @returns the serialized object
  10997. */
  10998. serialize(parent: any): any;
  10999. }
  11000. }
  11001. declare module "babylonjs/Actions/actionManager" {
  11002. import { Nullable } from "babylonjs/types";
  11003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11004. import { Scene } from "babylonjs/scene";
  11005. import { IAction } from "babylonjs/Actions/action";
  11006. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11007. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11008. /**
  11009. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11010. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11011. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11012. */
  11013. export class ActionManager extends AbstractActionManager {
  11014. /**
  11015. * Nothing
  11016. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11017. */
  11018. static readonly NothingTrigger: number;
  11019. /**
  11020. * On pick
  11021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11022. */
  11023. static readonly OnPickTrigger: number;
  11024. /**
  11025. * On left pick
  11026. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11027. */
  11028. static readonly OnLeftPickTrigger: number;
  11029. /**
  11030. * On right pick
  11031. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11032. */
  11033. static readonly OnRightPickTrigger: number;
  11034. /**
  11035. * On center pick
  11036. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11037. */
  11038. static readonly OnCenterPickTrigger: number;
  11039. /**
  11040. * On pick down
  11041. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11042. */
  11043. static readonly OnPickDownTrigger: number;
  11044. /**
  11045. * On double pick
  11046. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11047. */
  11048. static readonly OnDoublePickTrigger: number;
  11049. /**
  11050. * On pick up
  11051. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11052. */
  11053. static readonly OnPickUpTrigger: number;
  11054. /**
  11055. * On pick out.
  11056. * This trigger will only be raised if you also declared a OnPickDown
  11057. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11058. */
  11059. static readonly OnPickOutTrigger: number;
  11060. /**
  11061. * On long press
  11062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11063. */
  11064. static readonly OnLongPressTrigger: number;
  11065. /**
  11066. * On pointer over
  11067. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11068. */
  11069. static readonly OnPointerOverTrigger: number;
  11070. /**
  11071. * On pointer out
  11072. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11073. */
  11074. static readonly OnPointerOutTrigger: number;
  11075. /**
  11076. * On every frame
  11077. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11078. */
  11079. static readonly OnEveryFrameTrigger: number;
  11080. /**
  11081. * On intersection enter
  11082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11083. */
  11084. static readonly OnIntersectionEnterTrigger: number;
  11085. /**
  11086. * On intersection exit
  11087. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11088. */
  11089. static readonly OnIntersectionExitTrigger: number;
  11090. /**
  11091. * On key down
  11092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11093. */
  11094. static readonly OnKeyDownTrigger: number;
  11095. /**
  11096. * On key up
  11097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11098. */
  11099. static readonly OnKeyUpTrigger: number;
  11100. private _scene;
  11101. /**
  11102. * Creates a new action manager
  11103. * @param scene defines the hosting scene
  11104. */
  11105. constructor(scene: Scene);
  11106. /**
  11107. * Releases all associated resources
  11108. */
  11109. dispose(): void;
  11110. /**
  11111. * Gets hosting scene
  11112. * @returns the hosting scene
  11113. */
  11114. getScene(): Scene;
  11115. /**
  11116. * Does this action manager handles actions of any of the given triggers
  11117. * @param triggers defines the triggers to be tested
  11118. * @return a boolean indicating whether one (or more) of the triggers is handled
  11119. */
  11120. hasSpecificTriggers(triggers: number[]): boolean;
  11121. /**
  11122. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11123. * speed.
  11124. * @param triggerA defines the trigger to be tested
  11125. * @param triggerB defines the trigger to be tested
  11126. * @return a boolean indicating whether one (or more) of the triggers is handled
  11127. */
  11128. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11129. /**
  11130. * Does this action manager handles actions of a given trigger
  11131. * @param trigger defines the trigger to be tested
  11132. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11133. * @return whether the trigger is handled
  11134. */
  11135. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11136. /**
  11137. * Does this action manager has pointer triggers
  11138. */
  11139. readonly hasPointerTriggers: boolean;
  11140. /**
  11141. * Does this action manager has pick triggers
  11142. */
  11143. readonly hasPickTriggers: boolean;
  11144. /**
  11145. * Registers an action to this action manager
  11146. * @param action defines the action to be registered
  11147. * @return the action amended (prepared) after registration
  11148. */
  11149. registerAction(action: IAction): Nullable<IAction>;
  11150. /**
  11151. * Unregisters an action to this action manager
  11152. * @param action defines the action to be unregistered
  11153. * @return a boolean indicating whether the action has been unregistered
  11154. */
  11155. unregisterAction(action: IAction): Boolean;
  11156. /**
  11157. * Process a specific trigger
  11158. * @param trigger defines the trigger to process
  11159. * @param evt defines the event details to be processed
  11160. */
  11161. processTrigger(trigger: number, evt?: IActionEvent): void;
  11162. /** @hidden */
  11163. _getEffectiveTarget(target: any, propertyPath: string): any;
  11164. /** @hidden */
  11165. _getProperty(propertyPath: string): string;
  11166. /**
  11167. * Serialize this manager to a JSON object
  11168. * @param name defines the property name to store this manager
  11169. * @returns a JSON representation of this manager
  11170. */
  11171. serialize(name: string): any;
  11172. /**
  11173. * Creates a new ActionManager from a JSON data
  11174. * @param parsedActions defines the JSON data to read from
  11175. * @param object defines the hosting mesh
  11176. * @param scene defines the hosting scene
  11177. */
  11178. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11179. /**
  11180. * Get a trigger name by index
  11181. * @param trigger defines the trigger index
  11182. * @returns a trigger name
  11183. */
  11184. static GetTriggerName(trigger: number): string;
  11185. }
  11186. }
  11187. declare module "babylonjs/Culling/ray" {
  11188. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11189. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11190. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11191. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11192. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11193. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11194. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11195. import { Plane } from "babylonjs/Maths/math.plane";
  11196. /**
  11197. * Class representing a ray with position and direction
  11198. */
  11199. export class Ray {
  11200. /** origin point */
  11201. origin: Vector3;
  11202. /** direction */
  11203. direction: Vector3;
  11204. /** length of the ray */
  11205. length: number;
  11206. private static readonly TmpVector3;
  11207. private _tmpRay;
  11208. /**
  11209. * Creates a new ray
  11210. * @param origin origin point
  11211. * @param direction direction
  11212. * @param length length of the ray
  11213. */
  11214. constructor(
  11215. /** origin point */
  11216. origin: Vector3,
  11217. /** direction */
  11218. direction: Vector3,
  11219. /** length of the ray */
  11220. length?: number);
  11221. /**
  11222. * Checks if the ray intersects a box
  11223. * @param minimum bound of the box
  11224. * @param maximum bound of the box
  11225. * @param intersectionTreshold extra extend to be added to the box in all direction
  11226. * @returns if the box was hit
  11227. */
  11228. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11229. /**
  11230. * Checks if the ray intersects a box
  11231. * @param box the bounding box to check
  11232. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11233. * @returns if the box was hit
  11234. */
  11235. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11236. /**
  11237. * If the ray hits a sphere
  11238. * @param sphere the bounding sphere to check
  11239. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11240. * @returns true if it hits the sphere
  11241. */
  11242. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11243. /**
  11244. * If the ray hits a triange
  11245. * @param vertex0 triangle vertex
  11246. * @param vertex1 triangle vertex
  11247. * @param vertex2 triangle vertex
  11248. * @returns intersection information if hit
  11249. */
  11250. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11251. /**
  11252. * Checks if ray intersects a plane
  11253. * @param plane the plane to check
  11254. * @returns the distance away it was hit
  11255. */
  11256. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11257. /**
  11258. * Calculate the intercept of a ray on a given axis
  11259. * @param axis to check 'x' | 'y' | 'z'
  11260. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11261. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11262. */
  11263. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11264. /**
  11265. * Checks if ray intersects a mesh
  11266. * @param mesh the mesh to check
  11267. * @param fastCheck if only the bounding box should checked
  11268. * @returns picking info of the intersecton
  11269. */
  11270. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11271. /**
  11272. * Checks if ray intersects a mesh
  11273. * @param meshes the meshes to check
  11274. * @param fastCheck if only the bounding box should checked
  11275. * @param results array to store result in
  11276. * @returns Array of picking infos
  11277. */
  11278. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11279. private _comparePickingInfo;
  11280. private static smallnum;
  11281. private static rayl;
  11282. /**
  11283. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11284. * @param sega the first point of the segment to test the intersection against
  11285. * @param segb the second point of the segment to test the intersection against
  11286. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11287. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11288. */
  11289. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11290. /**
  11291. * Update the ray from viewport position
  11292. * @param x position
  11293. * @param y y position
  11294. * @param viewportWidth viewport width
  11295. * @param viewportHeight viewport height
  11296. * @param world world matrix
  11297. * @param view view matrix
  11298. * @param projection projection matrix
  11299. * @returns this ray updated
  11300. */
  11301. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11302. /**
  11303. * Creates a ray with origin and direction of 0,0,0
  11304. * @returns the new ray
  11305. */
  11306. static Zero(): Ray;
  11307. /**
  11308. * Creates a new ray from screen space and viewport
  11309. * @param x position
  11310. * @param y y position
  11311. * @param viewportWidth viewport width
  11312. * @param viewportHeight viewport height
  11313. * @param world world matrix
  11314. * @param view view matrix
  11315. * @param projection projection matrix
  11316. * @returns new ray
  11317. */
  11318. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11319. /**
  11320. * 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
  11321. * transformed to the given world matrix.
  11322. * @param origin The origin point
  11323. * @param end The end point
  11324. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11325. * @returns the new ray
  11326. */
  11327. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11328. /**
  11329. * Transforms a ray by a matrix
  11330. * @param ray ray to transform
  11331. * @param matrix matrix to apply
  11332. * @returns the resulting new ray
  11333. */
  11334. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11335. /**
  11336. * Transforms a ray by a matrix
  11337. * @param ray ray to transform
  11338. * @param matrix matrix to apply
  11339. * @param result ray to store result in
  11340. */
  11341. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11342. /**
  11343. * Unproject a ray from screen space to object space
  11344. * @param sourceX defines the screen space x coordinate to use
  11345. * @param sourceY defines the screen space y coordinate to use
  11346. * @param viewportWidth defines the current width of the viewport
  11347. * @param viewportHeight defines the current height of the viewport
  11348. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11349. * @param view defines the view matrix to use
  11350. * @param projection defines the projection matrix to use
  11351. */
  11352. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11353. }
  11354. /**
  11355. * Type used to define predicate used to select faces when a mesh intersection is detected
  11356. */
  11357. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11358. module "babylonjs/scene" {
  11359. interface Scene {
  11360. /** @hidden */
  11361. _tempPickingRay: Nullable<Ray>;
  11362. /** @hidden */
  11363. _cachedRayForTransform: Ray;
  11364. /** @hidden */
  11365. _pickWithRayInverseMatrix: Matrix;
  11366. /** @hidden */
  11367. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11368. /** @hidden */
  11369. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11370. }
  11371. }
  11372. }
  11373. declare module "babylonjs/sceneComponent" {
  11374. import { Scene } from "babylonjs/scene";
  11375. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11376. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11377. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11378. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11379. import { Nullable } from "babylonjs/types";
  11380. import { Camera } from "babylonjs/Cameras/camera";
  11381. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11382. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11383. import { AbstractScene } from "babylonjs/abstractScene";
  11384. import { Mesh } from "babylonjs/Meshes/mesh";
  11385. /**
  11386. * Groups all the scene component constants in one place to ease maintenance.
  11387. * @hidden
  11388. */
  11389. export class SceneComponentConstants {
  11390. static readonly NAME_EFFECTLAYER: string;
  11391. static readonly NAME_LAYER: string;
  11392. static readonly NAME_LENSFLARESYSTEM: string;
  11393. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11394. static readonly NAME_PARTICLESYSTEM: string;
  11395. static readonly NAME_GAMEPAD: string;
  11396. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11397. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11398. static readonly NAME_DEPTHRENDERER: string;
  11399. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11400. static readonly NAME_SPRITE: string;
  11401. static readonly NAME_OUTLINERENDERER: string;
  11402. static readonly NAME_PROCEDURALTEXTURE: string;
  11403. static readonly NAME_SHADOWGENERATOR: string;
  11404. static readonly NAME_OCTREE: string;
  11405. static readonly NAME_PHYSICSENGINE: string;
  11406. static readonly NAME_AUDIO: string;
  11407. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11408. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11409. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11410. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11411. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11412. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11413. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11414. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11415. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11416. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11417. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11418. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11419. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11420. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11421. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11422. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11423. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11424. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11425. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11426. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11427. static readonly STEP_AFTERRENDER_AUDIO: number;
  11428. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11429. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11430. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11431. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11432. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11433. static readonly STEP_POINTERMOVE_SPRITE: number;
  11434. static readonly STEP_POINTERDOWN_SPRITE: number;
  11435. static readonly STEP_POINTERUP_SPRITE: number;
  11436. }
  11437. /**
  11438. * This represents a scene component.
  11439. *
  11440. * This is used to decouple the dependency the scene is having on the different workloads like
  11441. * layers, post processes...
  11442. */
  11443. export interface ISceneComponent {
  11444. /**
  11445. * The name of the component. Each component must have a unique name.
  11446. */
  11447. name: string;
  11448. /**
  11449. * The scene the component belongs to.
  11450. */
  11451. scene: Scene;
  11452. /**
  11453. * Register the component to one instance of a scene.
  11454. */
  11455. register(): void;
  11456. /**
  11457. * Rebuilds the elements related to this component in case of
  11458. * context lost for instance.
  11459. */
  11460. rebuild(): void;
  11461. /**
  11462. * Disposes the component and the associated ressources.
  11463. */
  11464. dispose(): void;
  11465. }
  11466. /**
  11467. * This represents a SERIALIZABLE scene component.
  11468. *
  11469. * This extends Scene Component to add Serialization methods on top.
  11470. */
  11471. export interface ISceneSerializableComponent extends ISceneComponent {
  11472. /**
  11473. * Adds all the elements from the container to the scene
  11474. * @param container the container holding the elements
  11475. */
  11476. addFromContainer(container: AbstractScene): void;
  11477. /**
  11478. * Removes all the elements in the container from the scene
  11479. * @param container contains the elements to remove
  11480. * @param dispose if the removed element should be disposed (default: false)
  11481. */
  11482. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11483. /**
  11484. * Serializes the component data to the specified json object
  11485. * @param serializationObject The object to serialize to
  11486. */
  11487. serialize(serializationObject: any): void;
  11488. }
  11489. /**
  11490. * Strong typing of a Mesh related stage step action
  11491. */
  11492. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11493. /**
  11494. * Strong typing of a Evaluate Sub Mesh related stage step action
  11495. */
  11496. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11497. /**
  11498. * Strong typing of a Active Mesh related stage step action
  11499. */
  11500. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11501. /**
  11502. * Strong typing of a Camera related stage step action
  11503. */
  11504. export type CameraStageAction = (camera: Camera) => void;
  11505. /**
  11506. * Strong typing of a Camera Frame buffer related stage step action
  11507. */
  11508. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11509. /**
  11510. * Strong typing of a Render Target related stage step action
  11511. */
  11512. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11513. /**
  11514. * Strong typing of a RenderingGroup related stage step action
  11515. */
  11516. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11517. /**
  11518. * Strong typing of a Mesh Render related stage step action
  11519. */
  11520. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11521. /**
  11522. * Strong typing of a simple stage step action
  11523. */
  11524. export type SimpleStageAction = () => void;
  11525. /**
  11526. * Strong typing of a render target action.
  11527. */
  11528. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11529. /**
  11530. * Strong typing of a pointer move action.
  11531. */
  11532. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11533. /**
  11534. * Strong typing of a pointer up/down action.
  11535. */
  11536. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11537. /**
  11538. * Representation of a stage in the scene (Basically a list of ordered steps)
  11539. * @hidden
  11540. */
  11541. export class Stage<T extends Function> extends Array<{
  11542. index: number;
  11543. component: ISceneComponent;
  11544. action: T;
  11545. }> {
  11546. /**
  11547. * Hide ctor from the rest of the world.
  11548. * @param items The items to add.
  11549. */
  11550. private constructor();
  11551. /**
  11552. * Creates a new Stage.
  11553. * @returns A new instance of a Stage
  11554. */
  11555. static Create<T extends Function>(): Stage<T>;
  11556. /**
  11557. * Registers a step in an ordered way in the targeted stage.
  11558. * @param index Defines the position to register the step in
  11559. * @param component Defines the component attached to the step
  11560. * @param action Defines the action to launch during the step
  11561. */
  11562. registerStep(index: number, component: ISceneComponent, action: T): void;
  11563. /**
  11564. * Clears all the steps from the stage.
  11565. */
  11566. clear(): void;
  11567. }
  11568. }
  11569. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11570. import { Nullable } from "babylonjs/types";
  11571. import { Observable } from "babylonjs/Misc/observable";
  11572. import { Scene } from "babylonjs/scene";
  11573. import { Sprite } from "babylonjs/Sprites/sprite";
  11574. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11575. import { Ray } from "babylonjs/Culling/ray";
  11576. import { Camera } from "babylonjs/Cameras/camera";
  11577. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11578. import { ISceneComponent } from "babylonjs/sceneComponent";
  11579. module "babylonjs/scene" {
  11580. interface Scene {
  11581. /** @hidden */
  11582. _pointerOverSprite: Nullable<Sprite>;
  11583. /** @hidden */
  11584. _pickedDownSprite: Nullable<Sprite>;
  11585. /** @hidden */
  11586. _tempSpritePickingRay: Nullable<Ray>;
  11587. /**
  11588. * All of the sprite managers added to this scene
  11589. * @see http://doc.babylonjs.com/babylon101/sprites
  11590. */
  11591. spriteManagers: Array<ISpriteManager>;
  11592. /**
  11593. * An event triggered when sprites rendering is about to start
  11594. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11595. */
  11596. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11597. /**
  11598. * An event triggered when sprites rendering is done
  11599. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11600. */
  11601. onAfterSpritesRenderingObservable: Observable<Scene>;
  11602. /** @hidden */
  11603. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11604. /** Launch a ray to try to pick a sprite in the scene
  11605. * @param x position on screen
  11606. * @param y position on screen
  11607. * @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
  11608. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11609. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11610. * @returns a PickingInfo
  11611. */
  11612. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11613. /** Use the given ray to pick a sprite in the scene
  11614. * @param ray The ray (in world space) to use to pick meshes
  11615. * @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
  11616. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11617. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11618. * @returns a PickingInfo
  11619. */
  11620. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11621. /** @hidden */
  11622. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11623. /** Launch a ray to try to pick sprites in the scene
  11624. * @param x position on screen
  11625. * @param y position on screen
  11626. * @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
  11627. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11628. * @returns a PickingInfo array
  11629. */
  11630. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11631. /** Use the given ray to pick sprites in the scene
  11632. * @param ray The ray (in world space) to use to pick meshes
  11633. * @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
  11634. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11635. * @returns a PickingInfo array
  11636. */
  11637. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11638. /**
  11639. * Force the sprite under the pointer
  11640. * @param sprite defines the sprite to use
  11641. */
  11642. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11643. /**
  11644. * Gets the sprite under the pointer
  11645. * @returns a Sprite or null if no sprite is under the pointer
  11646. */
  11647. getPointerOverSprite(): Nullable<Sprite>;
  11648. }
  11649. }
  11650. /**
  11651. * Defines the sprite scene component responsible to manage sprites
  11652. * in a given scene.
  11653. */
  11654. export class SpriteSceneComponent implements ISceneComponent {
  11655. /**
  11656. * The component name helpfull to identify the component in the list of scene components.
  11657. */
  11658. readonly name: string;
  11659. /**
  11660. * The scene the component belongs to.
  11661. */
  11662. scene: Scene;
  11663. /** @hidden */
  11664. private _spritePredicate;
  11665. /**
  11666. * Creates a new instance of the component for the given scene
  11667. * @param scene Defines the scene to register the component in
  11668. */
  11669. constructor(scene: Scene);
  11670. /**
  11671. * Registers the component in a given scene
  11672. */
  11673. register(): void;
  11674. /**
  11675. * Rebuilds the elements related to this component in case of
  11676. * context lost for instance.
  11677. */
  11678. rebuild(): void;
  11679. /**
  11680. * Disposes the component and the associated ressources.
  11681. */
  11682. dispose(): void;
  11683. private _pickSpriteButKeepRay;
  11684. private _pointerMove;
  11685. private _pointerDown;
  11686. private _pointerUp;
  11687. }
  11688. }
  11689. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11690. /** @hidden */
  11691. export var fogFragmentDeclaration: {
  11692. name: string;
  11693. shader: string;
  11694. };
  11695. }
  11696. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11697. /** @hidden */
  11698. export var fogFragment: {
  11699. name: string;
  11700. shader: string;
  11701. };
  11702. }
  11703. declare module "babylonjs/Shaders/sprites.fragment" {
  11704. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11705. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11706. /** @hidden */
  11707. export var spritesPixelShader: {
  11708. name: string;
  11709. shader: string;
  11710. };
  11711. }
  11712. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11713. /** @hidden */
  11714. export var fogVertexDeclaration: {
  11715. name: string;
  11716. shader: string;
  11717. };
  11718. }
  11719. declare module "babylonjs/Shaders/sprites.vertex" {
  11720. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11721. /** @hidden */
  11722. export var spritesVertexShader: {
  11723. name: string;
  11724. shader: string;
  11725. };
  11726. }
  11727. declare module "babylonjs/Sprites/spriteManager" {
  11728. import { IDisposable, Scene } from "babylonjs/scene";
  11729. import { Nullable } from "babylonjs/types";
  11730. import { Observable } from "babylonjs/Misc/observable";
  11731. import { Sprite } from "babylonjs/Sprites/sprite";
  11732. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11733. import { Camera } from "babylonjs/Cameras/camera";
  11734. import { Texture } from "babylonjs/Materials/Textures/texture";
  11735. import "babylonjs/Shaders/sprites.fragment";
  11736. import "babylonjs/Shaders/sprites.vertex";
  11737. import { Ray } from "babylonjs/Culling/ray";
  11738. /**
  11739. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11740. */
  11741. export interface ISpriteManager extends IDisposable {
  11742. /**
  11743. * Restricts the camera to viewing objects with the same layerMask.
  11744. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11745. */
  11746. layerMask: number;
  11747. /**
  11748. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11749. */
  11750. isPickable: boolean;
  11751. /**
  11752. * Specifies the rendering group id for this mesh (0 by default)
  11753. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11754. */
  11755. renderingGroupId: number;
  11756. /**
  11757. * Defines the list of sprites managed by the manager.
  11758. */
  11759. sprites: Array<Sprite>;
  11760. /**
  11761. * Tests the intersection of a sprite with a specific ray.
  11762. * @param ray The ray we are sending to test the collision
  11763. * @param camera The camera space we are sending rays in
  11764. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11765. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11766. * @returns picking info or null.
  11767. */
  11768. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11769. /**
  11770. * Intersects the sprites with a ray
  11771. * @param ray defines the ray to intersect with
  11772. * @param camera defines the current active camera
  11773. * @param predicate defines a predicate used to select candidate sprites
  11774. * @returns null if no hit or a PickingInfo array
  11775. */
  11776. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11777. /**
  11778. * Renders the list of sprites on screen.
  11779. */
  11780. render(): void;
  11781. }
  11782. /**
  11783. * Class used to manage multiple sprites on the same spritesheet
  11784. * @see http://doc.babylonjs.com/babylon101/sprites
  11785. */
  11786. export class SpriteManager implements ISpriteManager {
  11787. /** defines the manager's name */
  11788. name: string;
  11789. /** Gets the list of sprites */
  11790. sprites: Sprite[];
  11791. /** Gets or sets the rendering group id (0 by default) */
  11792. renderingGroupId: number;
  11793. /** Gets or sets camera layer mask */
  11794. layerMask: number;
  11795. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11796. fogEnabled: boolean;
  11797. /** Gets or sets a boolean indicating if the sprites are pickable */
  11798. isPickable: boolean;
  11799. /** Defines the default width of a cell in the spritesheet */
  11800. cellWidth: number;
  11801. /** Defines the default height of a cell in the spritesheet */
  11802. cellHeight: number;
  11803. /** Associative array from JSON sprite data file */
  11804. private _cellData;
  11805. /** Array of sprite names from JSON sprite data file */
  11806. private _spriteMap;
  11807. /** True when packed cell data from JSON file is ready*/
  11808. private _packedAndReady;
  11809. /**
  11810. * An event triggered when the manager is disposed.
  11811. */
  11812. onDisposeObservable: Observable<SpriteManager>;
  11813. private _onDisposeObserver;
  11814. /**
  11815. * Callback called when the manager is disposed
  11816. */
  11817. onDispose: () => void;
  11818. private _capacity;
  11819. private _fromPacked;
  11820. private _spriteTexture;
  11821. private _epsilon;
  11822. private _scene;
  11823. private _vertexData;
  11824. private _buffer;
  11825. private _vertexBuffers;
  11826. private _indexBuffer;
  11827. private _effectBase;
  11828. private _effectFog;
  11829. /**
  11830. * Gets or sets the spritesheet texture
  11831. */
  11832. texture: Texture;
  11833. /**
  11834. * Creates a new sprite manager
  11835. * @param name defines the manager's name
  11836. * @param imgUrl defines the sprite sheet url
  11837. * @param capacity defines the maximum allowed number of sprites
  11838. * @param cellSize defines the size of a sprite cell
  11839. * @param scene defines the hosting scene
  11840. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11841. * @param samplingMode defines the smapling mode to use with spritesheet
  11842. * @param fromPacked set to false; do not alter
  11843. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11844. */
  11845. constructor(
  11846. /** defines the manager's name */
  11847. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11848. private _makePacked;
  11849. private _appendSpriteVertex;
  11850. /**
  11851. * Intersects the sprites with a ray
  11852. * @param ray defines the ray to intersect with
  11853. * @param camera defines the current active camera
  11854. * @param predicate defines a predicate used to select candidate sprites
  11855. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11856. * @returns null if no hit or a PickingInfo
  11857. */
  11858. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11859. /**
  11860. * Intersects the sprites with a ray
  11861. * @param ray defines the ray to intersect with
  11862. * @param camera defines the current active camera
  11863. * @param predicate defines a predicate used to select candidate sprites
  11864. * @returns null if no hit or a PickingInfo array
  11865. */
  11866. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11867. /**
  11868. * Render all child sprites
  11869. */
  11870. render(): void;
  11871. /**
  11872. * Release associated resources
  11873. */
  11874. dispose(): void;
  11875. }
  11876. }
  11877. declare module "babylonjs/Sprites/sprite" {
  11878. import { Vector3 } from "babylonjs/Maths/math.vector";
  11879. import { Nullable } from "babylonjs/types";
  11880. import { ActionManager } from "babylonjs/Actions/actionManager";
  11881. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11882. import { Color4 } from "babylonjs/Maths/math.color";
  11883. /**
  11884. * Class used to represent a sprite
  11885. * @see http://doc.babylonjs.com/babylon101/sprites
  11886. */
  11887. export class Sprite {
  11888. /** defines the name */
  11889. name: string;
  11890. /** Gets or sets the current world position */
  11891. position: Vector3;
  11892. /** Gets or sets the main color */
  11893. color: Color4;
  11894. /** Gets or sets the width */
  11895. width: number;
  11896. /** Gets or sets the height */
  11897. height: number;
  11898. /** Gets or sets rotation angle */
  11899. angle: number;
  11900. /** Gets or sets the cell index in the sprite sheet */
  11901. cellIndex: number;
  11902. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11903. cellRef: string;
  11904. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11905. invertU: number;
  11906. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11907. invertV: number;
  11908. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11909. disposeWhenFinishedAnimating: boolean;
  11910. /** Gets the list of attached animations */
  11911. animations: Animation[];
  11912. /** Gets or sets a boolean indicating if the sprite can be picked */
  11913. isPickable: boolean;
  11914. /**
  11915. * Gets or sets the associated action manager
  11916. */
  11917. actionManager: Nullable<ActionManager>;
  11918. private _animationStarted;
  11919. private _loopAnimation;
  11920. private _fromIndex;
  11921. private _toIndex;
  11922. private _delay;
  11923. private _direction;
  11924. private _manager;
  11925. private _time;
  11926. private _onAnimationEnd;
  11927. /**
  11928. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11929. */
  11930. isVisible: boolean;
  11931. /**
  11932. * Gets or sets the sprite size
  11933. */
  11934. size: number;
  11935. /**
  11936. * Creates a new Sprite
  11937. * @param name defines the name
  11938. * @param manager defines the manager
  11939. */
  11940. constructor(
  11941. /** defines the name */
  11942. name: string, manager: ISpriteManager);
  11943. /**
  11944. * Starts an animation
  11945. * @param from defines the initial key
  11946. * @param to defines the end key
  11947. * @param loop defines if the animation must loop
  11948. * @param delay defines the start delay (in ms)
  11949. * @param onAnimationEnd defines a callback to call when animation ends
  11950. */
  11951. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11952. /** Stops current animation (if any) */
  11953. stopAnimation(): void;
  11954. /** @hidden */
  11955. _animate(deltaTime: number): void;
  11956. /** Release associated resources */
  11957. dispose(): void;
  11958. }
  11959. }
  11960. declare module "babylonjs/Collisions/pickingInfo" {
  11961. import { Nullable } from "babylonjs/types";
  11962. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11964. import { Sprite } from "babylonjs/Sprites/sprite";
  11965. import { Ray } from "babylonjs/Culling/ray";
  11966. /**
  11967. * Information about the result of picking within a scene
  11968. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11969. */
  11970. export class PickingInfo {
  11971. /** @hidden */
  11972. _pickingUnavailable: boolean;
  11973. /**
  11974. * If the pick collided with an object
  11975. */
  11976. hit: boolean;
  11977. /**
  11978. * Distance away where the pick collided
  11979. */
  11980. distance: number;
  11981. /**
  11982. * The location of pick collision
  11983. */
  11984. pickedPoint: Nullable<Vector3>;
  11985. /**
  11986. * The mesh corresponding the the pick collision
  11987. */
  11988. pickedMesh: Nullable<AbstractMesh>;
  11989. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11990. bu: number;
  11991. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11992. bv: number;
  11993. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11994. faceId: number;
  11995. /** Id of the the submesh that was picked */
  11996. subMeshId: number;
  11997. /** If a sprite was picked, this will be the sprite the pick collided with */
  11998. pickedSprite: Nullable<Sprite>;
  11999. /**
  12000. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12001. */
  12002. originMesh: Nullable<AbstractMesh>;
  12003. /**
  12004. * The ray that was used to perform the picking.
  12005. */
  12006. ray: Nullable<Ray>;
  12007. /**
  12008. * Gets the normal correspodning to the face the pick collided with
  12009. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12010. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12011. * @returns The normal correspodning to the face the pick collided with
  12012. */
  12013. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12014. /**
  12015. * Gets the texture coordinates of where the pick occured
  12016. * @returns the vector containing the coordnates of the texture
  12017. */
  12018. getTextureCoordinates(): Nullable<Vector2>;
  12019. }
  12020. }
  12021. declare module "babylonjs/Events/pointerEvents" {
  12022. import { Nullable } from "babylonjs/types";
  12023. import { Vector2 } from "babylonjs/Maths/math.vector";
  12024. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12025. import { Ray } from "babylonjs/Culling/ray";
  12026. /**
  12027. * Gather the list of pointer event types as constants.
  12028. */
  12029. export class PointerEventTypes {
  12030. /**
  12031. * 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.
  12032. */
  12033. static readonly POINTERDOWN: number;
  12034. /**
  12035. * The pointerup event is fired when a pointer is no longer active.
  12036. */
  12037. static readonly POINTERUP: number;
  12038. /**
  12039. * The pointermove event is fired when a pointer changes coordinates.
  12040. */
  12041. static readonly POINTERMOVE: number;
  12042. /**
  12043. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12044. */
  12045. static readonly POINTERWHEEL: number;
  12046. /**
  12047. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12048. */
  12049. static readonly POINTERPICK: number;
  12050. /**
  12051. * The pointertap event is fired when a the object has been touched and released without drag.
  12052. */
  12053. static readonly POINTERTAP: number;
  12054. /**
  12055. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12056. */
  12057. static readonly POINTERDOUBLETAP: number;
  12058. }
  12059. /**
  12060. * Base class of pointer info types.
  12061. */
  12062. export class PointerInfoBase {
  12063. /**
  12064. * Defines the type of event (PointerEventTypes)
  12065. */
  12066. type: number;
  12067. /**
  12068. * Defines the related dom event
  12069. */
  12070. event: PointerEvent | MouseWheelEvent;
  12071. /**
  12072. * Instantiates the base class of pointers info.
  12073. * @param type Defines the type of event (PointerEventTypes)
  12074. * @param event Defines the related dom event
  12075. */
  12076. constructor(
  12077. /**
  12078. * Defines the type of event (PointerEventTypes)
  12079. */
  12080. type: number,
  12081. /**
  12082. * Defines the related dom event
  12083. */
  12084. event: PointerEvent | MouseWheelEvent);
  12085. }
  12086. /**
  12087. * This class is used to store pointer related info for the onPrePointerObservable event.
  12088. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12089. */
  12090. export class PointerInfoPre extends PointerInfoBase {
  12091. /**
  12092. * Ray from a pointer if availible (eg. 6dof controller)
  12093. */
  12094. ray: Nullable<Ray>;
  12095. /**
  12096. * Defines the local position of the pointer on the canvas.
  12097. */
  12098. localPosition: Vector2;
  12099. /**
  12100. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12101. */
  12102. skipOnPointerObservable: boolean;
  12103. /**
  12104. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12105. * @param type Defines the type of event (PointerEventTypes)
  12106. * @param event Defines the related dom event
  12107. * @param localX Defines the local x coordinates of the pointer when the event occured
  12108. * @param localY Defines the local y coordinates of the pointer when the event occured
  12109. */
  12110. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12111. }
  12112. /**
  12113. * This type contains all the data related to a pointer event in Babylon.js.
  12114. * 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.
  12115. */
  12116. export class PointerInfo extends PointerInfoBase {
  12117. /**
  12118. * Defines the picking info associated to the info (if any)\
  12119. */
  12120. pickInfo: Nullable<PickingInfo>;
  12121. /**
  12122. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12123. * @param type Defines the type of event (PointerEventTypes)
  12124. * @param event Defines the related dom event
  12125. * @param pickInfo Defines the picking info associated to the info (if any)\
  12126. */
  12127. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12128. /**
  12129. * Defines the picking info associated to the info (if any)\
  12130. */
  12131. pickInfo: Nullable<PickingInfo>);
  12132. }
  12133. /**
  12134. * Data relating to a touch event on the screen.
  12135. */
  12136. export interface PointerTouch {
  12137. /**
  12138. * X coordinate of touch.
  12139. */
  12140. x: number;
  12141. /**
  12142. * Y coordinate of touch.
  12143. */
  12144. y: number;
  12145. /**
  12146. * Id of touch. Unique for each finger.
  12147. */
  12148. pointerId: number;
  12149. /**
  12150. * Event type passed from DOM.
  12151. */
  12152. type: any;
  12153. }
  12154. }
  12155. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12156. import { Observable } from "babylonjs/Misc/observable";
  12157. import { Nullable } from "babylonjs/types";
  12158. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12159. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12160. /**
  12161. * Manage the mouse inputs to control the movement of a free camera.
  12162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12163. */
  12164. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12165. /**
  12166. * Define if touch is enabled in the mouse input
  12167. */
  12168. touchEnabled: boolean;
  12169. /**
  12170. * Defines the camera the input is attached to.
  12171. */
  12172. camera: FreeCamera;
  12173. /**
  12174. * Defines the buttons associated with the input to handle camera move.
  12175. */
  12176. buttons: number[];
  12177. /**
  12178. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12179. */
  12180. angularSensibility: number;
  12181. private _pointerInput;
  12182. private _onMouseMove;
  12183. private _observer;
  12184. private previousPosition;
  12185. /**
  12186. * Observable for when a pointer move event occurs containing the move offset
  12187. */
  12188. onPointerMovedObservable: Observable<{
  12189. offsetX: number;
  12190. offsetY: number;
  12191. }>;
  12192. /**
  12193. * @hidden
  12194. * If the camera should be rotated automatically based on pointer movement
  12195. */
  12196. _allowCameraRotation: boolean;
  12197. /**
  12198. * Manage the mouse inputs to control the movement of a free camera.
  12199. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12200. * @param touchEnabled Defines if touch is enabled or not
  12201. */
  12202. constructor(
  12203. /**
  12204. * Define if touch is enabled in the mouse input
  12205. */
  12206. touchEnabled?: boolean);
  12207. /**
  12208. * Attach the input controls to a specific dom element to get the input from.
  12209. * @param element Defines the element the controls should be listened from
  12210. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12211. */
  12212. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12213. /**
  12214. * Called on JS contextmenu event.
  12215. * Override this method to provide functionality.
  12216. */
  12217. protected onContextMenu(evt: PointerEvent): void;
  12218. /**
  12219. * Detach the current controls from the specified dom element.
  12220. * @param element Defines the element to stop listening the inputs from
  12221. */
  12222. detachControl(element: Nullable<HTMLElement>): void;
  12223. /**
  12224. * Gets the class name of the current intput.
  12225. * @returns the class name
  12226. */
  12227. getClassName(): string;
  12228. /**
  12229. * Get the friendly name associated with the input class.
  12230. * @returns the input friendly name
  12231. */
  12232. getSimpleName(): string;
  12233. }
  12234. }
  12235. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12236. import { Nullable } from "babylonjs/types";
  12237. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12238. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12239. /**
  12240. * Manage the touch inputs to control the movement of a free camera.
  12241. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12242. */
  12243. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12244. /**
  12245. * Defines the camera the input is attached to.
  12246. */
  12247. camera: FreeCamera;
  12248. /**
  12249. * Defines the touch sensibility for rotation.
  12250. * The higher the faster.
  12251. */
  12252. touchAngularSensibility: number;
  12253. /**
  12254. * Defines the touch sensibility for move.
  12255. * The higher the faster.
  12256. */
  12257. touchMoveSensibility: number;
  12258. private _offsetX;
  12259. private _offsetY;
  12260. private _pointerPressed;
  12261. private _pointerInput;
  12262. private _observer;
  12263. private _onLostFocus;
  12264. /**
  12265. * Attach the input controls to a specific dom element to get the input from.
  12266. * @param element Defines the element the controls should be listened from
  12267. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12268. */
  12269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12270. /**
  12271. * Detach the current controls from the specified dom element.
  12272. * @param element Defines the element to stop listening the inputs from
  12273. */
  12274. detachControl(element: Nullable<HTMLElement>): void;
  12275. /**
  12276. * Update the current camera state depending on the inputs that have been used this frame.
  12277. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12278. */
  12279. checkInputs(): void;
  12280. /**
  12281. * Gets the class name of the current intput.
  12282. * @returns the class name
  12283. */
  12284. getClassName(): string;
  12285. /**
  12286. * Get the friendly name associated with the input class.
  12287. * @returns the input friendly name
  12288. */
  12289. getSimpleName(): string;
  12290. }
  12291. }
  12292. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12293. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12294. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12295. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12296. import { Nullable } from "babylonjs/types";
  12297. /**
  12298. * Default Inputs manager for the FreeCamera.
  12299. * It groups all the default supported inputs for ease of use.
  12300. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12301. */
  12302. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12303. /**
  12304. * @hidden
  12305. */
  12306. _mouseInput: Nullable<FreeCameraMouseInput>;
  12307. /**
  12308. * Instantiates a new FreeCameraInputsManager.
  12309. * @param camera Defines the camera the inputs belong to
  12310. */
  12311. constructor(camera: FreeCamera);
  12312. /**
  12313. * Add keyboard input support to the input manager.
  12314. * @returns the current input manager
  12315. */
  12316. addKeyboard(): FreeCameraInputsManager;
  12317. /**
  12318. * Add mouse input support to the input manager.
  12319. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12320. * @returns the current input manager
  12321. */
  12322. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12323. /**
  12324. * Removes the mouse input support from the manager
  12325. * @returns the current input manager
  12326. */
  12327. removeMouse(): FreeCameraInputsManager;
  12328. /**
  12329. * Add touch input support to the input manager.
  12330. * @returns the current input manager
  12331. */
  12332. addTouch(): FreeCameraInputsManager;
  12333. /**
  12334. * Remove all attached input methods from a camera
  12335. */
  12336. clear(): void;
  12337. }
  12338. }
  12339. declare module "babylonjs/Cameras/freeCamera" {
  12340. import { Vector3 } from "babylonjs/Maths/math.vector";
  12341. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12342. import { Scene } from "babylonjs/scene";
  12343. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12344. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12345. /**
  12346. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12347. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12348. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12349. */
  12350. export class FreeCamera extends TargetCamera {
  12351. /**
  12352. * Define the collision ellipsoid of the camera.
  12353. * This is helpful to simulate a camera body like the player body around the camera
  12354. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12355. */
  12356. ellipsoid: Vector3;
  12357. /**
  12358. * Define an offset for the position of the ellipsoid around the camera.
  12359. * This can be helpful to determine the center of the body near the gravity center of the body
  12360. * instead of its head.
  12361. */
  12362. ellipsoidOffset: Vector3;
  12363. /**
  12364. * Enable or disable collisions of the camera with the rest of the scene objects.
  12365. */
  12366. checkCollisions: boolean;
  12367. /**
  12368. * Enable or disable gravity on the camera.
  12369. */
  12370. applyGravity: boolean;
  12371. /**
  12372. * Define the input manager associated to the camera.
  12373. */
  12374. inputs: FreeCameraInputsManager;
  12375. /**
  12376. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12377. * Higher values reduce sensitivity.
  12378. */
  12379. /**
  12380. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12381. * Higher values reduce sensitivity.
  12382. */
  12383. angularSensibility: number;
  12384. /**
  12385. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12386. */
  12387. keysUp: number[];
  12388. /**
  12389. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12390. */
  12391. keysDown: number[];
  12392. /**
  12393. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12394. */
  12395. keysLeft: number[];
  12396. /**
  12397. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12398. */
  12399. keysRight: number[];
  12400. /**
  12401. * Event raised when the camera collide with a mesh in the scene.
  12402. */
  12403. onCollide: (collidedMesh: AbstractMesh) => void;
  12404. private _collider;
  12405. private _needMoveForGravity;
  12406. private _oldPosition;
  12407. private _diffPosition;
  12408. private _newPosition;
  12409. /** @hidden */
  12410. _localDirection: Vector3;
  12411. /** @hidden */
  12412. _transformedDirection: Vector3;
  12413. /**
  12414. * Instantiates a Free Camera.
  12415. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12416. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12417. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12418. * @param name Define the name of the camera in the scene
  12419. * @param position Define the start position of the camera in the scene
  12420. * @param scene Define the scene the camera belongs to
  12421. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12422. */
  12423. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12424. /**
  12425. * Attached controls to the current camera.
  12426. * @param element Defines the element the controls should be listened from
  12427. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12428. */
  12429. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12430. /**
  12431. * Detach the current controls from the camera.
  12432. * The camera will stop reacting to inputs.
  12433. * @param element Defines the element to stop listening the inputs from
  12434. */
  12435. detachControl(element: HTMLElement): void;
  12436. private _collisionMask;
  12437. /**
  12438. * Define a collision mask to limit the list of object the camera can collide with
  12439. */
  12440. collisionMask: number;
  12441. /** @hidden */
  12442. _collideWithWorld(displacement: Vector3): void;
  12443. private _onCollisionPositionChange;
  12444. /** @hidden */
  12445. _checkInputs(): void;
  12446. /** @hidden */
  12447. _decideIfNeedsToMove(): boolean;
  12448. /** @hidden */
  12449. _updatePosition(): void;
  12450. /**
  12451. * Destroy the camera and release the current resources hold by it.
  12452. */
  12453. dispose(): void;
  12454. /**
  12455. * Gets the current object class name.
  12456. * @return the class name
  12457. */
  12458. getClassName(): string;
  12459. }
  12460. }
  12461. declare module "babylonjs/Gamepads/gamepad" {
  12462. import { Observable } from "babylonjs/Misc/observable";
  12463. /**
  12464. * Represents a gamepad control stick position
  12465. */
  12466. export class StickValues {
  12467. /**
  12468. * The x component of the control stick
  12469. */
  12470. x: number;
  12471. /**
  12472. * The y component of the control stick
  12473. */
  12474. y: number;
  12475. /**
  12476. * Initializes the gamepad x and y control stick values
  12477. * @param x The x component of the gamepad control stick value
  12478. * @param y The y component of the gamepad control stick value
  12479. */
  12480. constructor(
  12481. /**
  12482. * The x component of the control stick
  12483. */
  12484. x: number,
  12485. /**
  12486. * The y component of the control stick
  12487. */
  12488. y: number);
  12489. }
  12490. /**
  12491. * An interface which manages callbacks for gamepad button changes
  12492. */
  12493. export interface GamepadButtonChanges {
  12494. /**
  12495. * Called when a gamepad has been changed
  12496. */
  12497. changed: boolean;
  12498. /**
  12499. * Called when a gamepad press event has been triggered
  12500. */
  12501. pressChanged: boolean;
  12502. /**
  12503. * Called when a touch event has been triggered
  12504. */
  12505. touchChanged: boolean;
  12506. /**
  12507. * Called when a value has changed
  12508. */
  12509. valueChanged: boolean;
  12510. }
  12511. /**
  12512. * Represents a gamepad
  12513. */
  12514. export class Gamepad {
  12515. /**
  12516. * The id of the gamepad
  12517. */
  12518. id: string;
  12519. /**
  12520. * The index of the gamepad
  12521. */
  12522. index: number;
  12523. /**
  12524. * The browser gamepad
  12525. */
  12526. browserGamepad: any;
  12527. /**
  12528. * Specifies what type of gamepad this represents
  12529. */
  12530. type: number;
  12531. private _leftStick;
  12532. private _rightStick;
  12533. /** @hidden */
  12534. _isConnected: boolean;
  12535. private _leftStickAxisX;
  12536. private _leftStickAxisY;
  12537. private _rightStickAxisX;
  12538. private _rightStickAxisY;
  12539. /**
  12540. * Triggered when the left control stick has been changed
  12541. */
  12542. private _onleftstickchanged;
  12543. /**
  12544. * Triggered when the right control stick has been changed
  12545. */
  12546. private _onrightstickchanged;
  12547. /**
  12548. * Represents a gamepad controller
  12549. */
  12550. static GAMEPAD: number;
  12551. /**
  12552. * Represents a generic controller
  12553. */
  12554. static GENERIC: number;
  12555. /**
  12556. * Represents an XBox controller
  12557. */
  12558. static XBOX: number;
  12559. /**
  12560. * Represents a pose-enabled controller
  12561. */
  12562. static POSE_ENABLED: number;
  12563. /**
  12564. * Represents an Dual Shock controller
  12565. */
  12566. static DUALSHOCK: number;
  12567. /**
  12568. * Specifies whether the left control stick should be Y-inverted
  12569. */
  12570. protected _invertLeftStickY: boolean;
  12571. /**
  12572. * Specifies if the gamepad has been connected
  12573. */
  12574. readonly isConnected: boolean;
  12575. /**
  12576. * Initializes the gamepad
  12577. * @param id The id of the gamepad
  12578. * @param index The index of the gamepad
  12579. * @param browserGamepad The browser gamepad
  12580. * @param leftStickX The x component of the left joystick
  12581. * @param leftStickY The y component of the left joystick
  12582. * @param rightStickX The x component of the right joystick
  12583. * @param rightStickY The y component of the right joystick
  12584. */
  12585. constructor(
  12586. /**
  12587. * The id of the gamepad
  12588. */
  12589. id: string,
  12590. /**
  12591. * The index of the gamepad
  12592. */
  12593. index: number,
  12594. /**
  12595. * The browser gamepad
  12596. */
  12597. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12598. /**
  12599. * Callback triggered when the left joystick has changed
  12600. * @param callback
  12601. */
  12602. onleftstickchanged(callback: (values: StickValues) => void): void;
  12603. /**
  12604. * Callback triggered when the right joystick has changed
  12605. * @param callback
  12606. */
  12607. onrightstickchanged(callback: (values: StickValues) => void): void;
  12608. /**
  12609. * Gets the left joystick
  12610. */
  12611. /**
  12612. * Sets the left joystick values
  12613. */
  12614. leftStick: StickValues;
  12615. /**
  12616. * Gets the right joystick
  12617. */
  12618. /**
  12619. * Sets the right joystick value
  12620. */
  12621. rightStick: StickValues;
  12622. /**
  12623. * Updates the gamepad joystick positions
  12624. */
  12625. update(): void;
  12626. /**
  12627. * Disposes the gamepad
  12628. */
  12629. dispose(): void;
  12630. }
  12631. /**
  12632. * Represents a generic gamepad
  12633. */
  12634. export class GenericPad extends Gamepad {
  12635. private _buttons;
  12636. private _onbuttondown;
  12637. private _onbuttonup;
  12638. /**
  12639. * Observable triggered when a button has been pressed
  12640. */
  12641. onButtonDownObservable: Observable<number>;
  12642. /**
  12643. * Observable triggered when a button has been released
  12644. */
  12645. onButtonUpObservable: Observable<number>;
  12646. /**
  12647. * Callback triggered when a button has been pressed
  12648. * @param callback Called when a button has been pressed
  12649. */
  12650. onbuttondown(callback: (buttonPressed: number) => void): void;
  12651. /**
  12652. * Callback triggered when a button has been released
  12653. * @param callback Called when a button has been released
  12654. */
  12655. onbuttonup(callback: (buttonReleased: number) => void): void;
  12656. /**
  12657. * Initializes the generic gamepad
  12658. * @param id The id of the generic gamepad
  12659. * @param index The index of the generic gamepad
  12660. * @param browserGamepad The browser gamepad
  12661. */
  12662. constructor(id: string, index: number, browserGamepad: any);
  12663. private _setButtonValue;
  12664. /**
  12665. * Updates the generic gamepad
  12666. */
  12667. update(): void;
  12668. /**
  12669. * Disposes the generic gamepad
  12670. */
  12671. dispose(): void;
  12672. }
  12673. }
  12674. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12675. import { Nullable } from "babylonjs/types";
  12676. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12677. import { Scene } from "babylonjs/scene";
  12678. module "babylonjs/Engines/engine" {
  12679. interface Engine {
  12680. /**
  12681. * Creates a raw texture
  12682. * @param data defines the data to store in the texture
  12683. * @param width defines the width of the texture
  12684. * @param height defines the height of the texture
  12685. * @param format defines the format of the data
  12686. * @param generateMipMaps defines if the engine should generate the mip levels
  12687. * @param invertY defines if data must be stored with Y axis inverted
  12688. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12689. * @param compression defines the compression used (null by default)
  12690. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12691. * @returns the raw texture inside an InternalTexture
  12692. */
  12693. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12694. /**
  12695. * Update a raw texture
  12696. * @param texture defines the texture to update
  12697. * @param data defines the data to store in the texture
  12698. * @param format defines the format of the data
  12699. * @param invertY defines if data must be stored with Y axis inverted
  12700. */
  12701. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12702. /**
  12703. * Update a raw texture
  12704. * @param texture defines the texture to update
  12705. * @param data defines the data to store in the texture
  12706. * @param format defines the format of the data
  12707. * @param invertY defines if data must be stored with Y axis inverted
  12708. * @param compression defines the compression used (null by default)
  12709. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12710. */
  12711. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12712. /**
  12713. * Creates a new raw cube texture
  12714. * @param data defines the array of data to use to create each face
  12715. * @param size defines the size of the textures
  12716. * @param format defines the format of the data
  12717. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12718. * @param generateMipMaps defines if the engine should generate the mip levels
  12719. * @param invertY defines if data must be stored with Y axis inverted
  12720. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12721. * @param compression defines the compression used (null by default)
  12722. * @returns the cube texture as an InternalTexture
  12723. */
  12724. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12725. /**
  12726. * Update a raw cube texture
  12727. * @param texture defines the texture to udpdate
  12728. * @param data defines the data to store
  12729. * @param format defines the data format
  12730. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12731. * @param invertY defines if data must be stored with Y axis inverted
  12732. */
  12733. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12734. /**
  12735. * Update a raw cube texture
  12736. * @param texture defines the texture to udpdate
  12737. * @param data defines the data to store
  12738. * @param format defines the data format
  12739. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12740. * @param invertY defines if data must be stored with Y axis inverted
  12741. * @param compression defines the compression used (null by default)
  12742. */
  12743. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12744. /**
  12745. * Update a raw cube texture
  12746. * @param texture defines the texture to udpdate
  12747. * @param data defines the data to store
  12748. * @param format defines the data format
  12749. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12750. * @param invertY defines if data must be stored with Y axis inverted
  12751. * @param compression defines the compression used (null by default)
  12752. * @param level defines which level of the texture to update
  12753. */
  12754. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12755. /**
  12756. * Creates a new raw cube texture from a specified url
  12757. * @param url defines the url where the data is located
  12758. * @param scene defines the current scene
  12759. * @param size defines the size of the textures
  12760. * @param format defines the format of the data
  12761. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12762. * @param noMipmap defines if the engine should avoid generating the mip levels
  12763. * @param callback defines a callback used to extract texture data from loaded data
  12764. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12765. * @param onLoad defines a callback called when texture is loaded
  12766. * @param onError defines a callback called if there is an error
  12767. * @returns the cube texture as an InternalTexture
  12768. */
  12769. 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;
  12770. /**
  12771. * Creates a new raw cube texture from a specified url
  12772. * @param url defines the url where the data is located
  12773. * @param scene defines the current scene
  12774. * @param size defines the size of the textures
  12775. * @param format defines the format of the data
  12776. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12777. * @param noMipmap defines if the engine should avoid generating the mip levels
  12778. * @param callback defines a callback used to extract texture data from loaded data
  12779. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12780. * @param onLoad defines a callback called when texture is loaded
  12781. * @param onError defines a callback called if there is an error
  12782. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12783. * @param invertY defines if data must be stored with Y axis inverted
  12784. * @returns the cube texture as an InternalTexture
  12785. */
  12786. 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;
  12787. /**
  12788. * Creates a new raw 3D texture
  12789. * @param data defines the data used to create the texture
  12790. * @param width defines the width of the texture
  12791. * @param height defines the height of the texture
  12792. * @param depth defines the depth of the texture
  12793. * @param format defines the format of the texture
  12794. * @param generateMipMaps defines if the engine must generate mip levels
  12795. * @param invertY defines if data must be stored with Y axis inverted
  12796. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12797. * @param compression defines the compressed used (can be null)
  12798. * @param textureType defines the compressed used (can be null)
  12799. * @returns a new raw 3D texture (stored in an InternalTexture)
  12800. */
  12801. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12802. /**
  12803. * Update a raw 3D texture
  12804. * @param texture defines the texture to update
  12805. * @param data defines the data to store
  12806. * @param format defines the data format
  12807. * @param invertY defines if data must be stored with Y axis inverted
  12808. */
  12809. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12810. /**
  12811. * Update a raw 3D texture
  12812. * @param texture defines the texture to update
  12813. * @param data defines the data to store
  12814. * @param format defines the data format
  12815. * @param invertY defines if data must be stored with Y axis inverted
  12816. * @param compression defines the used compression (can be null)
  12817. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12818. */
  12819. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12820. /**
  12821. * Creates a new raw 2D array texture
  12822. * @param data defines the data used to create the texture
  12823. * @param width defines the width of the texture
  12824. * @param height defines the height of the texture
  12825. * @param depth defines the number of layers of the texture
  12826. * @param format defines the format of the texture
  12827. * @param generateMipMaps defines if the engine must generate mip levels
  12828. * @param invertY defines if data must be stored with Y axis inverted
  12829. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12830. * @param compression defines the compressed used (can be null)
  12831. * @param textureType defines the compressed used (can be null)
  12832. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12833. */
  12834. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12835. /**
  12836. * Update a raw 2D array texture
  12837. * @param texture defines the texture to update
  12838. * @param data defines the data to store
  12839. * @param format defines the data format
  12840. * @param invertY defines if data must be stored with Y axis inverted
  12841. */
  12842. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12843. /**
  12844. * Update a raw 2D array texture
  12845. * @param texture defines the texture to update
  12846. * @param data defines the data to store
  12847. * @param format defines the data format
  12848. * @param invertY defines if data must be stored with Y axis inverted
  12849. * @param compression defines the used compression (can be null)
  12850. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12851. */
  12852. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12853. }
  12854. }
  12855. }
  12856. declare module "babylonjs/Materials/Textures/rawTexture" {
  12857. import { Scene } from "babylonjs/scene";
  12858. import { Texture } from "babylonjs/Materials/Textures/texture";
  12859. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12860. /**
  12861. * Raw texture can help creating a texture directly from an array of data.
  12862. * This can be super useful if you either get the data from an uncompressed source or
  12863. * if you wish to create your texture pixel by pixel.
  12864. */
  12865. export class RawTexture extends Texture {
  12866. /**
  12867. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12868. */
  12869. format: number;
  12870. private _engine;
  12871. /**
  12872. * Instantiates a new RawTexture.
  12873. * Raw texture can help creating a texture directly from an array of data.
  12874. * This can be super useful if you either get the data from an uncompressed source or
  12875. * if you wish to create your texture pixel by pixel.
  12876. * @param data define the array of data to use to create the texture
  12877. * @param width define the width of the texture
  12878. * @param height define the height of the texture
  12879. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12880. * @param scene define the scene the texture belongs to
  12881. * @param generateMipMaps define whether mip maps should be generated or not
  12882. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12883. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12884. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12885. */
  12886. constructor(data: ArrayBufferView, width: number, height: number,
  12887. /**
  12888. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12889. */
  12890. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12891. /**
  12892. * Updates the texture underlying data.
  12893. * @param data Define the new data of the texture
  12894. */
  12895. update(data: ArrayBufferView): void;
  12896. /**
  12897. * Creates a luminance texture from some data.
  12898. * @param data Define the texture data
  12899. * @param width Define the width of the texture
  12900. * @param height Define the height of the texture
  12901. * @param scene Define the scene the texture belongs to
  12902. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12903. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12904. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12905. * @returns the luminance texture
  12906. */
  12907. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12908. /**
  12909. * Creates a luminance alpha texture from some data.
  12910. * @param data Define the texture data
  12911. * @param width Define the width of the texture
  12912. * @param height Define the height of the texture
  12913. * @param scene Define the scene the texture belongs to
  12914. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12915. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12916. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12917. * @returns the luminance alpha texture
  12918. */
  12919. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12920. /**
  12921. * Creates an alpha texture from some data.
  12922. * @param data Define the texture data
  12923. * @param width Define the width of the texture
  12924. * @param height Define the height of the texture
  12925. * @param scene Define the scene the texture belongs to
  12926. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12927. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12928. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12929. * @returns the alpha texture
  12930. */
  12931. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12932. /**
  12933. * Creates a RGB texture from some data.
  12934. * @param data Define the texture data
  12935. * @param width Define the width of the texture
  12936. * @param height Define the height of the texture
  12937. * @param scene Define the scene the texture belongs to
  12938. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12939. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12940. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12941. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12942. * @returns the RGB alpha texture
  12943. */
  12944. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12945. /**
  12946. * Creates a RGBA texture from some data.
  12947. * @param data Define the texture data
  12948. * @param width Define the width of the texture
  12949. * @param height Define the height of the texture
  12950. * @param scene Define the scene the texture belongs to
  12951. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12952. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12953. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12954. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12955. * @returns the RGBA texture
  12956. */
  12957. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12958. /**
  12959. * Creates a R texture from some data.
  12960. * @param data Define the texture data
  12961. * @param width Define the width of the texture
  12962. * @param height Define the height of the texture
  12963. * @param scene Define the scene the texture belongs to
  12964. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12965. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12966. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12967. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12968. * @returns the R texture
  12969. */
  12970. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12971. }
  12972. }
  12973. declare module "babylonjs/Maths/math.size" {
  12974. /**
  12975. * Interface for the size containing width and height
  12976. */
  12977. export interface ISize {
  12978. /**
  12979. * Width
  12980. */
  12981. width: number;
  12982. /**
  12983. * Heighht
  12984. */
  12985. height: number;
  12986. }
  12987. /**
  12988. * Size containing widht and height
  12989. */
  12990. export class Size implements ISize {
  12991. /**
  12992. * Width
  12993. */
  12994. width: number;
  12995. /**
  12996. * Height
  12997. */
  12998. height: number;
  12999. /**
  13000. * Creates a Size object from the given width and height (floats).
  13001. * @param width width of the new size
  13002. * @param height height of the new size
  13003. */
  13004. constructor(width: number, height: number);
  13005. /**
  13006. * Returns a string with the Size width and height
  13007. * @returns a string with the Size width and height
  13008. */
  13009. toString(): string;
  13010. /**
  13011. * "Size"
  13012. * @returns the string "Size"
  13013. */
  13014. getClassName(): string;
  13015. /**
  13016. * Returns the Size hash code.
  13017. * @returns a hash code for a unique width and height
  13018. */
  13019. getHashCode(): number;
  13020. /**
  13021. * Updates the current size from the given one.
  13022. * @param src the given size
  13023. */
  13024. copyFrom(src: Size): void;
  13025. /**
  13026. * Updates in place the current Size from the given floats.
  13027. * @param width width of the new size
  13028. * @param height height of the new size
  13029. * @returns the updated Size.
  13030. */
  13031. copyFromFloats(width: number, height: number): Size;
  13032. /**
  13033. * Updates in place the current Size from the given floats.
  13034. * @param width width to set
  13035. * @param height height to set
  13036. * @returns the updated Size.
  13037. */
  13038. set(width: number, height: number): Size;
  13039. /**
  13040. * Multiplies the width and height by numbers
  13041. * @param w factor to multiple the width by
  13042. * @param h factor to multiple the height by
  13043. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13044. */
  13045. multiplyByFloats(w: number, h: number): Size;
  13046. /**
  13047. * Clones the size
  13048. * @returns a new Size copied from the given one.
  13049. */
  13050. clone(): Size;
  13051. /**
  13052. * True if the current Size and the given one width and height are strictly equal.
  13053. * @param other the other size to compare against
  13054. * @returns True if the current Size and the given one width and height are strictly equal.
  13055. */
  13056. equals(other: Size): boolean;
  13057. /**
  13058. * The surface of the Size : width * height (float).
  13059. */
  13060. readonly surface: number;
  13061. /**
  13062. * Create a new size of zero
  13063. * @returns a new Size set to (0.0, 0.0)
  13064. */
  13065. static Zero(): Size;
  13066. /**
  13067. * Sums the width and height of two sizes
  13068. * @param otherSize size to add to this size
  13069. * @returns a new Size set as the addition result of the current Size and the given one.
  13070. */
  13071. add(otherSize: Size): Size;
  13072. /**
  13073. * Subtracts the width and height of two
  13074. * @param otherSize size to subtract to this size
  13075. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13076. */
  13077. subtract(otherSize: Size): Size;
  13078. /**
  13079. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13080. * @param start starting size to lerp between
  13081. * @param end end size to lerp between
  13082. * @param amount amount to lerp between the start and end values
  13083. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13084. */
  13085. static Lerp(start: Size, end: Size, amount: number): Size;
  13086. }
  13087. }
  13088. declare module "babylonjs/Animations/runtimeAnimation" {
  13089. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13090. import { Animatable } from "babylonjs/Animations/animatable";
  13091. import { Scene } from "babylonjs/scene";
  13092. /**
  13093. * Defines a runtime animation
  13094. */
  13095. export class RuntimeAnimation {
  13096. private _events;
  13097. /**
  13098. * The current frame of the runtime animation
  13099. */
  13100. private _currentFrame;
  13101. /**
  13102. * The animation used by the runtime animation
  13103. */
  13104. private _animation;
  13105. /**
  13106. * The target of the runtime animation
  13107. */
  13108. private _target;
  13109. /**
  13110. * The initiating animatable
  13111. */
  13112. private _host;
  13113. /**
  13114. * The original value of the runtime animation
  13115. */
  13116. private _originalValue;
  13117. /**
  13118. * The original blend value of the runtime animation
  13119. */
  13120. private _originalBlendValue;
  13121. /**
  13122. * The offsets cache of the runtime animation
  13123. */
  13124. private _offsetsCache;
  13125. /**
  13126. * The high limits cache of the runtime animation
  13127. */
  13128. private _highLimitsCache;
  13129. /**
  13130. * Specifies if the runtime animation has been stopped
  13131. */
  13132. private _stopped;
  13133. /**
  13134. * The blending factor of the runtime animation
  13135. */
  13136. private _blendingFactor;
  13137. /**
  13138. * The BabylonJS scene
  13139. */
  13140. private _scene;
  13141. /**
  13142. * The current value of the runtime animation
  13143. */
  13144. private _currentValue;
  13145. /** @hidden */
  13146. _animationState: _IAnimationState;
  13147. /**
  13148. * The active target of the runtime animation
  13149. */
  13150. private _activeTargets;
  13151. private _currentActiveTarget;
  13152. private _directTarget;
  13153. /**
  13154. * The target path of the runtime animation
  13155. */
  13156. private _targetPath;
  13157. /**
  13158. * The weight of the runtime animation
  13159. */
  13160. private _weight;
  13161. /**
  13162. * The ratio offset of the runtime animation
  13163. */
  13164. private _ratioOffset;
  13165. /**
  13166. * The previous delay of the runtime animation
  13167. */
  13168. private _previousDelay;
  13169. /**
  13170. * The previous ratio of the runtime animation
  13171. */
  13172. private _previousRatio;
  13173. private _enableBlending;
  13174. private _keys;
  13175. private _minFrame;
  13176. private _maxFrame;
  13177. private _minValue;
  13178. private _maxValue;
  13179. private _targetIsArray;
  13180. /**
  13181. * Gets the current frame of the runtime animation
  13182. */
  13183. readonly currentFrame: number;
  13184. /**
  13185. * Gets the weight of the runtime animation
  13186. */
  13187. readonly weight: number;
  13188. /**
  13189. * Gets the current value of the runtime animation
  13190. */
  13191. readonly currentValue: any;
  13192. /**
  13193. * Gets the target path of the runtime animation
  13194. */
  13195. readonly targetPath: string;
  13196. /**
  13197. * Gets the actual target of the runtime animation
  13198. */
  13199. readonly target: any;
  13200. /** @hidden */
  13201. _onLoop: () => void;
  13202. /**
  13203. * Create a new RuntimeAnimation object
  13204. * @param target defines the target of the animation
  13205. * @param animation defines the source animation object
  13206. * @param scene defines the hosting scene
  13207. * @param host defines the initiating Animatable
  13208. */
  13209. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13210. private _preparePath;
  13211. /**
  13212. * Gets the animation from the runtime animation
  13213. */
  13214. readonly animation: Animation;
  13215. /**
  13216. * Resets the runtime animation to the beginning
  13217. * @param restoreOriginal defines whether to restore the target property to the original value
  13218. */
  13219. reset(restoreOriginal?: boolean): void;
  13220. /**
  13221. * Specifies if the runtime animation is stopped
  13222. * @returns Boolean specifying if the runtime animation is stopped
  13223. */
  13224. isStopped(): boolean;
  13225. /**
  13226. * Disposes of the runtime animation
  13227. */
  13228. dispose(): void;
  13229. /**
  13230. * Apply the interpolated value to the target
  13231. * @param currentValue defines the value computed by the animation
  13232. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13233. */
  13234. setValue(currentValue: any, weight: number): void;
  13235. private _getOriginalValues;
  13236. private _setValue;
  13237. /**
  13238. * Gets the loop pmode of the runtime animation
  13239. * @returns Loop Mode
  13240. */
  13241. private _getCorrectLoopMode;
  13242. /**
  13243. * Move the current animation to a given frame
  13244. * @param frame defines the frame to move to
  13245. */
  13246. goToFrame(frame: number): void;
  13247. /**
  13248. * @hidden Internal use only
  13249. */
  13250. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13251. /**
  13252. * Execute the current animation
  13253. * @param delay defines the delay to add to the current frame
  13254. * @param from defines the lower bound of the animation range
  13255. * @param to defines the upper bound of the animation range
  13256. * @param loop defines if the current animation must loop
  13257. * @param speedRatio defines the current speed ratio
  13258. * @param weight defines the weight of the animation (default is -1 so no weight)
  13259. * @param onLoop optional callback called when animation loops
  13260. * @returns a boolean indicating if the animation is running
  13261. */
  13262. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13263. }
  13264. }
  13265. declare module "babylonjs/Animations/animatable" {
  13266. import { Animation } from "babylonjs/Animations/animation";
  13267. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13268. import { Nullable } from "babylonjs/types";
  13269. import { Observable } from "babylonjs/Misc/observable";
  13270. import { Scene } from "babylonjs/scene";
  13271. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13272. import { Node } from "babylonjs/node";
  13273. /**
  13274. * Class used to store an actual running animation
  13275. */
  13276. export class Animatable {
  13277. /** defines the target object */
  13278. target: any;
  13279. /** defines the starting frame number (default is 0) */
  13280. fromFrame: number;
  13281. /** defines the ending frame number (default is 100) */
  13282. toFrame: number;
  13283. /** defines if the animation must loop (default is false) */
  13284. loopAnimation: boolean;
  13285. /** defines a callback to call when animation ends if it is not looping */
  13286. onAnimationEnd?: (() => void) | null | undefined;
  13287. /** defines a callback to call when animation loops */
  13288. onAnimationLoop?: (() => void) | null | undefined;
  13289. private _localDelayOffset;
  13290. private _pausedDelay;
  13291. private _runtimeAnimations;
  13292. private _paused;
  13293. private _scene;
  13294. private _speedRatio;
  13295. private _weight;
  13296. private _syncRoot;
  13297. /**
  13298. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13299. * This will only apply for non looping animation (default is true)
  13300. */
  13301. disposeOnEnd: boolean;
  13302. /**
  13303. * Gets a boolean indicating if the animation has started
  13304. */
  13305. animationStarted: boolean;
  13306. /**
  13307. * Observer raised when the animation ends
  13308. */
  13309. onAnimationEndObservable: Observable<Animatable>;
  13310. /**
  13311. * Observer raised when the animation loops
  13312. */
  13313. onAnimationLoopObservable: Observable<Animatable>;
  13314. /**
  13315. * Gets the root Animatable used to synchronize and normalize animations
  13316. */
  13317. readonly syncRoot: Nullable<Animatable>;
  13318. /**
  13319. * Gets the current frame of the first RuntimeAnimation
  13320. * Used to synchronize Animatables
  13321. */
  13322. readonly masterFrame: number;
  13323. /**
  13324. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13325. */
  13326. weight: number;
  13327. /**
  13328. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13329. */
  13330. speedRatio: number;
  13331. /**
  13332. * Creates a new Animatable
  13333. * @param scene defines the hosting scene
  13334. * @param target defines the target object
  13335. * @param fromFrame defines the starting frame number (default is 0)
  13336. * @param toFrame defines the ending frame number (default is 100)
  13337. * @param loopAnimation defines if the animation must loop (default is false)
  13338. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13339. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13340. * @param animations defines a group of animation to add to the new Animatable
  13341. * @param onAnimationLoop defines a callback to call when animation loops
  13342. */
  13343. constructor(scene: Scene,
  13344. /** defines the target object */
  13345. target: any,
  13346. /** defines the starting frame number (default is 0) */
  13347. fromFrame?: number,
  13348. /** defines the ending frame number (default is 100) */
  13349. toFrame?: number,
  13350. /** defines if the animation must loop (default is false) */
  13351. loopAnimation?: boolean, speedRatio?: number,
  13352. /** defines a callback to call when animation ends if it is not looping */
  13353. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13354. /** defines a callback to call when animation loops */
  13355. onAnimationLoop?: (() => void) | null | undefined);
  13356. /**
  13357. * Synchronize and normalize current Animatable with a source Animatable
  13358. * This is useful when using animation weights and when animations are not of the same length
  13359. * @param root defines the root Animatable to synchronize with
  13360. * @returns the current Animatable
  13361. */
  13362. syncWith(root: Animatable): Animatable;
  13363. /**
  13364. * Gets the list of runtime animations
  13365. * @returns an array of RuntimeAnimation
  13366. */
  13367. getAnimations(): RuntimeAnimation[];
  13368. /**
  13369. * Adds more animations to the current animatable
  13370. * @param target defines the target of the animations
  13371. * @param animations defines the new animations to add
  13372. */
  13373. appendAnimations(target: any, animations: Animation[]): void;
  13374. /**
  13375. * Gets the source animation for a specific property
  13376. * @param property defines the propertyu to look for
  13377. * @returns null or the source animation for the given property
  13378. */
  13379. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13380. /**
  13381. * Gets the runtime animation for a specific property
  13382. * @param property defines the propertyu to look for
  13383. * @returns null or the runtime animation for the given property
  13384. */
  13385. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13386. /**
  13387. * Resets the animatable to its original state
  13388. */
  13389. reset(): void;
  13390. /**
  13391. * Allows the animatable to blend with current running animations
  13392. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13393. * @param blendingSpeed defines the blending speed to use
  13394. */
  13395. enableBlending(blendingSpeed: number): void;
  13396. /**
  13397. * Disable animation blending
  13398. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13399. */
  13400. disableBlending(): void;
  13401. /**
  13402. * Jump directly to a given frame
  13403. * @param frame defines the frame to jump to
  13404. */
  13405. goToFrame(frame: number): void;
  13406. /**
  13407. * Pause the animation
  13408. */
  13409. pause(): void;
  13410. /**
  13411. * Restart the animation
  13412. */
  13413. restart(): void;
  13414. private _raiseOnAnimationEnd;
  13415. /**
  13416. * Stop and delete the current animation
  13417. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13418. * @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)
  13419. */
  13420. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13421. /**
  13422. * Wait asynchronously for the animation to end
  13423. * @returns a promise which will be fullfilled when the animation ends
  13424. */
  13425. waitAsync(): Promise<Animatable>;
  13426. /** @hidden */
  13427. _animate(delay: number): boolean;
  13428. }
  13429. module "babylonjs/scene" {
  13430. interface Scene {
  13431. /** @hidden */
  13432. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13433. /** @hidden */
  13434. _processLateAnimationBindingsForMatrices(holder: {
  13435. totalWeight: number;
  13436. animations: RuntimeAnimation[];
  13437. originalValue: Matrix;
  13438. }): any;
  13439. /** @hidden */
  13440. _processLateAnimationBindingsForQuaternions(holder: {
  13441. totalWeight: number;
  13442. animations: RuntimeAnimation[];
  13443. originalValue: Quaternion;
  13444. }, refQuaternion: Quaternion): Quaternion;
  13445. /** @hidden */
  13446. _processLateAnimationBindings(): void;
  13447. /**
  13448. * Will start the animation sequence of a given target
  13449. * @param target defines the target
  13450. * @param from defines from which frame should animation start
  13451. * @param to defines until which frame should animation run.
  13452. * @param weight defines the weight to apply to the animation (1.0 by default)
  13453. * @param loop defines if the animation loops
  13454. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13455. * @param onAnimationEnd defines the function to be executed when the animation ends
  13456. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13457. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13458. * @param onAnimationLoop defines the callback to call when an animation loops
  13459. * @returns the animatable object created for this animation
  13460. */
  13461. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13462. /**
  13463. * Will start the animation sequence of a given target
  13464. * @param target defines the target
  13465. * @param from defines from which frame should animation start
  13466. * @param to defines until which frame should animation run.
  13467. * @param loop defines if the animation loops
  13468. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13469. * @param onAnimationEnd defines the function to be executed when the animation ends
  13470. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13471. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13472. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13473. * @param onAnimationLoop defines the callback to call when an animation loops
  13474. * @returns the animatable object created for this animation
  13475. */
  13476. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13477. /**
  13478. * Will start the animation sequence of a given target and its hierarchy
  13479. * @param target defines the target
  13480. * @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.
  13481. * @param from defines from which frame should animation start
  13482. * @param to defines until which frame should animation run.
  13483. * @param loop defines if the animation loops
  13484. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13485. * @param onAnimationEnd defines the function to be executed when the animation ends
  13486. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13487. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13488. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13489. * @param onAnimationLoop defines the callback to call when an animation loops
  13490. * @returns the list of created animatables
  13491. */
  13492. 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[];
  13493. /**
  13494. * Begin a new animation on a given node
  13495. * @param target defines the target where the animation will take place
  13496. * @param animations defines the list of animations to start
  13497. * @param from defines the initial value
  13498. * @param to defines the final value
  13499. * @param loop defines if you want animation to loop (off by default)
  13500. * @param speedRatio defines the speed ratio to apply to all animations
  13501. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13502. * @param onAnimationLoop defines the callback to call when an animation loops
  13503. * @returns the list of created animatables
  13504. */
  13505. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13506. /**
  13507. * Begin a new animation on a given node and its hierarchy
  13508. * @param target defines the root node where the animation will take place
  13509. * @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.
  13510. * @param animations defines the list of animations to start
  13511. * @param from defines the initial value
  13512. * @param to defines the final value
  13513. * @param loop defines if you want animation to loop (off by default)
  13514. * @param speedRatio defines the speed ratio to apply to all animations
  13515. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13516. * @param onAnimationLoop defines the callback to call when an animation loops
  13517. * @returns the list of animatables created for all nodes
  13518. */
  13519. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13520. /**
  13521. * Gets the animatable associated with a specific target
  13522. * @param target defines the target of the animatable
  13523. * @returns the required animatable if found
  13524. */
  13525. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13526. /**
  13527. * Gets all animatables associated with a given target
  13528. * @param target defines the target to look animatables for
  13529. * @returns an array of Animatables
  13530. */
  13531. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13532. /**
  13533. * Stops and removes all animations that have been applied to the scene
  13534. */
  13535. stopAllAnimations(): void;
  13536. /**
  13537. * Gets the current delta time used by animation engine
  13538. */
  13539. deltaTime: number;
  13540. }
  13541. }
  13542. module "babylonjs/Bones/bone" {
  13543. interface Bone {
  13544. /**
  13545. * Copy an animation range from another bone
  13546. * @param source defines the source bone
  13547. * @param rangeName defines the range name to copy
  13548. * @param frameOffset defines the frame offset
  13549. * @param rescaleAsRequired defines if rescaling must be applied if required
  13550. * @param skelDimensionsRatio defines the scaling ratio
  13551. * @returns true if operation was successful
  13552. */
  13553. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13554. }
  13555. }
  13556. }
  13557. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13558. /**
  13559. * Class used to override all child animations of a given target
  13560. */
  13561. export class AnimationPropertiesOverride {
  13562. /**
  13563. * Gets or sets a value indicating if animation blending must be used
  13564. */
  13565. enableBlending: boolean;
  13566. /**
  13567. * Gets or sets the blending speed to use when enableBlending is true
  13568. */
  13569. blendingSpeed: number;
  13570. /**
  13571. * Gets or sets the default loop mode to use
  13572. */
  13573. loopMode: number;
  13574. }
  13575. }
  13576. declare module "babylonjs/Bones/skeleton" {
  13577. import { Bone } from "babylonjs/Bones/bone";
  13578. import { Observable } from "babylonjs/Misc/observable";
  13579. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13580. import { Scene } from "babylonjs/scene";
  13581. import { Nullable } from "babylonjs/types";
  13582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13583. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13584. import { Animatable } from "babylonjs/Animations/animatable";
  13585. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13586. import { Animation } from "babylonjs/Animations/animation";
  13587. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13588. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13589. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13590. /**
  13591. * Class used to handle skinning animations
  13592. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13593. */
  13594. export class Skeleton implements IAnimatable {
  13595. /** defines the skeleton name */
  13596. name: string;
  13597. /** defines the skeleton Id */
  13598. id: string;
  13599. /**
  13600. * Defines the list of child bones
  13601. */
  13602. bones: Bone[];
  13603. /**
  13604. * Defines an estimate of the dimension of the skeleton at rest
  13605. */
  13606. dimensionsAtRest: Vector3;
  13607. /**
  13608. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13609. */
  13610. needInitialSkinMatrix: boolean;
  13611. /**
  13612. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13613. */
  13614. overrideMesh: Nullable<AbstractMesh>;
  13615. /**
  13616. * Gets the list of animations attached to this skeleton
  13617. */
  13618. animations: Array<Animation>;
  13619. private _scene;
  13620. private _isDirty;
  13621. private _transformMatrices;
  13622. private _transformMatrixTexture;
  13623. private _meshesWithPoseMatrix;
  13624. private _animatables;
  13625. private _identity;
  13626. private _synchronizedWithMesh;
  13627. private _ranges;
  13628. private _lastAbsoluteTransformsUpdateId;
  13629. private _canUseTextureForBones;
  13630. private _uniqueId;
  13631. /** @hidden */
  13632. _numBonesWithLinkedTransformNode: number;
  13633. /** @hidden */
  13634. _hasWaitingData: Nullable<boolean>;
  13635. /**
  13636. * Specifies if the skeleton should be serialized
  13637. */
  13638. doNotSerialize: boolean;
  13639. private _useTextureToStoreBoneMatrices;
  13640. /**
  13641. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13642. * Please note that this option is not available if the hardware does not support it
  13643. */
  13644. useTextureToStoreBoneMatrices: boolean;
  13645. private _animationPropertiesOverride;
  13646. /**
  13647. * Gets or sets the animation properties override
  13648. */
  13649. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13650. /**
  13651. * List of inspectable custom properties (used by the Inspector)
  13652. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13653. */
  13654. inspectableCustomProperties: IInspectable[];
  13655. /**
  13656. * An observable triggered before computing the skeleton's matrices
  13657. */
  13658. onBeforeComputeObservable: Observable<Skeleton>;
  13659. /**
  13660. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13661. */
  13662. readonly isUsingTextureForMatrices: boolean;
  13663. /**
  13664. * Gets the unique ID of this skeleton
  13665. */
  13666. readonly uniqueId: number;
  13667. /**
  13668. * Creates a new skeleton
  13669. * @param name defines the skeleton name
  13670. * @param id defines the skeleton Id
  13671. * @param scene defines the hosting scene
  13672. */
  13673. constructor(
  13674. /** defines the skeleton name */
  13675. name: string,
  13676. /** defines the skeleton Id */
  13677. id: string, scene: Scene);
  13678. /**
  13679. * Gets the current object class name.
  13680. * @return the class name
  13681. */
  13682. getClassName(): string;
  13683. /**
  13684. * Returns an array containing the root bones
  13685. * @returns an array containing the root bones
  13686. */
  13687. getChildren(): Array<Bone>;
  13688. /**
  13689. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13690. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13691. * @returns a Float32Array containing matrices data
  13692. */
  13693. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13694. /**
  13695. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13696. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13697. * @returns a raw texture containing the data
  13698. */
  13699. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13700. /**
  13701. * Gets the current hosting scene
  13702. * @returns a scene object
  13703. */
  13704. getScene(): Scene;
  13705. /**
  13706. * Gets a string representing the current skeleton data
  13707. * @param fullDetails defines a boolean indicating if we want a verbose version
  13708. * @returns a string representing the current skeleton data
  13709. */
  13710. toString(fullDetails?: boolean): string;
  13711. /**
  13712. * Get bone's index searching by name
  13713. * @param name defines bone's name to search for
  13714. * @return the indice of the bone. Returns -1 if not found
  13715. */
  13716. getBoneIndexByName(name: string): number;
  13717. /**
  13718. * Creater a new animation range
  13719. * @param name defines the name of the range
  13720. * @param from defines the start key
  13721. * @param to defines the end key
  13722. */
  13723. createAnimationRange(name: string, from: number, to: number): void;
  13724. /**
  13725. * Delete a specific animation range
  13726. * @param name defines the name of the range
  13727. * @param deleteFrames defines if frames must be removed as well
  13728. */
  13729. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13730. /**
  13731. * Gets a specific animation range
  13732. * @param name defines the name of the range to look for
  13733. * @returns the requested animation range or null if not found
  13734. */
  13735. getAnimationRange(name: string): Nullable<AnimationRange>;
  13736. /**
  13737. * Gets the list of all animation ranges defined on this skeleton
  13738. * @returns an array
  13739. */
  13740. getAnimationRanges(): Nullable<AnimationRange>[];
  13741. /**
  13742. * Copy animation range from a source skeleton.
  13743. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13744. * @param source defines the source skeleton
  13745. * @param name defines the name of the range to copy
  13746. * @param rescaleAsRequired defines if rescaling must be applied if required
  13747. * @returns true if operation was successful
  13748. */
  13749. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13750. /**
  13751. * Forces the skeleton to go to rest pose
  13752. */
  13753. returnToRest(): void;
  13754. private _getHighestAnimationFrame;
  13755. /**
  13756. * Begin a specific animation range
  13757. * @param name defines the name of the range to start
  13758. * @param loop defines if looping must be turned on (false by default)
  13759. * @param speedRatio defines the speed ratio to apply (1 by default)
  13760. * @param onAnimationEnd defines a callback which will be called when animation will end
  13761. * @returns a new animatable
  13762. */
  13763. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13764. /** @hidden */
  13765. _markAsDirty(): void;
  13766. /** @hidden */
  13767. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13768. /** @hidden */
  13769. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13770. private _computeTransformMatrices;
  13771. /**
  13772. * Build all resources required to render a skeleton
  13773. */
  13774. prepare(): void;
  13775. /**
  13776. * Gets the list of animatables currently running for this skeleton
  13777. * @returns an array of animatables
  13778. */
  13779. getAnimatables(): IAnimatable[];
  13780. /**
  13781. * Clone the current skeleton
  13782. * @param name defines the name of the new skeleton
  13783. * @param id defines the id of the new skeleton
  13784. * @returns the new skeleton
  13785. */
  13786. clone(name: string, id?: string): Skeleton;
  13787. /**
  13788. * Enable animation blending for this skeleton
  13789. * @param blendingSpeed defines the blending speed to apply
  13790. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13791. */
  13792. enableBlending(blendingSpeed?: number): void;
  13793. /**
  13794. * Releases all resources associated with the current skeleton
  13795. */
  13796. dispose(): void;
  13797. /**
  13798. * Serialize the skeleton in a JSON object
  13799. * @returns a JSON object
  13800. */
  13801. serialize(): any;
  13802. /**
  13803. * Creates a new skeleton from serialized data
  13804. * @param parsedSkeleton defines the serialized data
  13805. * @param scene defines the hosting scene
  13806. * @returns a new skeleton
  13807. */
  13808. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13809. /**
  13810. * Compute all node absolute transforms
  13811. * @param forceUpdate defines if computation must be done even if cache is up to date
  13812. */
  13813. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13814. /**
  13815. * Gets the root pose matrix
  13816. * @returns a matrix
  13817. */
  13818. getPoseMatrix(): Nullable<Matrix>;
  13819. /**
  13820. * Sorts bones per internal index
  13821. */
  13822. sortBones(): void;
  13823. private _sortBones;
  13824. }
  13825. }
  13826. declare module "babylonjs/Bones/bone" {
  13827. import { Skeleton } from "babylonjs/Bones/skeleton";
  13828. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13829. import { Nullable } from "babylonjs/types";
  13830. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13831. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13832. import { Node } from "babylonjs/node";
  13833. import { Space } from "babylonjs/Maths/math.axis";
  13834. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13835. /**
  13836. * Class used to store bone information
  13837. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13838. */
  13839. export class Bone extends Node {
  13840. /**
  13841. * defines the bone name
  13842. */
  13843. name: string;
  13844. private static _tmpVecs;
  13845. private static _tmpQuat;
  13846. private static _tmpMats;
  13847. /**
  13848. * Gets the list of child bones
  13849. */
  13850. children: Bone[];
  13851. /** Gets the animations associated with this bone */
  13852. animations: import("babylonjs/Animations/animation").Animation[];
  13853. /**
  13854. * Gets or sets bone length
  13855. */
  13856. length: number;
  13857. /**
  13858. * @hidden Internal only
  13859. * Set this value to map this bone to a different index in the transform matrices
  13860. * Set this value to -1 to exclude the bone from the transform matrices
  13861. */
  13862. _index: Nullable<number>;
  13863. private _skeleton;
  13864. private _localMatrix;
  13865. private _restPose;
  13866. private _baseMatrix;
  13867. private _absoluteTransform;
  13868. private _invertedAbsoluteTransform;
  13869. private _parent;
  13870. private _scalingDeterminant;
  13871. private _worldTransform;
  13872. private _localScaling;
  13873. private _localRotation;
  13874. private _localPosition;
  13875. private _needToDecompose;
  13876. private _needToCompose;
  13877. /** @hidden */
  13878. _linkedTransformNode: Nullable<TransformNode>;
  13879. /** @hidden */
  13880. _waitingTransformNodeId: Nullable<string>;
  13881. /** @hidden */
  13882. /** @hidden */
  13883. _matrix: Matrix;
  13884. /**
  13885. * Create a new bone
  13886. * @param name defines the bone name
  13887. * @param skeleton defines the parent skeleton
  13888. * @param parentBone defines the parent (can be null if the bone is the root)
  13889. * @param localMatrix defines the local matrix
  13890. * @param restPose defines the rest pose matrix
  13891. * @param baseMatrix defines the base matrix
  13892. * @param index defines index of the bone in the hiearchy
  13893. */
  13894. constructor(
  13895. /**
  13896. * defines the bone name
  13897. */
  13898. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13899. /**
  13900. * Gets the current object class name.
  13901. * @return the class name
  13902. */
  13903. getClassName(): string;
  13904. /**
  13905. * Gets the parent skeleton
  13906. * @returns a skeleton
  13907. */
  13908. getSkeleton(): Skeleton;
  13909. /**
  13910. * Gets parent bone
  13911. * @returns a bone or null if the bone is the root of the bone hierarchy
  13912. */
  13913. getParent(): Nullable<Bone>;
  13914. /**
  13915. * Returns an array containing the root bones
  13916. * @returns an array containing the root bones
  13917. */
  13918. getChildren(): Array<Bone>;
  13919. /**
  13920. * Gets the node index in matrix array generated for rendering
  13921. * @returns the node index
  13922. */
  13923. getIndex(): number;
  13924. /**
  13925. * Sets the parent bone
  13926. * @param parent defines the parent (can be null if the bone is the root)
  13927. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13928. */
  13929. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13930. /**
  13931. * Gets the local matrix
  13932. * @returns a matrix
  13933. */
  13934. getLocalMatrix(): Matrix;
  13935. /**
  13936. * Gets the base matrix (initial matrix which remains unchanged)
  13937. * @returns a matrix
  13938. */
  13939. getBaseMatrix(): Matrix;
  13940. /**
  13941. * Gets the rest pose matrix
  13942. * @returns a matrix
  13943. */
  13944. getRestPose(): Matrix;
  13945. /**
  13946. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13947. */
  13948. getWorldMatrix(): Matrix;
  13949. /**
  13950. * Sets the local matrix to rest pose matrix
  13951. */
  13952. returnToRest(): void;
  13953. /**
  13954. * Gets the inverse of the absolute transform matrix.
  13955. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13956. * @returns a matrix
  13957. */
  13958. getInvertedAbsoluteTransform(): Matrix;
  13959. /**
  13960. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13961. * @returns a matrix
  13962. */
  13963. getAbsoluteTransform(): Matrix;
  13964. /**
  13965. * Links with the given transform node.
  13966. * The local matrix of this bone is copied from the transform node every frame.
  13967. * @param transformNode defines the transform node to link to
  13968. */
  13969. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13970. /**
  13971. * Gets the node used to drive the bone's transformation
  13972. * @returns a transform node or null
  13973. */
  13974. getTransformNode(): Nullable<TransformNode>;
  13975. /** Gets or sets current position (in local space) */
  13976. position: Vector3;
  13977. /** Gets or sets current rotation (in local space) */
  13978. rotation: Vector3;
  13979. /** Gets or sets current rotation quaternion (in local space) */
  13980. rotationQuaternion: Quaternion;
  13981. /** Gets or sets current scaling (in local space) */
  13982. scaling: Vector3;
  13983. /**
  13984. * Gets the animation properties override
  13985. */
  13986. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13987. private _decompose;
  13988. private _compose;
  13989. /**
  13990. * Update the base and local matrices
  13991. * @param matrix defines the new base or local matrix
  13992. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13993. * @param updateLocalMatrix defines if the local matrix should be updated
  13994. */
  13995. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13996. /** @hidden */
  13997. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13998. /**
  13999. * Flag the bone as dirty (Forcing it to update everything)
  14000. */
  14001. markAsDirty(): void;
  14002. /** @hidden */
  14003. _markAsDirtyAndCompose(): void;
  14004. private _markAsDirtyAndDecompose;
  14005. /**
  14006. * Translate the bone in local or world space
  14007. * @param vec The amount to translate the bone
  14008. * @param space The space that the translation is in
  14009. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14010. */
  14011. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14012. /**
  14013. * Set the postion of the bone in local or world space
  14014. * @param position The position to set the bone
  14015. * @param space The space that the position is in
  14016. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14017. */
  14018. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14019. /**
  14020. * Set the absolute position of the bone (world space)
  14021. * @param position The position to set the bone
  14022. * @param mesh The mesh that this bone is attached to
  14023. */
  14024. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14025. /**
  14026. * Scale the bone on the x, y and z axes (in local space)
  14027. * @param x The amount to scale the bone on the x axis
  14028. * @param y The amount to scale the bone on the y axis
  14029. * @param z The amount to scale the bone on the z axis
  14030. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14031. */
  14032. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14033. /**
  14034. * Set the bone scaling in local space
  14035. * @param scale defines the scaling vector
  14036. */
  14037. setScale(scale: Vector3): void;
  14038. /**
  14039. * Gets the current scaling in local space
  14040. * @returns the current scaling vector
  14041. */
  14042. getScale(): Vector3;
  14043. /**
  14044. * Gets the current scaling in local space and stores it in a target vector
  14045. * @param result defines the target vector
  14046. */
  14047. getScaleToRef(result: Vector3): void;
  14048. /**
  14049. * Set the yaw, pitch, and roll of the bone in local or world space
  14050. * @param yaw The rotation of the bone on the y axis
  14051. * @param pitch The rotation of the bone on the x axis
  14052. * @param roll The rotation of the bone on the z axis
  14053. * @param space The space that the axes of rotation are in
  14054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14055. */
  14056. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14057. /**
  14058. * Add a rotation to the bone on an axis in local or world space
  14059. * @param axis The axis to rotate the bone on
  14060. * @param amount The amount to rotate the bone
  14061. * @param space The space that the axis is in
  14062. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14063. */
  14064. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14065. /**
  14066. * Set the rotation of the bone to a particular axis angle in local or world space
  14067. * @param axis The axis to rotate the bone on
  14068. * @param angle The angle that the bone should be rotated to
  14069. * @param space The space that the axis is in
  14070. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14071. */
  14072. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14073. /**
  14074. * Set the euler rotation of the bone in local of world space
  14075. * @param rotation The euler rotation that the bone should be set to
  14076. * @param space The space that the rotation is in
  14077. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14078. */
  14079. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14080. /**
  14081. * Set the quaternion rotation of the bone in local of world space
  14082. * @param quat The quaternion rotation that the bone should be set to
  14083. * @param space The space that the rotation is in
  14084. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14085. */
  14086. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14087. /**
  14088. * Set the rotation matrix of the bone in local of world space
  14089. * @param rotMat The rotation matrix that the bone should be set to
  14090. * @param space The space that the rotation is in
  14091. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14092. */
  14093. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14094. private _rotateWithMatrix;
  14095. private _getNegativeRotationToRef;
  14096. /**
  14097. * Get the position of the bone in local or world space
  14098. * @param space The space that the returned position is in
  14099. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14100. * @returns The position of the bone
  14101. */
  14102. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14103. /**
  14104. * Copy the position of the bone to a vector3 in local or world space
  14105. * @param space The space that the returned position is in
  14106. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14107. * @param result The vector3 to copy the position to
  14108. */
  14109. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14110. /**
  14111. * Get the absolute position of the bone (world space)
  14112. * @param mesh The mesh that this bone is attached to
  14113. * @returns The absolute position of the bone
  14114. */
  14115. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14116. /**
  14117. * Copy the absolute position of the bone (world space) to the result param
  14118. * @param mesh The mesh that this bone is attached to
  14119. * @param result The vector3 to copy the absolute position to
  14120. */
  14121. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14122. /**
  14123. * Compute the absolute transforms of this bone and its children
  14124. */
  14125. computeAbsoluteTransforms(): void;
  14126. /**
  14127. * Get the world direction from an axis that is in the local space of the bone
  14128. * @param localAxis The local direction that is used to compute the world direction
  14129. * @param mesh The mesh that this bone is attached to
  14130. * @returns The world direction
  14131. */
  14132. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14133. /**
  14134. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14135. * @param localAxis The local direction that is used to compute the world direction
  14136. * @param mesh The mesh that this bone is attached to
  14137. * @param result The vector3 that the world direction will be copied to
  14138. */
  14139. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14140. /**
  14141. * Get the euler rotation of the bone in local or world space
  14142. * @param space The space that the rotation should be in
  14143. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14144. * @returns The euler rotation
  14145. */
  14146. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14147. /**
  14148. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14149. * @param space The space that the rotation should be in
  14150. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14151. * @param result The vector3 that the rotation should be copied to
  14152. */
  14153. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14154. /**
  14155. * Get the quaternion rotation of the bone in either local or world space
  14156. * @param space The space that the rotation should be in
  14157. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14158. * @returns The quaternion rotation
  14159. */
  14160. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14161. /**
  14162. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14163. * @param space The space that the rotation should be in
  14164. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14165. * @param result The quaternion that the rotation should be copied to
  14166. */
  14167. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14168. /**
  14169. * Get the rotation matrix of the bone in local or world space
  14170. * @param space The space that the rotation should be in
  14171. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14172. * @returns The rotation matrix
  14173. */
  14174. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14175. /**
  14176. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14177. * @param space The space that the rotation should be in
  14178. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14179. * @param result The quaternion that the rotation should be copied to
  14180. */
  14181. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14182. /**
  14183. * Get the world position of a point that is in the local space of the bone
  14184. * @param position The local position
  14185. * @param mesh The mesh that this bone is attached to
  14186. * @returns The world position
  14187. */
  14188. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14189. /**
  14190. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14191. * @param position The local position
  14192. * @param mesh The mesh that this bone is attached to
  14193. * @param result The vector3 that the world position should be copied to
  14194. */
  14195. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14196. /**
  14197. * Get the local position of a point that is in world space
  14198. * @param position The world position
  14199. * @param mesh The mesh that this bone is attached to
  14200. * @returns The local position
  14201. */
  14202. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14203. /**
  14204. * Get the local position of a point that is in world space and copy it to the result param
  14205. * @param position The world position
  14206. * @param mesh The mesh that this bone is attached to
  14207. * @param result The vector3 that the local position should be copied to
  14208. */
  14209. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14210. }
  14211. }
  14212. declare module "babylonjs/Meshes/transformNode" {
  14213. import { DeepImmutable } from "babylonjs/types";
  14214. import { Observable } from "babylonjs/Misc/observable";
  14215. import { Nullable } from "babylonjs/types";
  14216. import { Camera } from "babylonjs/Cameras/camera";
  14217. import { Scene } from "babylonjs/scene";
  14218. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14219. import { Node } from "babylonjs/node";
  14220. import { Bone } from "babylonjs/Bones/bone";
  14221. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14222. import { Space } from "babylonjs/Maths/math.axis";
  14223. /**
  14224. * 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.
  14225. * @see https://doc.babylonjs.com/how_to/transformnode
  14226. */
  14227. export class TransformNode extends Node {
  14228. /**
  14229. * Object will not rotate to face the camera
  14230. */
  14231. static BILLBOARDMODE_NONE: number;
  14232. /**
  14233. * Object will rotate to face the camera but only on the x axis
  14234. */
  14235. static BILLBOARDMODE_X: number;
  14236. /**
  14237. * Object will rotate to face the camera but only on the y axis
  14238. */
  14239. static BILLBOARDMODE_Y: number;
  14240. /**
  14241. * Object will rotate to face the camera but only on the z axis
  14242. */
  14243. static BILLBOARDMODE_Z: number;
  14244. /**
  14245. * Object will rotate to face the camera
  14246. */
  14247. static BILLBOARDMODE_ALL: number;
  14248. /**
  14249. * Object will rotate to face the camera's position instead of orientation
  14250. */
  14251. static BILLBOARDMODE_USE_POSITION: number;
  14252. private _forward;
  14253. private _forwardInverted;
  14254. private _up;
  14255. private _right;
  14256. private _rightInverted;
  14257. private _position;
  14258. private _rotation;
  14259. private _rotationQuaternion;
  14260. protected _scaling: Vector3;
  14261. protected _isDirty: boolean;
  14262. private _transformToBoneReferal;
  14263. private _isAbsoluteSynced;
  14264. private _billboardMode;
  14265. /**
  14266. * Gets or sets the billboard mode. Default is 0.
  14267. *
  14268. * | Value | Type | Description |
  14269. * | --- | --- | --- |
  14270. * | 0 | BILLBOARDMODE_NONE | |
  14271. * | 1 | BILLBOARDMODE_X | |
  14272. * | 2 | BILLBOARDMODE_Y | |
  14273. * | 4 | BILLBOARDMODE_Z | |
  14274. * | 7 | BILLBOARDMODE_ALL | |
  14275. *
  14276. */
  14277. billboardMode: number;
  14278. private _preserveParentRotationForBillboard;
  14279. /**
  14280. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14281. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14282. */
  14283. preserveParentRotationForBillboard: boolean;
  14284. /**
  14285. * 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
  14286. */
  14287. scalingDeterminant: number;
  14288. private _infiniteDistance;
  14289. /**
  14290. * Gets or sets the distance of the object to max, often used by skybox
  14291. */
  14292. infiniteDistance: boolean;
  14293. /**
  14294. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14295. * By default the system will update normals to compensate
  14296. */
  14297. ignoreNonUniformScaling: boolean;
  14298. /**
  14299. * 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
  14300. */
  14301. reIntegrateRotationIntoRotationQuaternion: boolean;
  14302. /** @hidden */
  14303. _poseMatrix: Nullable<Matrix>;
  14304. /** @hidden */
  14305. _localMatrix: Matrix;
  14306. private _usePivotMatrix;
  14307. private _absolutePosition;
  14308. private _absoluteScaling;
  14309. private _absoluteRotationQuaternion;
  14310. private _pivotMatrix;
  14311. private _pivotMatrixInverse;
  14312. protected _postMultiplyPivotMatrix: boolean;
  14313. protected _isWorldMatrixFrozen: boolean;
  14314. /** @hidden */
  14315. _indexInSceneTransformNodesArray: number;
  14316. /**
  14317. * An event triggered after the world matrix is updated
  14318. */
  14319. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14320. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14321. /**
  14322. * Gets a string identifying the name of the class
  14323. * @returns "TransformNode" string
  14324. */
  14325. getClassName(): string;
  14326. /**
  14327. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14328. */
  14329. position: Vector3;
  14330. /**
  14331. * 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)).
  14332. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14333. */
  14334. rotation: Vector3;
  14335. /**
  14336. * 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)).
  14337. */
  14338. scaling: Vector3;
  14339. /**
  14340. * 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).
  14341. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14342. */
  14343. rotationQuaternion: Nullable<Quaternion>;
  14344. /**
  14345. * The forward direction of that transform in world space.
  14346. */
  14347. readonly forward: Vector3;
  14348. /**
  14349. * The up direction of that transform in world space.
  14350. */
  14351. readonly up: Vector3;
  14352. /**
  14353. * The right direction of that transform in world space.
  14354. */
  14355. readonly right: Vector3;
  14356. /**
  14357. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14358. * @param matrix the matrix to copy the pose from
  14359. * @returns this TransformNode.
  14360. */
  14361. updatePoseMatrix(matrix: Matrix): TransformNode;
  14362. /**
  14363. * Returns the mesh Pose matrix.
  14364. * @returns the pose matrix
  14365. */
  14366. getPoseMatrix(): Matrix;
  14367. /** @hidden */
  14368. _isSynchronized(): boolean;
  14369. /** @hidden */
  14370. _initCache(): void;
  14371. /**
  14372. * Flag the transform node as dirty (Forcing it to update everything)
  14373. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14374. * @returns this transform node
  14375. */
  14376. markAsDirty(property: string): TransformNode;
  14377. /**
  14378. * Returns the current mesh absolute position.
  14379. * Returns a Vector3.
  14380. */
  14381. readonly absolutePosition: Vector3;
  14382. /**
  14383. * Returns the current mesh absolute scaling.
  14384. * Returns a Vector3.
  14385. */
  14386. readonly absoluteScaling: Vector3;
  14387. /**
  14388. * Returns the current mesh absolute rotation.
  14389. * Returns a Quaternion.
  14390. */
  14391. readonly absoluteRotationQuaternion: Quaternion;
  14392. /**
  14393. * Sets a new matrix to apply before all other transformation
  14394. * @param matrix defines the transform matrix
  14395. * @returns the current TransformNode
  14396. */
  14397. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14398. /**
  14399. * Sets a new pivot matrix to the current node
  14400. * @param matrix defines the new pivot matrix to use
  14401. * @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
  14402. * @returns the current TransformNode
  14403. */
  14404. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14405. /**
  14406. * Returns the mesh pivot matrix.
  14407. * Default : Identity.
  14408. * @returns the matrix
  14409. */
  14410. getPivotMatrix(): Matrix;
  14411. /**
  14412. * Instantiate (when possible) or clone that node with its hierarchy
  14413. * @param newParent defines the new parent to use for the instance (or clone)
  14414. * @param options defines options to configure how copy is done
  14415. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14416. * @returns an instance (or a clone) of the current node with its hiearchy
  14417. */
  14418. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14419. doNotInstantiate: boolean;
  14420. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14421. /**
  14422. * Prevents the World matrix to be computed any longer
  14423. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14424. * @returns the TransformNode.
  14425. */
  14426. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14427. /**
  14428. * Allows back the World matrix computation.
  14429. * @returns the TransformNode.
  14430. */
  14431. unfreezeWorldMatrix(): this;
  14432. /**
  14433. * True if the World matrix has been frozen.
  14434. */
  14435. readonly isWorldMatrixFrozen: boolean;
  14436. /**
  14437. * Retuns the mesh absolute position in the World.
  14438. * @returns a Vector3.
  14439. */
  14440. getAbsolutePosition(): Vector3;
  14441. /**
  14442. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14443. * @param absolutePosition the absolute position to set
  14444. * @returns the TransformNode.
  14445. */
  14446. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14447. /**
  14448. * Sets the mesh position in its local space.
  14449. * @param vector3 the position to set in localspace
  14450. * @returns the TransformNode.
  14451. */
  14452. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14453. /**
  14454. * Returns the mesh position in the local space from the current World matrix values.
  14455. * @returns a new Vector3.
  14456. */
  14457. getPositionExpressedInLocalSpace(): Vector3;
  14458. /**
  14459. * Translates the mesh along the passed Vector3 in its local space.
  14460. * @param vector3 the distance to translate in localspace
  14461. * @returns the TransformNode.
  14462. */
  14463. locallyTranslate(vector3: Vector3): TransformNode;
  14464. private static _lookAtVectorCache;
  14465. /**
  14466. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14467. * @param targetPoint the position (must be in same space as current mesh) to look at
  14468. * @param yawCor optional yaw (y-axis) correction in radians
  14469. * @param pitchCor optional pitch (x-axis) correction in radians
  14470. * @param rollCor optional roll (z-axis) correction in radians
  14471. * @param space the choosen space of the target
  14472. * @returns the TransformNode.
  14473. */
  14474. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14475. /**
  14476. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14477. * This Vector3 is expressed in the World space.
  14478. * @param localAxis axis to rotate
  14479. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14480. */
  14481. getDirection(localAxis: Vector3): Vector3;
  14482. /**
  14483. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14484. * localAxis is expressed in the mesh local space.
  14485. * result is computed in the Wordl space from the mesh World matrix.
  14486. * @param localAxis axis to rotate
  14487. * @param result the resulting transformnode
  14488. * @returns this TransformNode.
  14489. */
  14490. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14491. /**
  14492. * Sets this transform node rotation to the given local axis.
  14493. * @param localAxis the axis in local space
  14494. * @param yawCor optional yaw (y-axis) correction in radians
  14495. * @param pitchCor optional pitch (x-axis) correction in radians
  14496. * @param rollCor optional roll (z-axis) correction in radians
  14497. * @returns this TransformNode
  14498. */
  14499. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14500. /**
  14501. * Sets a new pivot point to the current node
  14502. * @param point defines the new pivot point to use
  14503. * @param space defines if the point is in world or local space (local by default)
  14504. * @returns the current TransformNode
  14505. */
  14506. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14507. /**
  14508. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14509. * @returns the pivot point
  14510. */
  14511. getPivotPoint(): Vector3;
  14512. /**
  14513. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14514. * @param result the vector3 to store the result
  14515. * @returns this TransformNode.
  14516. */
  14517. getPivotPointToRef(result: Vector3): TransformNode;
  14518. /**
  14519. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14520. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14521. */
  14522. getAbsolutePivotPoint(): Vector3;
  14523. /**
  14524. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14525. * @param result vector3 to store the result
  14526. * @returns this TransformNode.
  14527. */
  14528. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14529. /**
  14530. * Defines the passed node as the parent of the current node.
  14531. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14532. * @see https://doc.babylonjs.com/how_to/parenting
  14533. * @param node the node ot set as the parent
  14534. * @returns this TransformNode.
  14535. */
  14536. setParent(node: Nullable<Node>): TransformNode;
  14537. private _nonUniformScaling;
  14538. /**
  14539. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14540. */
  14541. readonly nonUniformScaling: boolean;
  14542. /** @hidden */
  14543. _updateNonUniformScalingState(value: boolean): boolean;
  14544. /**
  14545. * Attach the current TransformNode to another TransformNode associated with a bone
  14546. * @param bone Bone affecting the TransformNode
  14547. * @param affectedTransformNode TransformNode associated with the bone
  14548. * @returns this object
  14549. */
  14550. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14551. /**
  14552. * Detach the transform node if its associated with a bone
  14553. * @returns this object
  14554. */
  14555. detachFromBone(): TransformNode;
  14556. private static _rotationAxisCache;
  14557. /**
  14558. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14559. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14560. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14561. * The passed axis is also normalized.
  14562. * @param axis the axis to rotate around
  14563. * @param amount the amount to rotate in radians
  14564. * @param space Space to rotate in (Default: local)
  14565. * @returns the TransformNode.
  14566. */
  14567. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14568. /**
  14569. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14570. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14571. * The passed axis is also normalized. .
  14572. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14573. * @param point the point to rotate around
  14574. * @param axis the axis to rotate around
  14575. * @param amount the amount to rotate in radians
  14576. * @returns the TransformNode
  14577. */
  14578. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14579. /**
  14580. * Translates the mesh along the axis vector for the passed distance in the given space.
  14581. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14582. * @param axis the axis to translate in
  14583. * @param distance the distance to translate
  14584. * @param space Space to rotate in (Default: local)
  14585. * @returns the TransformNode.
  14586. */
  14587. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14588. /**
  14589. * Adds a rotation step to the mesh current rotation.
  14590. * x, y, z are Euler angles expressed in radians.
  14591. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14592. * This means this rotation is made in the mesh local space only.
  14593. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14594. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14595. * ```javascript
  14596. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14597. * ```
  14598. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14599. * 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.
  14600. * @param x Rotation to add
  14601. * @param y Rotation to add
  14602. * @param z Rotation to add
  14603. * @returns the TransformNode.
  14604. */
  14605. addRotation(x: number, y: number, z: number): TransformNode;
  14606. /**
  14607. * @hidden
  14608. */
  14609. protected _getEffectiveParent(): Nullable<Node>;
  14610. /**
  14611. * Computes the world matrix of the node
  14612. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14613. * @returns the world matrix
  14614. */
  14615. computeWorldMatrix(force?: boolean): Matrix;
  14616. protected _afterComputeWorldMatrix(): void;
  14617. /**
  14618. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14619. * @param func callback function to add
  14620. *
  14621. * @returns the TransformNode.
  14622. */
  14623. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14624. /**
  14625. * Removes a registered callback function.
  14626. * @param func callback function to remove
  14627. * @returns the TransformNode.
  14628. */
  14629. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14630. /**
  14631. * Gets the position of the current mesh in camera space
  14632. * @param camera defines the camera to use
  14633. * @returns a position
  14634. */
  14635. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14636. /**
  14637. * Returns the distance from the mesh to the active camera
  14638. * @param camera defines the camera to use
  14639. * @returns the distance
  14640. */
  14641. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14642. /**
  14643. * Clone the current transform node
  14644. * @param name Name of the new clone
  14645. * @param newParent New parent for the clone
  14646. * @param doNotCloneChildren Do not clone children hierarchy
  14647. * @returns the new transform node
  14648. */
  14649. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14650. /**
  14651. * Serializes the objects information.
  14652. * @param currentSerializationObject defines the object to serialize in
  14653. * @returns the serialized object
  14654. */
  14655. serialize(currentSerializationObject?: any): any;
  14656. /**
  14657. * Returns a new TransformNode object parsed from the source provided.
  14658. * @param parsedTransformNode is the source.
  14659. * @param scene the scne the object belongs to
  14660. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14661. * @returns a new TransformNode object parsed from the source provided.
  14662. */
  14663. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14664. /**
  14665. * Get all child-transformNodes of this node
  14666. * @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
  14667. * @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
  14668. * @returns an array of TransformNode
  14669. */
  14670. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14671. /**
  14672. * Releases resources associated with this transform node.
  14673. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14674. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14675. */
  14676. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14677. /**
  14678. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14679. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14680. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14681. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14682. * @returns the current mesh
  14683. */
  14684. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14685. private _syncAbsoluteScalingAndRotation;
  14686. }
  14687. }
  14688. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14689. import { Observable } from "babylonjs/Misc/observable";
  14690. import { Nullable } from "babylonjs/types";
  14691. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14692. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14694. import { Ray } from "babylonjs/Culling/ray";
  14695. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14696. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14697. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14698. /**
  14699. * Defines the types of pose enabled controllers that are supported
  14700. */
  14701. export enum PoseEnabledControllerType {
  14702. /**
  14703. * HTC Vive
  14704. */
  14705. VIVE = 0,
  14706. /**
  14707. * Oculus Rift
  14708. */
  14709. OCULUS = 1,
  14710. /**
  14711. * Windows mixed reality
  14712. */
  14713. WINDOWS = 2,
  14714. /**
  14715. * Samsung gear VR
  14716. */
  14717. GEAR_VR = 3,
  14718. /**
  14719. * Google Daydream
  14720. */
  14721. DAYDREAM = 4,
  14722. /**
  14723. * Generic
  14724. */
  14725. GENERIC = 5
  14726. }
  14727. /**
  14728. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14729. */
  14730. export interface MutableGamepadButton {
  14731. /**
  14732. * Value of the button/trigger
  14733. */
  14734. value: number;
  14735. /**
  14736. * If the button/trigger is currently touched
  14737. */
  14738. touched: boolean;
  14739. /**
  14740. * If the button/trigger is currently pressed
  14741. */
  14742. pressed: boolean;
  14743. }
  14744. /**
  14745. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14746. * @hidden
  14747. */
  14748. export interface ExtendedGamepadButton extends GamepadButton {
  14749. /**
  14750. * If the button/trigger is currently pressed
  14751. */
  14752. readonly pressed: boolean;
  14753. /**
  14754. * If the button/trigger is currently touched
  14755. */
  14756. readonly touched: boolean;
  14757. /**
  14758. * Value of the button/trigger
  14759. */
  14760. readonly value: number;
  14761. }
  14762. /** @hidden */
  14763. export interface _GamePadFactory {
  14764. /**
  14765. * Returns wether or not the current gamepad can be created for this type of controller.
  14766. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14767. * @returns true if it can be created, otherwise false
  14768. */
  14769. canCreate(gamepadInfo: any): boolean;
  14770. /**
  14771. * Creates a new instance of the Gamepad.
  14772. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14773. * @returns the new gamepad instance
  14774. */
  14775. create(gamepadInfo: any): Gamepad;
  14776. }
  14777. /**
  14778. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14779. */
  14780. export class PoseEnabledControllerHelper {
  14781. /** @hidden */
  14782. static _ControllerFactories: _GamePadFactory[];
  14783. /** @hidden */
  14784. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14785. /**
  14786. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14787. * @param vrGamepad the gamepad to initialized
  14788. * @returns a vr controller of the type the gamepad identified as
  14789. */
  14790. static InitiateController(vrGamepad: any): Gamepad;
  14791. }
  14792. /**
  14793. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14794. */
  14795. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14796. /**
  14797. * If the controller is used in a webXR session
  14798. */
  14799. isXR: boolean;
  14800. private _deviceRoomPosition;
  14801. private _deviceRoomRotationQuaternion;
  14802. /**
  14803. * The device position in babylon space
  14804. */
  14805. devicePosition: Vector3;
  14806. /**
  14807. * The device rotation in babylon space
  14808. */
  14809. deviceRotationQuaternion: Quaternion;
  14810. /**
  14811. * The scale factor of the device in babylon space
  14812. */
  14813. deviceScaleFactor: number;
  14814. /**
  14815. * (Likely devicePosition should be used instead) The device position in its room space
  14816. */
  14817. position: Vector3;
  14818. /**
  14819. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14820. */
  14821. rotationQuaternion: Quaternion;
  14822. /**
  14823. * The type of controller (Eg. Windows mixed reality)
  14824. */
  14825. controllerType: PoseEnabledControllerType;
  14826. protected _calculatedPosition: Vector3;
  14827. private _calculatedRotation;
  14828. /**
  14829. * The raw pose from the device
  14830. */
  14831. rawPose: DevicePose;
  14832. private _trackPosition;
  14833. private _maxRotationDistFromHeadset;
  14834. private _draggedRoomRotation;
  14835. /**
  14836. * @hidden
  14837. */
  14838. _disableTrackPosition(fixedPosition: Vector3): void;
  14839. /**
  14840. * Internal, the mesh attached to the controller
  14841. * @hidden
  14842. */
  14843. _mesh: Nullable<AbstractMesh>;
  14844. private _poseControlledCamera;
  14845. private _leftHandSystemQuaternion;
  14846. /**
  14847. * Internal, matrix used to convert room space to babylon space
  14848. * @hidden
  14849. */
  14850. _deviceToWorld: Matrix;
  14851. /**
  14852. * Node to be used when casting a ray from the controller
  14853. * @hidden
  14854. */
  14855. _pointingPoseNode: Nullable<TransformNode>;
  14856. /**
  14857. * Name of the child mesh that can be used to cast a ray from the controller
  14858. */
  14859. static readonly POINTING_POSE: string;
  14860. /**
  14861. * Creates a new PoseEnabledController from a gamepad
  14862. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14863. */
  14864. constructor(browserGamepad: any);
  14865. private _workingMatrix;
  14866. /**
  14867. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14868. */
  14869. update(): void;
  14870. /**
  14871. * Updates only the pose device and mesh without doing any button event checking
  14872. */
  14873. protected _updatePoseAndMesh(): void;
  14874. /**
  14875. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14876. * @param poseData raw pose fromthe device
  14877. */
  14878. updateFromDevice(poseData: DevicePose): void;
  14879. /**
  14880. * @hidden
  14881. */
  14882. _meshAttachedObservable: Observable<AbstractMesh>;
  14883. /**
  14884. * Attaches a mesh to the controller
  14885. * @param mesh the mesh to be attached
  14886. */
  14887. attachToMesh(mesh: AbstractMesh): void;
  14888. /**
  14889. * Attaches the controllers mesh to a camera
  14890. * @param camera the camera the mesh should be attached to
  14891. */
  14892. attachToPoseControlledCamera(camera: TargetCamera): void;
  14893. /**
  14894. * Disposes of the controller
  14895. */
  14896. dispose(): void;
  14897. /**
  14898. * The mesh that is attached to the controller
  14899. */
  14900. readonly mesh: Nullable<AbstractMesh>;
  14901. /**
  14902. * Gets the ray of the controller in the direction the controller is pointing
  14903. * @param length the length the resulting ray should be
  14904. * @returns a ray in the direction the controller is pointing
  14905. */
  14906. getForwardRay(length?: number): Ray;
  14907. }
  14908. }
  14909. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14910. import { Observable } from "babylonjs/Misc/observable";
  14911. import { Scene } from "babylonjs/scene";
  14912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14913. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14914. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14915. import { Nullable } from "babylonjs/types";
  14916. /**
  14917. * Defines the WebVRController object that represents controllers tracked in 3D space
  14918. */
  14919. export abstract class WebVRController extends PoseEnabledController {
  14920. /**
  14921. * Internal, the default controller model for the controller
  14922. */
  14923. protected _defaultModel: Nullable<AbstractMesh>;
  14924. /**
  14925. * Fired when the trigger state has changed
  14926. */
  14927. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14928. /**
  14929. * Fired when the main button state has changed
  14930. */
  14931. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14932. /**
  14933. * Fired when the secondary button state has changed
  14934. */
  14935. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14936. /**
  14937. * Fired when the pad state has changed
  14938. */
  14939. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14940. /**
  14941. * Fired when controllers stick values have changed
  14942. */
  14943. onPadValuesChangedObservable: Observable<StickValues>;
  14944. /**
  14945. * Array of button availible on the controller
  14946. */
  14947. protected _buttons: Array<MutableGamepadButton>;
  14948. private _onButtonStateChange;
  14949. /**
  14950. * Fired when a controller button's state has changed
  14951. * @param callback the callback containing the button that was modified
  14952. */
  14953. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14954. /**
  14955. * X and Y axis corresponding to the controllers joystick
  14956. */
  14957. pad: StickValues;
  14958. /**
  14959. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14960. */
  14961. hand: string;
  14962. /**
  14963. * The default controller model for the controller
  14964. */
  14965. readonly defaultModel: Nullable<AbstractMesh>;
  14966. /**
  14967. * Creates a new WebVRController from a gamepad
  14968. * @param vrGamepad the gamepad that the WebVRController should be created from
  14969. */
  14970. constructor(vrGamepad: any);
  14971. /**
  14972. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14973. */
  14974. update(): void;
  14975. /**
  14976. * Function to be called when a button is modified
  14977. */
  14978. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14979. /**
  14980. * Loads a mesh and attaches it to the controller
  14981. * @param scene the scene the mesh should be added to
  14982. * @param meshLoaded callback for when the mesh has been loaded
  14983. */
  14984. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14985. private _setButtonValue;
  14986. private _changes;
  14987. private _checkChanges;
  14988. /**
  14989. * Disposes of th webVRCOntroller
  14990. */
  14991. dispose(): void;
  14992. }
  14993. }
  14994. declare module "babylonjs/Lights/hemisphericLight" {
  14995. import { Nullable } from "babylonjs/types";
  14996. import { Scene } from "babylonjs/scene";
  14997. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14998. import { Color3 } from "babylonjs/Maths/math.color";
  14999. import { Effect } from "babylonjs/Materials/effect";
  15000. import { Light } from "babylonjs/Lights/light";
  15001. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15002. /**
  15003. * The HemisphericLight simulates the ambient environment light,
  15004. * so the passed direction is the light reflection direction, not the incoming direction.
  15005. */
  15006. export class HemisphericLight extends Light {
  15007. /**
  15008. * The groundColor is the light in the opposite direction to the one specified during creation.
  15009. * 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.
  15010. */
  15011. groundColor: Color3;
  15012. /**
  15013. * The light reflection direction, not the incoming direction.
  15014. */
  15015. direction: Vector3;
  15016. /**
  15017. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15018. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15019. * The HemisphericLight can't cast shadows.
  15020. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15021. * @param name The friendly name of the light
  15022. * @param direction The direction of the light reflection
  15023. * @param scene The scene the light belongs to
  15024. */
  15025. constructor(name: string, direction: Vector3, scene: Scene);
  15026. protected _buildUniformLayout(): void;
  15027. /**
  15028. * Returns the string "HemisphericLight".
  15029. * @return The class name
  15030. */
  15031. getClassName(): string;
  15032. /**
  15033. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15034. * Returns the updated direction.
  15035. * @param target The target the direction should point to
  15036. * @return The computed direction
  15037. */
  15038. setDirectionToTarget(target: Vector3): Vector3;
  15039. /**
  15040. * Returns the shadow generator associated to the light.
  15041. * @returns Always null for hemispheric lights because it does not support shadows.
  15042. */
  15043. getShadowGenerator(): Nullable<IShadowGenerator>;
  15044. /**
  15045. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15046. * @param effect The effect to update
  15047. * @param lightIndex The index of the light in the effect to update
  15048. * @returns The hemispheric light
  15049. */
  15050. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15051. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15052. /**
  15053. * Computes the world matrix of the node
  15054. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15055. * @param useWasUpdatedFlag defines a reserved property
  15056. * @returns the world matrix
  15057. */
  15058. computeWorldMatrix(): Matrix;
  15059. /**
  15060. * Returns the integer 3.
  15061. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15062. */
  15063. getTypeID(): number;
  15064. /**
  15065. * Prepares the list of defines specific to the light type.
  15066. * @param defines the list of defines
  15067. * @param lightIndex defines the index of the light for the effect
  15068. */
  15069. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15070. }
  15071. }
  15072. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15073. /** @hidden */
  15074. export var vrMultiviewToSingleviewPixelShader: {
  15075. name: string;
  15076. shader: string;
  15077. };
  15078. }
  15079. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15080. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15081. import { Scene } from "babylonjs/scene";
  15082. /**
  15083. * Renders to multiple views with a single draw call
  15084. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15085. */
  15086. export class MultiviewRenderTarget extends RenderTargetTexture {
  15087. /**
  15088. * Creates a multiview render target
  15089. * @param scene scene used with the render target
  15090. * @param size the size of the render target (used for each view)
  15091. */
  15092. constructor(scene: Scene, size?: number | {
  15093. width: number;
  15094. height: number;
  15095. } | {
  15096. ratio: number;
  15097. });
  15098. /**
  15099. * @hidden
  15100. * @param faceIndex the face index, if its a cube texture
  15101. */
  15102. _bindFrameBuffer(faceIndex?: number): void;
  15103. /**
  15104. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15105. * @returns the view count
  15106. */
  15107. getViewCount(): number;
  15108. }
  15109. }
  15110. declare module "babylonjs/Maths/math.frustum" {
  15111. import { Matrix } from "babylonjs/Maths/math.vector";
  15112. import { DeepImmutable } from "babylonjs/types";
  15113. import { Plane } from "babylonjs/Maths/math.plane";
  15114. /**
  15115. * Represents a camera frustum
  15116. */
  15117. export class Frustum {
  15118. /**
  15119. * Gets the planes representing the frustum
  15120. * @param transform matrix to be applied to the returned planes
  15121. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15122. */
  15123. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15124. /**
  15125. * Gets the near frustum plane transformed by the transform matrix
  15126. * @param transform transformation matrix to be applied to the resulting frustum plane
  15127. * @param frustumPlane the resuling frustum plane
  15128. */
  15129. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15130. /**
  15131. * Gets the far frustum plane transformed by the transform matrix
  15132. * @param transform transformation matrix to be applied to the resulting frustum plane
  15133. * @param frustumPlane the resuling frustum plane
  15134. */
  15135. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15136. /**
  15137. * Gets the left frustum plane transformed by the transform matrix
  15138. * @param transform transformation matrix to be applied to the resulting frustum plane
  15139. * @param frustumPlane the resuling frustum plane
  15140. */
  15141. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15142. /**
  15143. * Gets the right frustum plane transformed by the transform matrix
  15144. * @param transform transformation matrix to be applied to the resulting frustum plane
  15145. * @param frustumPlane the resuling frustum plane
  15146. */
  15147. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15148. /**
  15149. * Gets the top frustum plane transformed by the transform matrix
  15150. * @param transform transformation matrix to be applied to the resulting frustum plane
  15151. * @param frustumPlane the resuling frustum plane
  15152. */
  15153. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15154. /**
  15155. * Gets the bottom frustum plane transformed by the transform matrix
  15156. * @param transform transformation matrix to be applied to the resulting frustum plane
  15157. * @param frustumPlane the resuling frustum plane
  15158. */
  15159. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15160. /**
  15161. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15162. * @param transform transformation matrix to be applied to the resulting frustum planes
  15163. * @param frustumPlanes the resuling frustum planes
  15164. */
  15165. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15166. }
  15167. }
  15168. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15169. import { Camera } from "babylonjs/Cameras/camera";
  15170. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15171. import { Nullable } from "babylonjs/types";
  15172. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15173. import { Matrix } from "babylonjs/Maths/math.vector";
  15174. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15175. module "babylonjs/Engines/engine" {
  15176. interface Engine {
  15177. /**
  15178. * Creates a new multiview render target
  15179. * @param width defines the width of the texture
  15180. * @param height defines the height of the texture
  15181. * @returns the created multiview texture
  15182. */
  15183. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15184. /**
  15185. * Binds a multiview framebuffer to be drawn to
  15186. * @param multiviewTexture texture to bind
  15187. */
  15188. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15189. }
  15190. }
  15191. module "babylonjs/Cameras/camera" {
  15192. interface Camera {
  15193. /**
  15194. * @hidden
  15195. * 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)
  15196. */
  15197. _useMultiviewToSingleView: boolean;
  15198. /**
  15199. * @hidden
  15200. * 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)
  15201. */
  15202. _multiviewTexture: Nullable<RenderTargetTexture>;
  15203. /**
  15204. * @hidden
  15205. * ensures the multiview texture of the camera exists and has the specified width/height
  15206. * @param width height to set on the multiview texture
  15207. * @param height width to set on the multiview texture
  15208. */
  15209. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15210. }
  15211. }
  15212. module "babylonjs/scene" {
  15213. interface Scene {
  15214. /** @hidden */
  15215. _transformMatrixR: Matrix;
  15216. /** @hidden */
  15217. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15218. /** @hidden */
  15219. _createMultiviewUbo(): void;
  15220. /** @hidden */
  15221. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15222. /** @hidden */
  15223. _renderMultiviewToSingleView(camera: Camera): void;
  15224. }
  15225. }
  15226. }
  15227. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15228. import { Camera } from "babylonjs/Cameras/camera";
  15229. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15230. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15231. import "babylonjs/Engines/Extensions/engine.multiview";
  15232. /**
  15233. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15234. * This will not be used for webXR as it supports displaying texture arrays directly
  15235. */
  15236. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15237. /**
  15238. * Initializes a VRMultiviewToSingleview
  15239. * @param name name of the post process
  15240. * @param camera camera to be applied to
  15241. * @param scaleFactor scaling factor to the size of the output texture
  15242. */
  15243. constructor(name: string, camera: Camera, scaleFactor: number);
  15244. }
  15245. }
  15246. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15247. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15248. import { Nullable } from "babylonjs/types";
  15249. import { Size } from "babylonjs/Maths/math.size";
  15250. import { Observable } from "babylonjs/Misc/observable";
  15251. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15252. /**
  15253. * Interface used to define additional presentation attributes
  15254. */
  15255. export interface IVRPresentationAttributes {
  15256. /**
  15257. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15258. */
  15259. highRefreshRate: boolean;
  15260. /**
  15261. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15262. */
  15263. foveationLevel: number;
  15264. }
  15265. module "babylonjs/Engines/engine" {
  15266. interface Engine {
  15267. /** @hidden */
  15268. _vrDisplay: any;
  15269. /** @hidden */
  15270. _vrSupported: boolean;
  15271. /** @hidden */
  15272. _oldSize: Size;
  15273. /** @hidden */
  15274. _oldHardwareScaleFactor: number;
  15275. /** @hidden */
  15276. _vrExclusivePointerMode: boolean;
  15277. /** @hidden */
  15278. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15279. /** @hidden */
  15280. _onVRDisplayPointerRestricted: () => void;
  15281. /** @hidden */
  15282. _onVRDisplayPointerUnrestricted: () => void;
  15283. /** @hidden */
  15284. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15285. /** @hidden */
  15286. _onVrDisplayDisconnect: Nullable<() => void>;
  15287. /** @hidden */
  15288. _onVrDisplayPresentChange: Nullable<() => void>;
  15289. /**
  15290. * Observable signaled when VR display mode changes
  15291. */
  15292. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15293. /**
  15294. * Observable signaled when VR request present is complete
  15295. */
  15296. onVRRequestPresentComplete: Observable<boolean>;
  15297. /**
  15298. * Observable signaled when VR request present starts
  15299. */
  15300. onVRRequestPresentStart: Observable<Engine>;
  15301. /**
  15302. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15303. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15304. */
  15305. isInVRExclusivePointerMode: boolean;
  15306. /**
  15307. * Gets a boolean indicating if a webVR device was detected
  15308. * @returns true if a webVR device was detected
  15309. */
  15310. isVRDevicePresent(): boolean;
  15311. /**
  15312. * Gets the current webVR device
  15313. * @returns the current webVR device (or null)
  15314. */
  15315. getVRDevice(): any;
  15316. /**
  15317. * Initializes a webVR display and starts listening to display change events
  15318. * The onVRDisplayChangedObservable will be notified upon these changes
  15319. * @returns A promise containing a VRDisplay and if vr is supported
  15320. */
  15321. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15322. /** @hidden */
  15323. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15324. /**
  15325. * Gets or sets the presentation attributes used to configure VR rendering
  15326. */
  15327. vrPresentationAttributes?: IVRPresentationAttributes;
  15328. /**
  15329. * Call this function to switch to webVR mode
  15330. * Will do nothing if webVR is not supported or if there is no webVR device
  15331. * @param options the webvr options provided to the camera. mainly used for multiview
  15332. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15333. */
  15334. enableVR(options: WebVROptions): void;
  15335. /** @hidden */
  15336. _onVRFullScreenTriggered(): void;
  15337. }
  15338. }
  15339. }
  15340. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15341. import { Nullable } from "babylonjs/types";
  15342. import { Observable } from "babylonjs/Misc/observable";
  15343. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15344. import { Scene } from "babylonjs/scene";
  15345. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15346. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15347. import { Node } from "babylonjs/node";
  15348. import { Ray } from "babylonjs/Culling/ray";
  15349. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15350. import "babylonjs/Engines/Extensions/engine.webVR";
  15351. /**
  15352. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15353. * IMPORTANT!! The data is right-hand data.
  15354. * @export
  15355. * @interface DevicePose
  15356. */
  15357. export interface DevicePose {
  15358. /**
  15359. * The position of the device, values in array are [x,y,z].
  15360. */
  15361. readonly position: Nullable<Float32Array>;
  15362. /**
  15363. * The linearVelocity of the device, values in array are [x,y,z].
  15364. */
  15365. readonly linearVelocity: Nullable<Float32Array>;
  15366. /**
  15367. * The linearAcceleration of the device, values in array are [x,y,z].
  15368. */
  15369. readonly linearAcceleration: Nullable<Float32Array>;
  15370. /**
  15371. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15372. */
  15373. readonly orientation: Nullable<Float32Array>;
  15374. /**
  15375. * The angularVelocity of the device, values in array are [x,y,z].
  15376. */
  15377. readonly angularVelocity: Nullable<Float32Array>;
  15378. /**
  15379. * The angularAcceleration of the device, values in array are [x,y,z].
  15380. */
  15381. readonly angularAcceleration: Nullable<Float32Array>;
  15382. }
  15383. /**
  15384. * Interface representing a pose controlled object in Babylon.
  15385. * A pose controlled object has both regular pose values as well as pose values
  15386. * from an external device such as a VR head mounted display
  15387. */
  15388. export interface PoseControlled {
  15389. /**
  15390. * The position of the object in babylon space.
  15391. */
  15392. position: Vector3;
  15393. /**
  15394. * The rotation quaternion of the object in babylon space.
  15395. */
  15396. rotationQuaternion: Quaternion;
  15397. /**
  15398. * The position of the device in babylon space.
  15399. */
  15400. devicePosition?: Vector3;
  15401. /**
  15402. * The rotation quaternion of the device in babylon space.
  15403. */
  15404. deviceRotationQuaternion: Quaternion;
  15405. /**
  15406. * The raw pose coming from the device.
  15407. */
  15408. rawPose: Nullable<DevicePose>;
  15409. /**
  15410. * The scale of the device to be used when translating from device space to babylon space.
  15411. */
  15412. deviceScaleFactor: number;
  15413. /**
  15414. * Updates the poseControlled values based on the input device pose.
  15415. * @param poseData the pose data to update the object with
  15416. */
  15417. updateFromDevice(poseData: DevicePose): void;
  15418. }
  15419. /**
  15420. * Set of options to customize the webVRCamera
  15421. */
  15422. export interface WebVROptions {
  15423. /**
  15424. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15425. */
  15426. trackPosition?: boolean;
  15427. /**
  15428. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15429. */
  15430. positionScale?: number;
  15431. /**
  15432. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15433. */
  15434. displayName?: string;
  15435. /**
  15436. * Should the native controller meshes be initialized. (default: true)
  15437. */
  15438. controllerMeshes?: boolean;
  15439. /**
  15440. * Creating a default HemiLight only on controllers. (default: true)
  15441. */
  15442. defaultLightingOnControllers?: boolean;
  15443. /**
  15444. * If you don't want to use the default VR button of the helper. (default: false)
  15445. */
  15446. useCustomVRButton?: boolean;
  15447. /**
  15448. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15449. */
  15450. customVRButton?: HTMLButtonElement;
  15451. /**
  15452. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15453. */
  15454. rayLength?: number;
  15455. /**
  15456. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15457. */
  15458. defaultHeight?: number;
  15459. /**
  15460. * If multiview should be used if availible (default: false)
  15461. */
  15462. useMultiview?: boolean;
  15463. }
  15464. /**
  15465. * This represents a WebVR camera.
  15466. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15467. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15468. */
  15469. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15470. private webVROptions;
  15471. /**
  15472. * @hidden
  15473. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15474. */
  15475. _vrDevice: any;
  15476. /**
  15477. * The rawPose of the vrDevice.
  15478. */
  15479. rawPose: Nullable<DevicePose>;
  15480. private _onVREnabled;
  15481. private _specsVersion;
  15482. private _attached;
  15483. private _frameData;
  15484. protected _descendants: Array<Node>;
  15485. private _deviceRoomPosition;
  15486. /** @hidden */
  15487. _deviceRoomRotationQuaternion: Quaternion;
  15488. private _standingMatrix;
  15489. /**
  15490. * Represents device position in babylon space.
  15491. */
  15492. devicePosition: Vector3;
  15493. /**
  15494. * Represents device rotation in babylon space.
  15495. */
  15496. deviceRotationQuaternion: Quaternion;
  15497. /**
  15498. * The scale of the device to be used when translating from device space to babylon space.
  15499. */
  15500. deviceScaleFactor: number;
  15501. private _deviceToWorld;
  15502. private _worldToDevice;
  15503. /**
  15504. * References to the webVR controllers for the vrDevice.
  15505. */
  15506. controllers: Array<WebVRController>;
  15507. /**
  15508. * Emits an event when a controller is attached.
  15509. */
  15510. onControllersAttachedObservable: Observable<WebVRController[]>;
  15511. /**
  15512. * Emits an event when a controller's mesh has been loaded;
  15513. */
  15514. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15515. /**
  15516. * Emits an event when the HMD's pose has been updated.
  15517. */
  15518. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15519. private _poseSet;
  15520. /**
  15521. * If the rig cameras be used as parent instead of this camera.
  15522. */
  15523. rigParenting: boolean;
  15524. private _lightOnControllers;
  15525. private _defaultHeight?;
  15526. /**
  15527. * Instantiates a WebVRFreeCamera.
  15528. * @param name The name of the WebVRFreeCamera
  15529. * @param position The starting anchor position for the camera
  15530. * @param scene The scene the camera belongs to
  15531. * @param webVROptions a set of customizable options for the webVRCamera
  15532. */
  15533. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15534. /**
  15535. * Gets the device distance from the ground in meters.
  15536. * @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.
  15537. */
  15538. deviceDistanceToRoomGround(): number;
  15539. /**
  15540. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15541. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15542. */
  15543. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15544. /**
  15545. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15546. * @returns A promise with a boolean set to if the standing matrix is supported.
  15547. */
  15548. useStandingMatrixAsync(): Promise<boolean>;
  15549. /**
  15550. * Disposes the camera
  15551. */
  15552. dispose(): void;
  15553. /**
  15554. * Gets a vrController by name.
  15555. * @param name The name of the controller to retreive
  15556. * @returns the controller matching the name specified or null if not found
  15557. */
  15558. getControllerByName(name: string): Nullable<WebVRController>;
  15559. private _leftController;
  15560. /**
  15561. * The controller corresponding to the users left hand.
  15562. */
  15563. readonly leftController: Nullable<WebVRController>;
  15564. private _rightController;
  15565. /**
  15566. * The controller corresponding to the users right hand.
  15567. */
  15568. readonly rightController: Nullable<WebVRController>;
  15569. /**
  15570. * Casts a ray forward from the vrCamera's gaze.
  15571. * @param length Length of the ray (default: 100)
  15572. * @returns the ray corresponding to the gaze
  15573. */
  15574. getForwardRay(length?: number): Ray;
  15575. /**
  15576. * @hidden
  15577. * Updates the camera based on device's frame data
  15578. */
  15579. _checkInputs(): void;
  15580. /**
  15581. * Updates the poseControlled values based on the input device pose.
  15582. * @param poseData Pose coming from the device
  15583. */
  15584. updateFromDevice(poseData: DevicePose): void;
  15585. private _htmlElementAttached;
  15586. private _detachIfAttached;
  15587. /**
  15588. * WebVR's attach control will start broadcasting frames to the device.
  15589. * Note that in certain browsers (chrome for example) this function must be called
  15590. * within a user-interaction callback. Example:
  15591. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15592. *
  15593. * @param element html element to attach the vrDevice to
  15594. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15595. */
  15596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15597. /**
  15598. * Detaches the camera from the html element and disables VR
  15599. *
  15600. * @param element html element to detach from
  15601. */
  15602. detachControl(element: HTMLElement): void;
  15603. /**
  15604. * @returns the name of this class
  15605. */
  15606. getClassName(): string;
  15607. /**
  15608. * Calls resetPose on the vrDisplay
  15609. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15610. */
  15611. resetToCurrentRotation(): void;
  15612. /**
  15613. * @hidden
  15614. * Updates the rig cameras (left and right eye)
  15615. */
  15616. _updateRigCameras(): void;
  15617. private _workingVector;
  15618. private _oneVector;
  15619. private _workingMatrix;
  15620. private updateCacheCalled;
  15621. private _correctPositionIfNotTrackPosition;
  15622. /**
  15623. * @hidden
  15624. * Updates the cached values of the camera
  15625. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15626. */
  15627. _updateCache(ignoreParentClass?: boolean): void;
  15628. /**
  15629. * @hidden
  15630. * Get current device position in babylon world
  15631. */
  15632. _computeDevicePosition(): void;
  15633. /**
  15634. * Updates the current device position and rotation in the babylon world
  15635. */
  15636. update(): void;
  15637. /**
  15638. * @hidden
  15639. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15640. * @returns an identity matrix
  15641. */
  15642. _getViewMatrix(): Matrix;
  15643. private _tmpMatrix;
  15644. /**
  15645. * This function is called by the two RIG cameras.
  15646. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15647. * @hidden
  15648. */
  15649. _getWebVRViewMatrix(): Matrix;
  15650. /** @hidden */
  15651. _getWebVRProjectionMatrix(): Matrix;
  15652. private _onGamepadConnectedObserver;
  15653. private _onGamepadDisconnectedObserver;
  15654. private _updateCacheWhenTrackingDisabledObserver;
  15655. /**
  15656. * Initializes the controllers and their meshes
  15657. */
  15658. initControllers(): void;
  15659. }
  15660. }
  15661. declare module "babylonjs/PostProcesses/postProcess" {
  15662. import { Nullable } from "babylonjs/types";
  15663. import { SmartArray } from "babylonjs/Misc/smartArray";
  15664. import { Observable } from "babylonjs/Misc/observable";
  15665. import { Vector2 } from "babylonjs/Maths/math.vector";
  15666. import { Camera } from "babylonjs/Cameras/camera";
  15667. import { Effect } from "babylonjs/Materials/effect";
  15668. import "babylonjs/Shaders/postprocess.vertex";
  15669. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15670. import { Engine } from "babylonjs/Engines/engine";
  15671. import { Color4 } from "babylonjs/Maths/math.color";
  15672. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15673. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15674. /**
  15675. * Size options for a post process
  15676. */
  15677. export type PostProcessOptions = {
  15678. width: number;
  15679. height: number;
  15680. };
  15681. /**
  15682. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15683. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15684. */
  15685. export class PostProcess {
  15686. /** Name of the PostProcess. */
  15687. name: string;
  15688. /**
  15689. * Gets or sets the unique id of the post process
  15690. */
  15691. uniqueId: number;
  15692. /**
  15693. * Width of the texture to apply the post process on
  15694. */
  15695. width: number;
  15696. /**
  15697. * Height of the texture to apply the post process on
  15698. */
  15699. height: number;
  15700. /**
  15701. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15702. * @hidden
  15703. */
  15704. _outputTexture: Nullable<InternalTexture>;
  15705. /**
  15706. * Sampling mode used by the shader
  15707. * See https://doc.babylonjs.com/classes/3.1/texture
  15708. */
  15709. renderTargetSamplingMode: number;
  15710. /**
  15711. * Clear color to use when screen clearing
  15712. */
  15713. clearColor: Color4;
  15714. /**
  15715. * If the buffer needs to be cleared before applying the post process. (default: true)
  15716. * Should be set to false if shader will overwrite all previous pixels.
  15717. */
  15718. autoClear: boolean;
  15719. /**
  15720. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15721. */
  15722. alphaMode: number;
  15723. /**
  15724. * Sets the setAlphaBlendConstants of the babylon engine
  15725. */
  15726. alphaConstants: Color4;
  15727. /**
  15728. * Animations to be used for the post processing
  15729. */
  15730. animations: import("babylonjs/Animations/animation").Animation[];
  15731. /**
  15732. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15733. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15734. */
  15735. enablePixelPerfectMode: boolean;
  15736. /**
  15737. * Force the postprocess to be applied without taking in account viewport
  15738. */
  15739. forceFullscreenViewport: boolean;
  15740. /**
  15741. * List of inspectable custom properties (used by the Inspector)
  15742. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15743. */
  15744. inspectableCustomProperties: IInspectable[];
  15745. /**
  15746. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15747. *
  15748. * | Value | Type | Description |
  15749. * | ----- | ----------------------------------- | ----------- |
  15750. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15751. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15752. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15753. *
  15754. */
  15755. scaleMode: number;
  15756. /**
  15757. * Force textures to be a power of two (default: false)
  15758. */
  15759. alwaysForcePOT: boolean;
  15760. private _samples;
  15761. /**
  15762. * Number of sample textures (default: 1)
  15763. */
  15764. samples: number;
  15765. /**
  15766. * Modify the scale of the post process to be the same as the viewport (default: false)
  15767. */
  15768. adaptScaleToCurrentViewport: boolean;
  15769. private _camera;
  15770. private _scene;
  15771. private _engine;
  15772. private _options;
  15773. private _reusable;
  15774. private _textureType;
  15775. /**
  15776. * Smart array of input and output textures for the post process.
  15777. * @hidden
  15778. */
  15779. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15780. /**
  15781. * The index in _textures that corresponds to the output texture.
  15782. * @hidden
  15783. */
  15784. _currentRenderTextureInd: number;
  15785. private _effect;
  15786. private _samplers;
  15787. private _fragmentUrl;
  15788. private _vertexUrl;
  15789. private _parameters;
  15790. private _scaleRatio;
  15791. protected _indexParameters: any;
  15792. private _shareOutputWithPostProcess;
  15793. private _texelSize;
  15794. private _forcedOutputTexture;
  15795. /**
  15796. * Returns the fragment url or shader name used in the post process.
  15797. * @returns the fragment url or name in the shader store.
  15798. */
  15799. getEffectName(): string;
  15800. /**
  15801. * An event triggered when the postprocess is activated.
  15802. */
  15803. onActivateObservable: Observable<Camera>;
  15804. private _onActivateObserver;
  15805. /**
  15806. * A function that is added to the onActivateObservable
  15807. */
  15808. onActivate: Nullable<(camera: Camera) => void>;
  15809. /**
  15810. * An event triggered when the postprocess changes its size.
  15811. */
  15812. onSizeChangedObservable: Observable<PostProcess>;
  15813. private _onSizeChangedObserver;
  15814. /**
  15815. * A function that is added to the onSizeChangedObservable
  15816. */
  15817. onSizeChanged: (postProcess: PostProcess) => void;
  15818. /**
  15819. * An event triggered when the postprocess applies its effect.
  15820. */
  15821. onApplyObservable: Observable<Effect>;
  15822. private _onApplyObserver;
  15823. /**
  15824. * A function that is added to the onApplyObservable
  15825. */
  15826. onApply: (effect: Effect) => void;
  15827. /**
  15828. * An event triggered before rendering the postprocess
  15829. */
  15830. onBeforeRenderObservable: Observable<Effect>;
  15831. private _onBeforeRenderObserver;
  15832. /**
  15833. * A function that is added to the onBeforeRenderObservable
  15834. */
  15835. onBeforeRender: (effect: Effect) => void;
  15836. /**
  15837. * An event triggered after rendering the postprocess
  15838. */
  15839. onAfterRenderObservable: Observable<Effect>;
  15840. private _onAfterRenderObserver;
  15841. /**
  15842. * A function that is added to the onAfterRenderObservable
  15843. */
  15844. onAfterRender: (efect: Effect) => void;
  15845. /**
  15846. * 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
  15847. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15848. */
  15849. inputTexture: InternalTexture;
  15850. /**
  15851. * Gets the camera which post process is applied to.
  15852. * @returns The camera the post process is applied to.
  15853. */
  15854. getCamera(): Camera;
  15855. /**
  15856. * Gets the texel size of the postprocess.
  15857. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15858. */
  15859. readonly texelSize: Vector2;
  15860. /**
  15861. * Creates a new instance PostProcess
  15862. * @param name The name of the PostProcess.
  15863. * @param fragmentUrl The url of the fragment shader to be used.
  15864. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15865. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15866. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15867. * @param camera The camera to apply the render pass to.
  15868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15869. * @param engine The engine which the post process will be applied. (default: current engine)
  15870. * @param reusable If the post process can be reused on the same frame. (default: false)
  15871. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15872. * @param textureType Type of textures used when performing the post process. (default: 0)
  15873. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15874. * @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
  15875. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15876. */
  15877. constructor(
  15878. /** Name of the PostProcess. */
  15879. 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);
  15880. /**
  15881. * Gets a string idenfifying the name of the class
  15882. * @returns "PostProcess" string
  15883. */
  15884. getClassName(): string;
  15885. /**
  15886. * Gets the engine which this post process belongs to.
  15887. * @returns The engine the post process was enabled with.
  15888. */
  15889. getEngine(): Engine;
  15890. /**
  15891. * The effect that is created when initializing the post process.
  15892. * @returns The created effect corresponding the the postprocess.
  15893. */
  15894. getEffect(): Effect;
  15895. /**
  15896. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15897. * @param postProcess The post process to share the output with.
  15898. * @returns This post process.
  15899. */
  15900. shareOutputWith(postProcess: PostProcess): PostProcess;
  15901. /**
  15902. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15903. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15904. */
  15905. useOwnOutput(): void;
  15906. /**
  15907. * Updates the effect with the current post process compile time values and recompiles the shader.
  15908. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15909. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15910. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15911. * @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
  15912. * @param onCompiled Called when the shader has been compiled.
  15913. * @param onError Called if there is an error when compiling a shader.
  15914. */
  15915. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15916. /**
  15917. * The post process is reusable if it can be used multiple times within one frame.
  15918. * @returns If the post process is reusable
  15919. */
  15920. isReusable(): boolean;
  15921. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15922. markTextureDirty(): void;
  15923. /**
  15924. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15925. * 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.
  15926. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15927. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15928. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15929. * @returns The target texture that was bound to be written to.
  15930. */
  15931. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15932. /**
  15933. * If the post process is supported.
  15934. */
  15935. readonly isSupported: boolean;
  15936. /**
  15937. * The aspect ratio of the output texture.
  15938. */
  15939. readonly aspectRatio: number;
  15940. /**
  15941. * Get a value indicating if the post-process is ready to be used
  15942. * @returns true if the post-process is ready (shader is compiled)
  15943. */
  15944. isReady(): boolean;
  15945. /**
  15946. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15947. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15948. */
  15949. apply(): Nullable<Effect>;
  15950. private _disposeTextures;
  15951. /**
  15952. * Disposes the post process.
  15953. * @param camera The camera to dispose the post process on.
  15954. */
  15955. dispose(camera?: Camera): void;
  15956. }
  15957. }
  15958. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15959. /** @hidden */
  15960. export var kernelBlurVaryingDeclaration: {
  15961. name: string;
  15962. shader: string;
  15963. };
  15964. }
  15965. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15966. /** @hidden */
  15967. export var kernelBlurFragment: {
  15968. name: string;
  15969. shader: string;
  15970. };
  15971. }
  15972. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15973. /** @hidden */
  15974. export var kernelBlurFragment2: {
  15975. name: string;
  15976. shader: string;
  15977. };
  15978. }
  15979. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15980. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15981. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15982. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15983. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15984. /** @hidden */
  15985. export var kernelBlurPixelShader: {
  15986. name: string;
  15987. shader: string;
  15988. };
  15989. }
  15990. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15991. /** @hidden */
  15992. export var kernelBlurVertex: {
  15993. name: string;
  15994. shader: string;
  15995. };
  15996. }
  15997. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15998. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15999. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16000. /** @hidden */
  16001. export var kernelBlurVertexShader: {
  16002. name: string;
  16003. shader: string;
  16004. };
  16005. }
  16006. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16007. import { Vector2 } from "babylonjs/Maths/math.vector";
  16008. import { Nullable } from "babylonjs/types";
  16009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16010. import { Camera } from "babylonjs/Cameras/camera";
  16011. import { Effect } from "babylonjs/Materials/effect";
  16012. import { Engine } from "babylonjs/Engines/engine";
  16013. import "babylonjs/Shaders/kernelBlur.fragment";
  16014. import "babylonjs/Shaders/kernelBlur.vertex";
  16015. /**
  16016. * The Blur Post Process which blurs an image based on a kernel and direction.
  16017. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16018. */
  16019. export class BlurPostProcess extends PostProcess {
  16020. /** The direction in which to blur the image. */
  16021. direction: Vector2;
  16022. private blockCompilation;
  16023. protected _kernel: number;
  16024. protected _idealKernel: number;
  16025. protected _packedFloat: boolean;
  16026. private _staticDefines;
  16027. /**
  16028. * Sets the length in pixels of the blur sample region
  16029. */
  16030. /**
  16031. * Gets the length in pixels of the blur sample region
  16032. */
  16033. kernel: number;
  16034. /**
  16035. * Sets wether or not the blur needs to unpack/repack floats
  16036. */
  16037. /**
  16038. * Gets wether or not the blur is unpacking/repacking floats
  16039. */
  16040. packedFloat: boolean;
  16041. /**
  16042. * Creates a new instance BlurPostProcess
  16043. * @param name The name of the effect.
  16044. * @param direction The direction in which to blur the image.
  16045. * @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.
  16046. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16047. * @param camera The camera to apply the render pass to.
  16048. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16049. * @param engine The engine which the post process will be applied. (default: current engine)
  16050. * @param reusable If the post process can be reused on the same frame. (default: false)
  16051. * @param textureType Type of textures used when performing the post process. (default: 0)
  16052. * @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)
  16053. */
  16054. constructor(name: string,
  16055. /** The direction in which to blur the image. */
  16056. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16057. /**
  16058. * Updates the effect with the current post process compile time values and recompiles the shader.
  16059. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16060. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16061. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16062. * @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
  16063. * @param onCompiled Called when the shader has been compiled.
  16064. * @param onError Called if there is an error when compiling a shader.
  16065. */
  16066. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16067. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16068. /**
  16069. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16070. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16071. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16072. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16073. * The gaps between physical kernels are compensated for in the weighting of the samples
  16074. * @param idealKernel Ideal blur kernel.
  16075. * @return Nearest best kernel.
  16076. */
  16077. protected _nearestBestKernel(idealKernel: number): number;
  16078. /**
  16079. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16080. * @param x The point on the Gaussian distribution to sample.
  16081. * @return the value of the Gaussian function at x.
  16082. */
  16083. protected _gaussianWeight(x: number): number;
  16084. /**
  16085. * Generates a string that can be used as a floating point number in GLSL.
  16086. * @param x Value to print.
  16087. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16088. * @return GLSL float string.
  16089. */
  16090. protected _glslFloat(x: number, decimalFigures?: number): string;
  16091. }
  16092. }
  16093. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16094. import { Scene } from "babylonjs/scene";
  16095. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16096. import { Plane } from "babylonjs/Maths/math.plane";
  16097. /**
  16098. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16099. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16100. * You can then easily use it as a reflectionTexture on a flat surface.
  16101. * In case the surface is not a plane, please consider relying on reflection probes.
  16102. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16103. */
  16104. export class MirrorTexture extends RenderTargetTexture {
  16105. private scene;
  16106. /**
  16107. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16108. * 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.
  16109. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16110. */
  16111. mirrorPlane: Plane;
  16112. /**
  16113. * Define the blur ratio used to blur the reflection if needed.
  16114. */
  16115. blurRatio: number;
  16116. /**
  16117. * Define the adaptive blur kernel used to blur the reflection if needed.
  16118. * This will autocompute the closest best match for the `blurKernel`
  16119. */
  16120. adaptiveBlurKernel: number;
  16121. /**
  16122. * Define the blur kernel used to blur the reflection if needed.
  16123. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16124. */
  16125. blurKernel: number;
  16126. /**
  16127. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16128. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16129. */
  16130. blurKernelX: number;
  16131. /**
  16132. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16133. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16134. */
  16135. blurKernelY: number;
  16136. private _autoComputeBlurKernel;
  16137. protected _onRatioRescale(): void;
  16138. private _updateGammaSpace;
  16139. private _imageProcessingConfigChangeObserver;
  16140. private _transformMatrix;
  16141. private _mirrorMatrix;
  16142. private _savedViewMatrix;
  16143. private _blurX;
  16144. private _blurY;
  16145. private _adaptiveBlurKernel;
  16146. private _blurKernelX;
  16147. private _blurKernelY;
  16148. private _blurRatio;
  16149. /**
  16150. * Instantiates a Mirror Texture.
  16151. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16152. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16153. * You can then easily use it as a reflectionTexture on a flat surface.
  16154. * In case the surface is not a plane, please consider relying on reflection probes.
  16155. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16156. * @param name
  16157. * @param size
  16158. * @param scene
  16159. * @param generateMipMaps
  16160. * @param type
  16161. * @param samplingMode
  16162. * @param generateDepthBuffer
  16163. */
  16164. constructor(name: string, size: number | {
  16165. width: number;
  16166. height: number;
  16167. } | {
  16168. ratio: number;
  16169. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16170. private _preparePostProcesses;
  16171. /**
  16172. * Clone the mirror texture.
  16173. * @returns the cloned texture
  16174. */
  16175. clone(): MirrorTexture;
  16176. /**
  16177. * Serialize the texture to a JSON representation you could use in Parse later on
  16178. * @returns the serialized JSON representation
  16179. */
  16180. serialize(): any;
  16181. /**
  16182. * Dispose the texture and release its associated resources.
  16183. */
  16184. dispose(): void;
  16185. }
  16186. }
  16187. declare module "babylonjs/Materials/Textures/texture" {
  16188. import { Observable } from "babylonjs/Misc/observable";
  16189. import { Nullable } from "babylonjs/types";
  16190. import { Matrix } from "babylonjs/Maths/math.vector";
  16191. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16192. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16193. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16194. import { Scene } from "babylonjs/scene";
  16195. /**
  16196. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16197. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16198. */
  16199. export class Texture extends BaseTexture {
  16200. /**
  16201. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16202. */
  16203. static SerializeBuffers: boolean;
  16204. /** @hidden */
  16205. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16206. /** @hidden */
  16207. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16208. /** @hidden */
  16209. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16210. /** nearest is mag = nearest and min = nearest and mip = linear */
  16211. static readonly NEAREST_SAMPLINGMODE: number;
  16212. /** nearest is mag = nearest and min = nearest and mip = linear */
  16213. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16214. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16215. static readonly BILINEAR_SAMPLINGMODE: number;
  16216. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16217. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16218. /** Trilinear is mag = linear and min = linear and mip = linear */
  16219. static readonly TRILINEAR_SAMPLINGMODE: number;
  16220. /** Trilinear is mag = linear and min = linear and mip = linear */
  16221. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16222. /** mag = nearest and min = nearest and mip = nearest */
  16223. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16224. /** mag = nearest and min = linear and mip = nearest */
  16225. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16226. /** mag = nearest and min = linear and mip = linear */
  16227. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16228. /** mag = nearest and min = linear and mip = none */
  16229. static readonly NEAREST_LINEAR: number;
  16230. /** mag = nearest and min = nearest and mip = none */
  16231. static readonly NEAREST_NEAREST: number;
  16232. /** mag = linear and min = nearest and mip = nearest */
  16233. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16234. /** mag = linear and min = nearest and mip = linear */
  16235. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16236. /** mag = linear and min = linear and mip = none */
  16237. static readonly LINEAR_LINEAR: number;
  16238. /** mag = linear and min = nearest and mip = none */
  16239. static readonly LINEAR_NEAREST: number;
  16240. /** Explicit coordinates mode */
  16241. static readonly EXPLICIT_MODE: number;
  16242. /** Spherical coordinates mode */
  16243. static readonly SPHERICAL_MODE: number;
  16244. /** Planar coordinates mode */
  16245. static readonly PLANAR_MODE: number;
  16246. /** Cubic coordinates mode */
  16247. static readonly CUBIC_MODE: number;
  16248. /** Projection coordinates mode */
  16249. static readonly PROJECTION_MODE: number;
  16250. /** Inverse Cubic coordinates mode */
  16251. static readonly SKYBOX_MODE: number;
  16252. /** Inverse Cubic coordinates mode */
  16253. static readonly INVCUBIC_MODE: number;
  16254. /** Equirectangular coordinates mode */
  16255. static readonly EQUIRECTANGULAR_MODE: number;
  16256. /** Equirectangular Fixed coordinates mode */
  16257. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16258. /** Equirectangular Fixed Mirrored coordinates mode */
  16259. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16260. /** Texture is not repeating outside of 0..1 UVs */
  16261. static readonly CLAMP_ADDRESSMODE: number;
  16262. /** Texture is repeating outside of 0..1 UVs */
  16263. static readonly WRAP_ADDRESSMODE: number;
  16264. /** Texture is repeating and mirrored */
  16265. static readonly MIRROR_ADDRESSMODE: number;
  16266. /**
  16267. * 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
  16268. */
  16269. static UseSerializedUrlIfAny: boolean;
  16270. /**
  16271. * Define the url of the texture.
  16272. */
  16273. url: Nullable<string>;
  16274. /**
  16275. * Define an offset on the texture to offset the u coordinates of the UVs
  16276. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16277. */
  16278. uOffset: number;
  16279. /**
  16280. * Define an offset on the texture to offset the v coordinates of the UVs
  16281. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16282. */
  16283. vOffset: number;
  16284. /**
  16285. * Define an offset on the texture to scale the u coordinates of the UVs
  16286. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16287. */
  16288. uScale: number;
  16289. /**
  16290. * Define an offset on the texture to scale the v coordinates of the UVs
  16291. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16292. */
  16293. vScale: number;
  16294. /**
  16295. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16296. * @see http://doc.babylonjs.com/how_to/more_materials
  16297. */
  16298. uAng: number;
  16299. /**
  16300. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16301. * @see http://doc.babylonjs.com/how_to/more_materials
  16302. */
  16303. vAng: number;
  16304. /**
  16305. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16306. * @see http://doc.babylonjs.com/how_to/more_materials
  16307. */
  16308. wAng: number;
  16309. /**
  16310. * Defines the center of rotation (U)
  16311. */
  16312. uRotationCenter: number;
  16313. /**
  16314. * Defines the center of rotation (V)
  16315. */
  16316. vRotationCenter: number;
  16317. /**
  16318. * Defines the center of rotation (W)
  16319. */
  16320. wRotationCenter: number;
  16321. /**
  16322. * Are mip maps generated for this texture or not.
  16323. */
  16324. readonly noMipmap: boolean;
  16325. /**
  16326. * List of inspectable custom properties (used by the Inspector)
  16327. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16328. */
  16329. inspectableCustomProperties: Nullable<IInspectable[]>;
  16330. private _noMipmap;
  16331. /** @hidden */
  16332. _invertY: boolean;
  16333. private _rowGenerationMatrix;
  16334. private _cachedTextureMatrix;
  16335. private _projectionModeMatrix;
  16336. private _t0;
  16337. private _t1;
  16338. private _t2;
  16339. private _cachedUOffset;
  16340. private _cachedVOffset;
  16341. private _cachedUScale;
  16342. private _cachedVScale;
  16343. private _cachedUAng;
  16344. private _cachedVAng;
  16345. private _cachedWAng;
  16346. private _cachedProjectionMatrixId;
  16347. private _cachedCoordinatesMode;
  16348. /** @hidden */
  16349. protected _initialSamplingMode: number;
  16350. /** @hidden */
  16351. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16352. private _deleteBuffer;
  16353. protected _format: Nullable<number>;
  16354. private _delayedOnLoad;
  16355. private _delayedOnError;
  16356. private _mimeType?;
  16357. /**
  16358. * Observable triggered once the texture has been loaded.
  16359. */
  16360. onLoadObservable: Observable<Texture>;
  16361. protected _isBlocking: boolean;
  16362. /**
  16363. * Is the texture preventing material to render while loading.
  16364. * If false, a default texture will be used instead of the loading one during the preparation step.
  16365. */
  16366. isBlocking: boolean;
  16367. /**
  16368. * Get the current sampling mode associated with the texture.
  16369. */
  16370. readonly samplingMode: number;
  16371. /**
  16372. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16373. */
  16374. readonly invertY: boolean;
  16375. /**
  16376. * Instantiates a new texture.
  16377. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16378. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16379. * @param url defines the url of the picture to load as a texture
  16380. * @param scene defines the scene or engine the texture will belong to
  16381. * @param noMipmap defines if the texture will require mip maps or not
  16382. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16383. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16384. * @param onLoad defines a callback triggered when the texture has been loaded
  16385. * @param onError defines a callback triggered when an error occurred during the loading session
  16386. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16387. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16388. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16389. * @param mimeType defines an optional mime type information
  16390. */
  16391. 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);
  16392. /**
  16393. * Update the url (and optional buffer) of this texture if url was null during construction.
  16394. * @param url the url of the texture
  16395. * @param buffer the buffer of the texture (defaults to null)
  16396. * @param onLoad callback called when the texture is loaded (defaults to null)
  16397. */
  16398. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16399. /**
  16400. * Finish the loading sequence of a texture flagged as delayed load.
  16401. * @hidden
  16402. */
  16403. delayLoad(): void;
  16404. private _prepareRowForTextureGeneration;
  16405. /**
  16406. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16407. * @returns the transform matrix of the texture.
  16408. */
  16409. getTextureMatrix(): Matrix;
  16410. /**
  16411. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16412. * @returns The reflection texture transform
  16413. */
  16414. getReflectionTextureMatrix(): Matrix;
  16415. /**
  16416. * Clones the texture.
  16417. * @returns the cloned texture
  16418. */
  16419. clone(): Texture;
  16420. /**
  16421. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16422. * @returns The JSON representation of the texture
  16423. */
  16424. serialize(): any;
  16425. /**
  16426. * Get the current class name of the texture useful for serialization or dynamic coding.
  16427. * @returns "Texture"
  16428. */
  16429. getClassName(): string;
  16430. /**
  16431. * Dispose the texture and release its associated resources.
  16432. */
  16433. dispose(): void;
  16434. /**
  16435. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16436. * @param parsedTexture Define the JSON representation of the texture
  16437. * @param scene Define the scene the parsed texture should be instantiated in
  16438. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16439. * @returns The parsed texture if successful
  16440. */
  16441. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16442. /**
  16443. * Creates a texture from its base 64 representation.
  16444. * @param data Define the base64 payload without the data: prefix
  16445. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16446. * @param scene Define the scene the texture should belong to
  16447. * @param noMipmap Forces the texture to not create mip map information if true
  16448. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16449. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16450. * @param onLoad define a callback triggered when the texture has been loaded
  16451. * @param onError define a callback triggered when an error occurred during the loading session
  16452. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16453. * @returns the created texture
  16454. */
  16455. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16456. /**
  16457. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16458. * @param data Define the base64 payload without the data: prefix
  16459. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16460. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16461. * @param scene Define the scene the texture should belong to
  16462. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16463. * @param noMipmap Forces the texture to not create mip map information if true
  16464. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16465. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16466. * @param onLoad define a callback triggered when the texture has been loaded
  16467. * @param onError define a callback triggered when an error occurred during the loading session
  16468. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16469. * @returns the created texture
  16470. */
  16471. 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;
  16472. }
  16473. }
  16474. declare module "babylonjs/PostProcesses/postProcessManager" {
  16475. import { Nullable } from "babylonjs/types";
  16476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16477. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16478. import { Scene } from "babylonjs/scene";
  16479. /**
  16480. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16481. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16482. */
  16483. export class PostProcessManager {
  16484. private _scene;
  16485. private _indexBuffer;
  16486. private _vertexBuffers;
  16487. /**
  16488. * Creates a new instance PostProcess
  16489. * @param scene The scene that the post process is associated with.
  16490. */
  16491. constructor(scene: Scene);
  16492. private _prepareBuffers;
  16493. private _buildIndexBuffer;
  16494. /**
  16495. * Rebuilds the vertex buffers of the manager.
  16496. * @hidden
  16497. */
  16498. _rebuild(): void;
  16499. /**
  16500. * Prepares a frame to be run through a post process.
  16501. * @param sourceTexture The input texture to the post procesess. (default: null)
  16502. * @param postProcesses An array of post processes to be run. (default: null)
  16503. * @returns True if the post processes were able to be run.
  16504. * @hidden
  16505. */
  16506. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16507. /**
  16508. * Manually render a set of post processes to a texture.
  16509. * @param postProcesses An array of post processes to be run.
  16510. * @param targetTexture The target texture to render to.
  16511. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16512. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16513. * @param lodLevel defines which lod of the texture to render to
  16514. */
  16515. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16516. /**
  16517. * Finalize the result of the output of the postprocesses.
  16518. * @param doNotPresent If true the result will not be displayed to the screen.
  16519. * @param targetTexture The target texture to render to.
  16520. * @param faceIndex The index of the face to bind the target texture to.
  16521. * @param postProcesses The array of post processes to render.
  16522. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16523. * @hidden
  16524. */
  16525. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16526. /**
  16527. * Disposes of the post process manager.
  16528. */
  16529. dispose(): void;
  16530. }
  16531. }
  16532. declare module "babylonjs/Misc/gradients" {
  16533. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16534. /** Interface used by value gradients (color, factor, ...) */
  16535. export interface IValueGradient {
  16536. /**
  16537. * Gets or sets the gradient value (between 0 and 1)
  16538. */
  16539. gradient: number;
  16540. }
  16541. /** Class used to store color4 gradient */
  16542. export class ColorGradient implements IValueGradient {
  16543. /**
  16544. * Gets or sets the gradient value (between 0 and 1)
  16545. */
  16546. gradient: number;
  16547. /**
  16548. * Gets or sets first associated color
  16549. */
  16550. color1: Color4;
  16551. /**
  16552. * Gets or sets second associated color
  16553. */
  16554. color2?: Color4;
  16555. /**
  16556. * Will get a color picked randomly between color1 and color2.
  16557. * If color2 is undefined then color1 will be used
  16558. * @param result defines the target Color4 to store the result in
  16559. */
  16560. getColorToRef(result: Color4): void;
  16561. }
  16562. /** Class used to store color 3 gradient */
  16563. export class Color3Gradient implements IValueGradient {
  16564. /**
  16565. * Gets or sets the gradient value (between 0 and 1)
  16566. */
  16567. gradient: number;
  16568. /**
  16569. * Gets or sets the associated color
  16570. */
  16571. color: Color3;
  16572. }
  16573. /** Class used to store factor gradient */
  16574. export class FactorGradient implements IValueGradient {
  16575. /**
  16576. * Gets or sets the gradient value (between 0 and 1)
  16577. */
  16578. gradient: number;
  16579. /**
  16580. * Gets or sets first associated factor
  16581. */
  16582. factor1: number;
  16583. /**
  16584. * Gets or sets second associated factor
  16585. */
  16586. factor2?: number;
  16587. /**
  16588. * Will get a number picked randomly between factor1 and factor2.
  16589. * If factor2 is undefined then factor1 will be used
  16590. * @returns the picked number
  16591. */
  16592. getFactor(): number;
  16593. }
  16594. /**
  16595. * Helper used to simplify some generic gradient tasks
  16596. */
  16597. export class GradientHelper {
  16598. /**
  16599. * Gets the current gradient from an array of IValueGradient
  16600. * @param ratio defines the current ratio to get
  16601. * @param gradients defines the array of IValueGradient
  16602. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16603. */
  16604. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16605. }
  16606. }
  16607. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16608. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16609. import { Nullable } from "babylonjs/types";
  16610. module "babylonjs/Engines/thinEngine" {
  16611. interface ThinEngine {
  16612. /**
  16613. * Creates a dynamic texture
  16614. * @param width defines the width of the texture
  16615. * @param height defines the height of the texture
  16616. * @param generateMipMaps defines if the engine should generate the mip levels
  16617. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16618. * @returns the dynamic texture inside an InternalTexture
  16619. */
  16620. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16621. /**
  16622. * Update the content of a dynamic texture
  16623. * @param texture defines the texture to update
  16624. * @param canvas defines the canvas containing the source
  16625. * @param invertY defines if data must be stored with Y axis inverted
  16626. * @param premulAlpha defines if alpha is stored as premultiplied
  16627. * @param format defines the format of the data
  16628. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16629. */
  16630. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16631. }
  16632. }
  16633. }
  16634. declare module "babylonjs/Misc/canvasGenerator" {
  16635. /**
  16636. * Helper class used to generate a canvas to manipulate images
  16637. */
  16638. export class CanvasGenerator {
  16639. /**
  16640. * Create a new canvas (or offscreen canvas depending on the context)
  16641. * @param width defines the expected width
  16642. * @param height defines the expected height
  16643. * @return a new canvas or offscreen canvas
  16644. */
  16645. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16646. }
  16647. }
  16648. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16649. import { Scene } from "babylonjs/scene";
  16650. import { Texture } from "babylonjs/Materials/Textures/texture";
  16651. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16652. /**
  16653. * A class extending Texture allowing drawing on a texture
  16654. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16655. */
  16656. export class DynamicTexture extends Texture {
  16657. private _generateMipMaps;
  16658. private _canvas;
  16659. private _context;
  16660. private _engine;
  16661. /**
  16662. * Creates a DynamicTexture
  16663. * @param name defines the name of the texture
  16664. * @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
  16665. * @param scene defines the scene where you want the texture
  16666. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16667. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16668. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16669. */
  16670. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16671. /**
  16672. * Get the current class name of the texture useful for serialization or dynamic coding.
  16673. * @returns "DynamicTexture"
  16674. */
  16675. getClassName(): string;
  16676. /**
  16677. * Gets the current state of canRescale
  16678. */
  16679. readonly canRescale: boolean;
  16680. private _recreate;
  16681. /**
  16682. * Scales the texture
  16683. * @param ratio the scale factor to apply to both width and height
  16684. */
  16685. scale(ratio: number): void;
  16686. /**
  16687. * Resizes the texture
  16688. * @param width the new width
  16689. * @param height the new height
  16690. */
  16691. scaleTo(width: number, height: number): void;
  16692. /**
  16693. * Gets the context of the canvas used by the texture
  16694. * @returns the canvas context of the dynamic texture
  16695. */
  16696. getContext(): CanvasRenderingContext2D;
  16697. /**
  16698. * Clears the texture
  16699. */
  16700. clear(): void;
  16701. /**
  16702. * Updates the texture
  16703. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16704. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16705. */
  16706. update(invertY?: boolean, premulAlpha?: boolean): void;
  16707. /**
  16708. * Draws text onto the texture
  16709. * @param text defines the text to be drawn
  16710. * @param x defines the placement of the text from the left
  16711. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16712. * @param font defines the font to be used with font-style, font-size, font-name
  16713. * @param color defines the color used for the text
  16714. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16715. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16716. * @param update defines whether texture is immediately update (default is true)
  16717. */
  16718. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16719. /**
  16720. * Clones the texture
  16721. * @returns the clone of the texture.
  16722. */
  16723. clone(): DynamicTexture;
  16724. /**
  16725. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16726. * @returns a serialized dynamic texture object
  16727. */
  16728. serialize(): any;
  16729. /** @hidden */
  16730. _rebuild(): void;
  16731. }
  16732. }
  16733. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16734. import { Scene } from "babylonjs/scene";
  16735. import { ISceneComponent } from "babylonjs/sceneComponent";
  16736. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16737. module "babylonjs/abstractScene" {
  16738. interface AbstractScene {
  16739. /**
  16740. * The list of procedural textures added to the scene
  16741. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16742. */
  16743. proceduralTextures: Array<ProceduralTexture>;
  16744. }
  16745. }
  16746. /**
  16747. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16748. * in a given scene.
  16749. */
  16750. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16751. /**
  16752. * The component name helpfull to identify the component in the list of scene components.
  16753. */
  16754. readonly name: string;
  16755. /**
  16756. * The scene the component belongs to.
  16757. */
  16758. scene: Scene;
  16759. /**
  16760. * Creates a new instance of the component for the given scene
  16761. * @param scene Defines the scene to register the component in
  16762. */
  16763. constructor(scene: Scene);
  16764. /**
  16765. * Registers the component in a given scene
  16766. */
  16767. register(): void;
  16768. /**
  16769. * Rebuilds the elements related to this component in case of
  16770. * context lost for instance.
  16771. */
  16772. rebuild(): void;
  16773. /**
  16774. * Disposes the component and the associated ressources.
  16775. */
  16776. dispose(): void;
  16777. private _beforeClear;
  16778. }
  16779. }
  16780. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16781. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16782. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16783. module "babylonjs/Engines/thinEngine" {
  16784. interface ThinEngine {
  16785. /**
  16786. * Creates a new render target cube texture
  16787. * @param size defines the size of the texture
  16788. * @param options defines the options used to create the texture
  16789. * @returns a new render target cube texture stored in an InternalTexture
  16790. */
  16791. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16792. }
  16793. }
  16794. }
  16795. declare module "babylonjs/Shaders/procedural.vertex" {
  16796. /** @hidden */
  16797. export var proceduralVertexShader: {
  16798. name: string;
  16799. shader: string;
  16800. };
  16801. }
  16802. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16803. import { Observable } from "babylonjs/Misc/observable";
  16804. import { Nullable } from "babylonjs/types";
  16805. import { Scene } from "babylonjs/scene";
  16806. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16807. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16808. import { Effect } from "babylonjs/Materials/effect";
  16809. import { Texture } from "babylonjs/Materials/Textures/texture";
  16810. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16811. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16812. import "babylonjs/Shaders/procedural.vertex";
  16813. /**
  16814. * 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.
  16815. * This is the base class of any Procedural texture and contains most of the shareable code.
  16816. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16817. */
  16818. export class ProceduralTexture extends Texture {
  16819. isCube: boolean;
  16820. /**
  16821. * Define if the texture is enabled or not (disabled texture will not render)
  16822. */
  16823. isEnabled: boolean;
  16824. /**
  16825. * Define if the texture must be cleared before rendering (default is true)
  16826. */
  16827. autoClear: boolean;
  16828. /**
  16829. * Callback called when the texture is generated
  16830. */
  16831. onGenerated: () => void;
  16832. /**
  16833. * Event raised when the texture is generated
  16834. */
  16835. onGeneratedObservable: Observable<ProceduralTexture>;
  16836. /** @hidden */
  16837. _generateMipMaps: boolean;
  16838. /** @hidden **/
  16839. _effect: Effect;
  16840. /** @hidden */
  16841. _textures: {
  16842. [key: string]: Texture;
  16843. };
  16844. private _size;
  16845. private _currentRefreshId;
  16846. private _refreshRate;
  16847. private _vertexBuffers;
  16848. private _indexBuffer;
  16849. private _uniforms;
  16850. private _samplers;
  16851. private _fragment;
  16852. private _floats;
  16853. private _ints;
  16854. private _floatsArrays;
  16855. private _colors3;
  16856. private _colors4;
  16857. private _vectors2;
  16858. private _vectors3;
  16859. private _matrices;
  16860. private _fallbackTexture;
  16861. private _fallbackTextureUsed;
  16862. private _engine;
  16863. private _cachedDefines;
  16864. private _contentUpdateId;
  16865. private _contentData;
  16866. /**
  16867. * Instantiates a new procedural texture.
  16868. * 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.
  16869. * This is the base class of any Procedural texture and contains most of the shareable code.
  16870. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16871. * @param name Define the name of the texture
  16872. * @param size Define the size of the texture to create
  16873. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16874. * @param scene Define the scene the texture belongs to
  16875. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16876. * @param generateMipMaps Define if the texture should creates mip maps or not
  16877. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16878. */
  16879. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16880. /**
  16881. * The effect that is created when initializing the post process.
  16882. * @returns The created effect corresponding the the postprocess.
  16883. */
  16884. getEffect(): Effect;
  16885. /**
  16886. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16887. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16888. */
  16889. getContent(): Nullable<ArrayBufferView>;
  16890. private _createIndexBuffer;
  16891. /** @hidden */
  16892. _rebuild(): void;
  16893. /**
  16894. * Resets the texture in order to recreate its associated resources.
  16895. * This can be called in case of context loss
  16896. */
  16897. reset(): void;
  16898. protected _getDefines(): string;
  16899. /**
  16900. * Is the texture ready to be used ? (rendered at least once)
  16901. * @returns true if ready, otherwise, false.
  16902. */
  16903. isReady(): boolean;
  16904. /**
  16905. * Resets the refresh counter of the texture and start bak from scratch.
  16906. * Could be useful to regenerate the texture if it is setup to render only once.
  16907. */
  16908. resetRefreshCounter(): void;
  16909. /**
  16910. * Set the fragment shader to use in order to render the texture.
  16911. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16912. */
  16913. setFragment(fragment: any): void;
  16914. /**
  16915. * Define the refresh rate of the texture or the rendering frequency.
  16916. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16917. */
  16918. refreshRate: number;
  16919. /** @hidden */
  16920. _shouldRender(): boolean;
  16921. /**
  16922. * Get the size the texture is rendering at.
  16923. * @returns the size (texture is always squared)
  16924. */
  16925. getRenderSize(): number;
  16926. /**
  16927. * Resize the texture to new value.
  16928. * @param size Define the new size the texture should have
  16929. * @param generateMipMaps Define whether the new texture should create mip maps
  16930. */
  16931. resize(size: number, generateMipMaps: boolean): void;
  16932. private _checkUniform;
  16933. /**
  16934. * Set a texture in the shader program used to render.
  16935. * @param name Define the name of the uniform samplers as defined in the shader
  16936. * @param texture Define the texture to bind to this sampler
  16937. * @return the texture itself allowing "fluent" like uniform updates
  16938. */
  16939. setTexture(name: string, texture: Texture): ProceduralTexture;
  16940. /**
  16941. * Set a float in the shader.
  16942. * @param name Define the name of the uniform as defined in the shader
  16943. * @param value Define the value to give to the uniform
  16944. * @return the texture itself allowing "fluent" like uniform updates
  16945. */
  16946. setFloat(name: string, value: number): ProceduralTexture;
  16947. /**
  16948. * Set a int in the shader.
  16949. * @param name Define the name of the uniform as defined in the shader
  16950. * @param value Define the value to give to the uniform
  16951. * @return the texture itself allowing "fluent" like uniform updates
  16952. */
  16953. setInt(name: string, value: number): ProceduralTexture;
  16954. /**
  16955. * Set an array of floats in the shader.
  16956. * @param name Define the name of the uniform as defined in the shader
  16957. * @param value Define the value to give to the uniform
  16958. * @return the texture itself allowing "fluent" like uniform updates
  16959. */
  16960. setFloats(name: string, value: number[]): ProceduralTexture;
  16961. /**
  16962. * Set a vec3 in the shader from a Color3.
  16963. * @param name Define the name of the uniform as defined in the shader
  16964. * @param value Define the value to give to the uniform
  16965. * @return the texture itself allowing "fluent" like uniform updates
  16966. */
  16967. setColor3(name: string, value: Color3): ProceduralTexture;
  16968. /**
  16969. * Set a vec4 in the shader from a Color4.
  16970. * @param name Define the name of the uniform as defined in the shader
  16971. * @param value Define the value to give to the uniform
  16972. * @return the texture itself allowing "fluent" like uniform updates
  16973. */
  16974. setColor4(name: string, value: Color4): ProceduralTexture;
  16975. /**
  16976. * Set a vec2 in the shader from a Vector2.
  16977. * @param name Define the name of the uniform as defined in the shader
  16978. * @param value Define the value to give to the uniform
  16979. * @return the texture itself allowing "fluent" like uniform updates
  16980. */
  16981. setVector2(name: string, value: Vector2): ProceduralTexture;
  16982. /**
  16983. * Set a vec3 in the shader from a Vector3.
  16984. * @param name Define the name of the uniform as defined in the shader
  16985. * @param value Define the value to give to the uniform
  16986. * @return the texture itself allowing "fluent" like uniform updates
  16987. */
  16988. setVector3(name: string, value: Vector3): ProceduralTexture;
  16989. /**
  16990. * Set a mat4 in the shader from a MAtrix.
  16991. * @param name Define the name of the uniform as defined in the shader
  16992. * @param value Define the value to give to the uniform
  16993. * @return the texture itself allowing "fluent" like uniform updates
  16994. */
  16995. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16996. /**
  16997. * Render the texture to its associated render target.
  16998. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16999. */
  17000. render(useCameraPostProcess?: boolean): void;
  17001. /**
  17002. * Clone the texture.
  17003. * @returns the cloned texture
  17004. */
  17005. clone(): ProceduralTexture;
  17006. /**
  17007. * Dispose the texture and release its asoociated resources.
  17008. */
  17009. dispose(): void;
  17010. }
  17011. }
  17012. declare module "babylonjs/Particles/baseParticleSystem" {
  17013. import { Nullable } from "babylonjs/types";
  17014. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17016. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17017. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17018. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17019. import { Scene } from "babylonjs/scene";
  17020. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17021. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17022. import { Texture } from "babylonjs/Materials/Textures/texture";
  17023. import { Color4 } from "babylonjs/Maths/math.color";
  17024. import { Animation } from "babylonjs/Animations/animation";
  17025. /**
  17026. * This represents the base class for particle system in Babylon.
  17027. * 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.
  17028. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17029. * @example https://doc.babylonjs.com/babylon101/particles
  17030. */
  17031. export class BaseParticleSystem {
  17032. /**
  17033. * Source color is added to the destination color without alpha affecting the result
  17034. */
  17035. static BLENDMODE_ONEONE: number;
  17036. /**
  17037. * Blend current color and particle color using particle’s alpha
  17038. */
  17039. static BLENDMODE_STANDARD: number;
  17040. /**
  17041. * Add current color and particle color multiplied by particle’s alpha
  17042. */
  17043. static BLENDMODE_ADD: number;
  17044. /**
  17045. * Multiply current color with particle color
  17046. */
  17047. static BLENDMODE_MULTIPLY: number;
  17048. /**
  17049. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17050. */
  17051. static BLENDMODE_MULTIPLYADD: number;
  17052. /**
  17053. * List of animations used by the particle system.
  17054. */
  17055. animations: Animation[];
  17056. /**
  17057. * The id of the Particle system.
  17058. */
  17059. id: string;
  17060. /**
  17061. * The friendly name of the Particle system.
  17062. */
  17063. name: string;
  17064. /**
  17065. * The rendering group used by the Particle system to chose when to render.
  17066. */
  17067. renderingGroupId: number;
  17068. /**
  17069. * The emitter represents the Mesh or position we are attaching the particle system to.
  17070. */
  17071. emitter: Nullable<AbstractMesh | Vector3>;
  17072. /**
  17073. * The maximum number of particles to emit per frame
  17074. */
  17075. emitRate: number;
  17076. /**
  17077. * If you want to launch only a few particles at once, that can be done, as well.
  17078. */
  17079. manualEmitCount: number;
  17080. /**
  17081. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17082. */
  17083. updateSpeed: number;
  17084. /**
  17085. * The amount of time the particle system is running (depends of the overall update speed).
  17086. */
  17087. targetStopDuration: number;
  17088. /**
  17089. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17090. */
  17091. disposeOnStop: boolean;
  17092. /**
  17093. * Minimum power of emitting particles.
  17094. */
  17095. minEmitPower: number;
  17096. /**
  17097. * Maximum power of emitting particles.
  17098. */
  17099. maxEmitPower: number;
  17100. /**
  17101. * Minimum life time of emitting particles.
  17102. */
  17103. minLifeTime: number;
  17104. /**
  17105. * Maximum life time of emitting particles.
  17106. */
  17107. maxLifeTime: number;
  17108. /**
  17109. * Minimum Size of emitting particles.
  17110. */
  17111. minSize: number;
  17112. /**
  17113. * Maximum Size of emitting particles.
  17114. */
  17115. maxSize: number;
  17116. /**
  17117. * Minimum scale of emitting particles on X axis.
  17118. */
  17119. minScaleX: number;
  17120. /**
  17121. * Maximum scale of emitting particles on X axis.
  17122. */
  17123. maxScaleX: number;
  17124. /**
  17125. * Minimum scale of emitting particles on Y axis.
  17126. */
  17127. minScaleY: number;
  17128. /**
  17129. * Maximum scale of emitting particles on Y axis.
  17130. */
  17131. maxScaleY: number;
  17132. /**
  17133. * Gets or sets the minimal initial rotation in radians.
  17134. */
  17135. minInitialRotation: number;
  17136. /**
  17137. * Gets or sets the maximal initial rotation in radians.
  17138. */
  17139. maxInitialRotation: number;
  17140. /**
  17141. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17142. */
  17143. minAngularSpeed: number;
  17144. /**
  17145. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17146. */
  17147. maxAngularSpeed: number;
  17148. /**
  17149. * The texture used to render each particle. (this can be a spritesheet)
  17150. */
  17151. particleTexture: Nullable<Texture>;
  17152. /**
  17153. * The layer mask we are rendering the particles through.
  17154. */
  17155. layerMask: number;
  17156. /**
  17157. * This can help using your own shader to render the particle system.
  17158. * The according effect will be created
  17159. */
  17160. customShader: any;
  17161. /**
  17162. * By default particle system starts as soon as they are created. This prevents the
  17163. * automatic start to happen and let you decide when to start emitting particles.
  17164. */
  17165. preventAutoStart: boolean;
  17166. private _noiseTexture;
  17167. /**
  17168. * Gets or sets a texture used to add random noise to particle positions
  17169. */
  17170. noiseTexture: Nullable<ProceduralTexture>;
  17171. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17172. noiseStrength: Vector3;
  17173. /**
  17174. * Callback triggered when the particle animation is ending.
  17175. */
  17176. onAnimationEnd: Nullable<() => void>;
  17177. /**
  17178. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17179. */
  17180. blendMode: number;
  17181. /**
  17182. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17183. * to override the particles.
  17184. */
  17185. forceDepthWrite: boolean;
  17186. /** 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 */
  17187. preWarmCycles: number;
  17188. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17189. preWarmStepOffset: number;
  17190. /**
  17191. * 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)
  17192. */
  17193. spriteCellChangeSpeed: number;
  17194. /**
  17195. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17196. */
  17197. startSpriteCellID: number;
  17198. /**
  17199. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17200. */
  17201. endSpriteCellID: number;
  17202. /**
  17203. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17204. */
  17205. spriteCellWidth: number;
  17206. /**
  17207. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17208. */
  17209. spriteCellHeight: number;
  17210. /**
  17211. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17212. */
  17213. spriteRandomStartCell: boolean;
  17214. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17215. translationPivot: Vector2;
  17216. /** @hidden */
  17217. protected _isAnimationSheetEnabled: boolean;
  17218. /**
  17219. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17220. */
  17221. beginAnimationOnStart: boolean;
  17222. /**
  17223. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17224. */
  17225. beginAnimationFrom: number;
  17226. /**
  17227. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17228. */
  17229. beginAnimationTo: number;
  17230. /**
  17231. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17232. */
  17233. beginAnimationLoop: boolean;
  17234. /**
  17235. * Gets or sets a world offset applied to all particles
  17236. */
  17237. worldOffset: Vector3;
  17238. /**
  17239. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17240. */
  17241. isAnimationSheetEnabled: boolean;
  17242. /**
  17243. * Get hosting scene
  17244. * @returns the scene
  17245. */
  17246. getScene(): Scene;
  17247. /**
  17248. * You can use gravity if you want to give an orientation to your particles.
  17249. */
  17250. gravity: Vector3;
  17251. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17252. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17253. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17254. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17255. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17256. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17257. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17258. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17259. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17260. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17261. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17262. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17263. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17264. /**
  17265. * Defines the delay in milliseconds before starting the system (0 by default)
  17266. */
  17267. startDelay: number;
  17268. /**
  17269. * Gets the current list of drag gradients.
  17270. * You must use addDragGradient and removeDragGradient to udpate this list
  17271. * @returns the list of drag gradients
  17272. */
  17273. getDragGradients(): Nullable<Array<FactorGradient>>;
  17274. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17275. limitVelocityDamping: number;
  17276. /**
  17277. * Gets the current list of limit velocity gradients.
  17278. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17279. * @returns the list of limit velocity gradients
  17280. */
  17281. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17282. /**
  17283. * Gets the current list of color gradients.
  17284. * You must use addColorGradient and removeColorGradient to udpate this list
  17285. * @returns the list of color gradients
  17286. */
  17287. getColorGradients(): Nullable<Array<ColorGradient>>;
  17288. /**
  17289. * Gets the current list of size gradients.
  17290. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17291. * @returns the list of size gradients
  17292. */
  17293. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17294. /**
  17295. * Gets the current list of color remap gradients.
  17296. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17297. * @returns the list of color remap gradients
  17298. */
  17299. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17300. /**
  17301. * Gets the current list of alpha remap gradients.
  17302. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17303. * @returns the list of alpha remap gradients
  17304. */
  17305. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17306. /**
  17307. * Gets the current list of life time gradients.
  17308. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17309. * @returns the list of life time gradients
  17310. */
  17311. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17312. /**
  17313. * Gets the current list of angular speed gradients.
  17314. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17315. * @returns the list of angular speed gradients
  17316. */
  17317. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17318. /**
  17319. * Gets the current list of velocity gradients.
  17320. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17321. * @returns the list of velocity gradients
  17322. */
  17323. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17324. /**
  17325. * Gets the current list of start size gradients.
  17326. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17327. * @returns the list of start size gradients
  17328. */
  17329. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17330. /**
  17331. * Gets the current list of emit rate gradients.
  17332. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17333. * @returns the list of emit rate gradients
  17334. */
  17335. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17336. /**
  17337. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17338. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17339. */
  17340. direction1: Vector3;
  17341. /**
  17342. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17343. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17344. */
  17345. direction2: Vector3;
  17346. /**
  17347. * 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.
  17348. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17349. */
  17350. minEmitBox: Vector3;
  17351. /**
  17352. * 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.
  17353. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17354. */
  17355. maxEmitBox: Vector3;
  17356. /**
  17357. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17358. */
  17359. color1: Color4;
  17360. /**
  17361. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17362. */
  17363. color2: Color4;
  17364. /**
  17365. * Color the particle will have at the end of its lifetime
  17366. */
  17367. colorDead: Color4;
  17368. /**
  17369. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17370. */
  17371. textureMask: Color4;
  17372. /**
  17373. * The particle emitter type defines the emitter used by the particle system.
  17374. * It can be for example box, sphere, or cone...
  17375. */
  17376. particleEmitterType: IParticleEmitterType;
  17377. /** @hidden */
  17378. _isSubEmitter: boolean;
  17379. /**
  17380. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17381. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17382. */
  17383. billboardMode: number;
  17384. protected _isBillboardBased: boolean;
  17385. /**
  17386. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17387. */
  17388. isBillboardBased: boolean;
  17389. /**
  17390. * The scene the particle system belongs to.
  17391. */
  17392. protected _scene: Scene;
  17393. /**
  17394. * Local cache of defines for image processing.
  17395. */
  17396. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17397. /**
  17398. * Default configuration related to image processing available in the standard Material.
  17399. */
  17400. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17401. /**
  17402. * Gets the image processing configuration used either in this material.
  17403. */
  17404. /**
  17405. * Sets the Default image processing configuration used either in the this material.
  17406. *
  17407. * If sets to null, the scene one is in use.
  17408. */
  17409. imageProcessingConfiguration: ImageProcessingConfiguration;
  17410. /**
  17411. * Attaches a new image processing configuration to the Standard Material.
  17412. * @param configuration
  17413. */
  17414. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17415. /** @hidden */
  17416. protected _reset(): void;
  17417. /** @hidden */
  17418. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17419. /**
  17420. * Instantiates a particle system.
  17421. * 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.
  17422. * @param name The name of the particle system
  17423. */
  17424. constructor(name: string);
  17425. /**
  17426. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17427. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17428. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17429. * @returns the emitter
  17430. */
  17431. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17432. /**
  17433. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17434. * @param radius The radius of the hemisphere to emit from
  17435. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17436. * @returns the emitter
  17437. */
  17438. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17439. /**
  17440. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17441. * @param radius The radius of the sphere to emit from
  17442. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17443. * @returns the emitter
  17444. */
  17445. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17446. /**
  17447. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17448. * @param radius The radius of the sphere to emit from
  17449. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17450. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17451. * @returns the emitter
  17452. */
  17453. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17454. /**
  17455. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17456. * @param radius The radius of the emission cylinder
  17457. * @param height The height of the emission cylinder
  17458. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17459. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17460. * @returns the emitter
  17461. */
  17462. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17463. /**
  17464. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17465. * @param radius The radius of the cylinder to emit from
  17466. * @param height The height of the emission cylinder
  17467. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17468. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17469. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17470. * @returns the emitter
  17471. */
  17472. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17473. /**
  17474. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17475. * @param radius The radius of the cone to emit from
  17476. * @param angle The base angle of the cone
  17477. * @returns the emitter
  17478. */
  17479. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17480. /**
  17481. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17482. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17483. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17484. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17485. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17486. * @returns the emitter
  17487. */
  17488. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17489. }
  17490. }
  17491. declare module "babylonjs/Particles/subEmitter" {
  17492. import { Scene } from "babylonjs/scene";
  17493. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17494. /**
  17495. * Type of sub emitter
  17496. */
  17497. export enum SubEmitterType {
  17498. /**
  17499. * Attached to the particle over it's lifetime
  17500. */
  17501. ATTACHED = 0,
  17502. /**
  17503. * Created when the particle dies
  17504. */
  17505. END = 1
  17506. }
  17507. /**
  17508. * Sub emitter class used to emit particles from an existing particle
  17509. */
  17510. export class SubEmitter {
  17511. /**
  17512. * the particle system to be used by the sub emitter
  17513. */
  17514. particleSystem: ParticleSystem;
  17515. /**
  17516. * Type of the submitter (Default: END)
  17517. */
  17518. type: SubEmitterType;
  17519. /**
  17520. * 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)
  17521. * Note: This only is supported when using an emitter of type Mesh
  17522. */
  17523. inheritDirection: boolean;
  17524. /**
  17525. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17526. */
  17527. inheritedVelocityAmount: number;
  17528. /**
  17529. * Creates a sub emitter
  17530. * @param particleSystem the particle system to be used by the sub emitter
  17531. */
  17532. constructor(
  17533. /**
  17534. * the particle system to be used by the sub emitter
  17535. */
  17536. particleSystem: ParticleSystem);
  17537. /**
  17538. * Clones the sub emitter
  17539. * @returns the cloned sub emitter
  17540. */
  17541. clone(): SubEmitter;
  17542. /**
  17543. * Serialize current object to a JSON object
  17544. * @returns the serialized object
  17545. */
  17546. serialize(): any;
  17547. /** @hidden */
  17548. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17549. /**
  17550. * Creates a new SubEmitter from a serialized JSON version
  17551. * @param serializationObject defines the JSON object to read from
  17552. * @param scene defines the hosting scene
  17553. * @param rootUrl defines the rootUrl for data loading
  17554. * @returns a new SubEmitter
  17555. */
  17556. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17557. /** Release associated resources */
  17558. dispose(): void;
  17559. }
  17560. }
  17561. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17562. /** @hidden */
  17563. export var clipPlaneFragmentDeclaration: {
  17564. name: string;
  17565. shader: string;
  17566. };
  17567. }
  17568. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17569. /** @hidden */
  17570. export var imageProcessingDeclaration: {
  17571. name: string;
  17572. shader: string;
  17573. };
  17574. }
  17575. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17576. /** @hidden */
  17577. export var imageProcessingFunctions: {
  17578. name: string;
  17579. shader: string;
  17580. };
  17581. }
  17582. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17583. /** @hidden */
  17584. export var clipPlaneFragment: {
  17585. name: string;
  17586. shader: string;
  17587. };
  17588. }
  17589. declare module "babylonjs/Shaders/particles.fragment" {
  17590. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17591. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17592. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17593. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17594. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17595. /** @hidden */
  17596. export var particlesPixelShader: {
  17597. name: string;
  17598. shader: string;
  17599. };
  17600. }
  17601. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17602. /** @hidden */
  17603. export var clipPlaneVertexDeclaration: {
  17604. name: string;
  17605. shader: string;
  17606. };
  17607. }
  17608. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17609. /** @hidden */
  17610. export var clipPlaneVertex: {
  17611. name: string;
  17612. shader: string;
  17613. };
  17614. }
  17615. declare module "babylonjs/Shaders/particles.vertex" {
  17616. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17617. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17618. /** @hidden */
  17619. export var particlesVertexShader: {
  17620. name: string;
  17621. shader: string;
  17622. };
  17623. }
  17624. declare module "babylonjs/Particles/particleSystem" {
  17625. import { Nullable } from "babylonjs/types";
  17626. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17627. import { Observable } from "babylonjs/Misc/observable";
  17628. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17629. import { Effect } from "babylonjs/Materials/effect";
  17630. import { Scene, IDisposable } from "babylonjs/scene";
  17631. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17632. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17633. import { Particle } from "babylonjs/Particles/particle";
  17634. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17635. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17636. import "babylonjs/Shaders/particles.fragment";
  17637. import "babylonjs/Shaders/particles.vertex";
  17638. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17639. /**
  17640. * This represents a particle system in Babylon.
  17641. * 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.
  17642. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17643. * @example https://doc.babylonjs.com/babylon101/particles
  17644. */
  17645. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17646. /**
  17647. * Billboard mode will only apply to Y axis
  17648. */
  17649. static readonly BILLBOARDMODE_Y: number;
  17650. /**
  17651. * Billboard mode will apply to all axes
  17652. */
  17653. static readonly BILLBOARDMODE_ALL: number;
  17654. /**
  17655. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17656. */
  17657. static readonly BILLBOARDMODE_STRETCHED: number;
  17658. /**
  17659. * This function can be defined to provide custom update for active particles.
  17660. * This function will be called instead of regular update (age, position, color, etc.).
  17661. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17662. */
  17663. updateFunction: (particles: Particle[]) => void;
  17664. private _emitterWorldMatrix;
  17665. /**
  17666. * This function can be defined to specify initial direction for every new particle.
  17667. * It by default use the emitterType defined function
  17668. */
  17669. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17670. /**
  17671. * This function can be defined to specify initial position for every new particle.
  17672. * It by default use the emitterType defined function
  17673. */
  17674. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17675. /**
  17676. * @hidden
  17677. */
  17678. _inheritedVelocityOffset: Vector3;
  17679. /**
  17680. * An event triggered when the system is disposed
  17681. */
  17682. onDisposeObservable: Observable<ParticleSystem>;
  17683. private _onDisposeObserver;
  17684. /**
  17685. * Sets a callback that will be triggered when the system is disposed
  17686. */
  17687. onDispose: () => void;
  17688. private _particles;
  17689. private _epsilon;
  17690. private _capacity;
  17691. private _stockParticles;
  17692. private _newPartsExcess;
  17693. private _vertexData;
  17694. private _vertexBuffer;
  17695. private _vertexBuffers;
  17696. private _spriteBuffer;
  17697. private _indexBuffer;
  17698. private _effect;
  17699. private _customEffect;
  17700. private _cachedDefines;
  17701. private _scaledColorStep;
  17702. private _colorDiff;
  17703. private _scaledDirection;
  17704. private _scaledGravity;
  17705. private _currentRenderId;
  17706. private _alive;
  17707. private _useInstancing;
  17708. private _started;
  17709. private _stopped;
  17710. private _actualFrame;
  17711. private _scaledUpdateSpeed;
  17712. private _vertexBufferSize;
  17713. /** @hidden */
  17714. _currentEmitRateGradient: Nullable<FactorGradient>;
  17715. /** @hidden */
  17716. _currentEmitRate1: number;
  17717. /** @hidden */
  17718. _currentEmitRate2: number;
  17719. /** @hidden */
  17720. _currentStartSizeGradient: Nullable<FactorGradient>;
  17721. /** @hidden */
  17722. _currentStartSize1: number;
  17723. /** @hidden */
  17724. _currentStartSize2: number;
  17725. private readonly _rawTextureWidth;
  17726. private _rampGradientsTexture;
  17727. private _useRampGradients;
  17728. /** Gets or sets a boolean indicating that ramp gradients must be used
  17729. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17730. */
  17731. useRampGradients: boolean;
  17732. /**
  17733. * 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.
  17734. * 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: [])
  17735. */
  17736. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17737. private _subEmitters;
  17738. /**
  17739. * @hidden
  17740. * If the particle systems emitter should be disposed when the particle system is disposed
  17741. */
  17742. _disposeEmitterOnDispose: boolean;
  17743. /**
  17744. * The current active Sub-systems, this property is used by the root particle system only.
  17745. */
  17746. activeSubSystems: Array<ParticleSystem>;
  17747. private _rootParticleSystem;
  17748. /**
  17749. * Gets the current list of active particles
  17750. */
  17751. readonly particles: Particle[];
  17752. /**
  17753. * Returns the string "ParticleSystem"
  17754. * @returns a string containing the class name
  17755. */
  17756. getClassName(): string;
  17757. /**
  17758. * Instantiates a particle system.
  17759. * 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.
  17760. * @param name The name of the particle system
  17761. * @param capacity The max number of particles alive at the same time
  17762. * @param scene The scene the particle system belongs to
  17763. * @param customEffect a custom effect used to change the way particles are rendered by default
  17764. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17765. * @param epsilon Offset used to render the particles
  17766. */
  17767. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17768. private _addFactorGradient;
  17769. private _removeFactorGradient;
  17770. /**
  17771. * Adds a new life time gradient
  17772. * @param gradient defines the gradient to use (between 0 and 1)
  17773. * @param factor defines the life time factor to affect to the specified gradient
  17774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17775. * @returns the current particle system
  17776. */
  17777. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17778. /**
  17779. * Remove a specific life time gradient
  17780. * @param gradient defines the gradient to remove
  17781. * @returns the current particle system
  17782. */
  17783. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17784. /**
  17785. * Adds a new size gradient
  17786. * @param gradient defines the gradient to use (between 0 and 1)
  17787. * @param factor defines the size factor to affect to the specified gradient
  17788. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17789. * @returns the current particle system
  17790. */
  17791. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17792. /**
  17793. * Remove a specific size gradient
  17794. * @param gradient defines the gradient to remove
  17795. * @returns the current particle system
  17796. */
  17797. removeSizeGradient(gradient: number): IParticleSystem;
  17798. /**
  17799. * Adds a new color remap gradient
  17800. * @param gradient defines the gradient to use (between 0 and 1)
  17801. * @param min defines the color remap minimal range
  17802. * @param max defines the color remap maximal range
  17803. * @returns the current particle system
  17804. */
  17805. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17806. /**
  17807. * Remove a specific color remap gradient
  17808. * @param gradient defines the gradient to remove
  17809. * @returns the current particle system
  17810. */
  17811. removeColorRemapGradient(gradient: number): IParticleSystem;
  17812. /**
  17813. * Adds a new alpha remap gradient
  17814. * @param gradient defines the gradient to use (between 0 and 1)
  17815. * @param min defines the alpha remap minimal range
  17816. * @param max defines the alpha remap maximal range
  17817. * @returns the current particle system
  17818. */
  17819. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17820. /**
  17821. * Remove a specific alpha remap gradient
  17822. * @param gradient defines the gradient to remove
  17823. * @returns the current particle system
  17824. */
  17825. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17826. /**
  17827. * Adds a new angular speed gradient
  17828. * @param gradient defines the gradient to use (between 0 and 1)
  17829. * @param factor defines the angular speed to affect to the specified gradient
  17830. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17831. * @returns the current particle system
  17832. */
  17833. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17834. /**
  17835. * Remove a specific angular speed gradient
  17836. * @param gradient defines the gradient to remove
  17837. * @returns the current particle system
  17838. */
  17839. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17840. /**
  17841. * Adds a new velocity gradient
  17842. * @param gradient defines the gradient to use (between 0 and 1)
  17843. * @param factor defines the velocity to affect to the specified gradient
  17844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17845. * @returns the current particle system
  17846. */
  17847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17848. /**
  17849. * Remove a specific velocity gradient
  17850. * @param gradient defines the gradient to remove
  17851. * @returns the current particle system
  17852. */
  17853. removeVelocityGradient(gradient: number): IParticleSystem;
  17854. /**
  17855. * Adds a new limit velocity gradient
  17856. * @param gradient defines the gradient to use (between 0 and 1)
  17857. * @param factor defines the limit velocity value to affect to the specified gradient
  17858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17859. * @returns the current particle system
  17860. */
  17861. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17862. /**
  17863. * Remove a specific limit velocity gradient
  17864. * @param gradient defines the gradient to remove
  17865. * @returns the current particle system
  17866. */
  17867. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17868. /**
  17869. * Adds a new drag gradient
  17870. * @param gradient defines the gradient to use (between 0 and 1)
  17871. * @param factor defines the drag value to affect to the specified gradient
  17872. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17873. * @returns the current particle system
  17874. */
  17875. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17876. /**
  17877. * Remove a specific drag gradient
  17878. * @param gradient defines the gradient to remove
  17879. * @returns the current particle system
  17880. */
  17881. removeDragGradient(gradient: number): IParticleSystem;
  17882. /**
  17883. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17884. * @param gradient defines the gradient to use (between 0 and 1)
  17885. * @param factor defines the emit rate value to affect to the specified gradient
  17886. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17887. * @returns the current particle system
  17888. */
  17889. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17890. /**
  17891. * Remove a specific emit rate gradient
  17892. * @param gradient defines the gradient to remove
  17893. * @returns the current particle system
  17894. */
  17895. removeEmitRateGradient(gradient: number): IParticleSystem;
  17896. /**
  17897. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17898. * @param gradient defines the gradient to use (between 0 and 1)
  17899. * @param factor defines the start size value to affect to the specified gradient
  17900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17901. * @returns the current particle system
  17902. */
  17903. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17904. /**
  17905. * Remove a specific start size gradient
  17906. * @param gradient defines the gradient to remove
  17907. * @returns the current particle system
  17908. */
  17909. removeStartSizeGradient(gradient: number): IParticleSystem;
  17910. private _createRampGradientTexture;
  17911. /**
  17912. * Gets the current list of ramp gradients.
  17913. * You must use addRampGradient and removeRampGradient to udpate this list
  17914. * @returns the list of ramp gradients
  17915. */
  17916. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17917. /**
  17918. * Adds a new ramp gradient used to remap particle colors
  17919. * @param gradient defines the gradient to use (between 0 and 1)
  17920. * @param color defines the color to affect to the specified gradient
  17921. * @returns the current particle system
  17922. */
  17923. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17924. /**
  17925. * Remove a specific ramp gradient
  17926. * @param gradient defines the gradient to remove
  17927. * @returns the current particle system
  17928. */
  17929. removeRampGradient(gradient: number): ParticleSystem;
  17930. /**
  17931. * Adds a new color gradient
  17932. * @param gradient defines the gradient to use (between 0 and 1)
  17933. * @param color1 defines the color to affect to the specified gradient
  17934. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17935. * @returns this particle system
  17936. */
  17937. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17938. /**
  17939. * Remove a specific color gradient
  17940. * @param gradient defines the gradient to remove
  17941. * @returns this particle system
  17942. */
  17943. removeColorGradient(gradient: number): IParticleSystem;
  17944. private _fetchR;
  17945. protected _reset(): void;
  17946. private _resetEffect;
  17947. private _createVertexBuffers;
  17948. private _createIndexBuffer;
  17949. /**
  17950. * Gets the maximum number of particles active at the same time.
  17951. * @returns The max number of active particles.
  17952. */
  17953. getCapacity(): number;
  17954. /**
  17955. * Gets whether there are still active particles in the system.
  17956. * @returns True if it is alive, otherwise false.
  17957. */
  17958. isAlive(): boolean;
  17959. /**
  17960. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17961. * @returns True if it has been started, otherwise false.
  17962. */
  17963. isStarted(): boolean;
  17964. private _prepareSubEmitterInternalArray;
  17965. /**
  17966. * Starts the particle system and begins to emit
  17967. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17968. */
  17969. start(delay?: number): void;
  17970. /**
  17971. * Stops the particle system.
  17972. * @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.
  17973. */
  17974. stop(stopSubEmitters?: boolean): void;
  17975. /**
  17976. * Remove all active particles
  17977. */
  17978. reset(): void;
  17979. /**
  17980. * @hidden (for internal use only)
  17981. */
  17982. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17983. /**
  17984. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17985. * Its lifetime will start back at 0.
  17986. */
  17987. recycleParticle: (particle: Particle) => void;
  17988. private _stopSubEmitters;
  17989. private _createParticle;
  17990. private _removeFromRoot;
  17991. private _emitFromParticle;
  17992. private _update;
  17993. /** @hidden */
  17994. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17995. /** @hidden */
  17996. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17997. /** @hidden */
  17998. private _getEffect;
  17999. /**
  18000. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18001. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18002. */
  18003. animate(preWarmOnly?: boolean): void;
  18004. private _appendParticleVertices;
  18005. /**
  18006. * Rebuilds the particle system.
  18007. */
  18008. rebuild(): void;
  18009. /**
  18010. * Is this system ready to be used/rendered
  18011. * @return true if the system is ready
  18012. */
  18013. isReady(): boolean;
  18014. private _render;
  18015. /**
  18016. * Renders the particle system in its current state.
  18017. * @returns the current number of particles
  18018. */
  18019. render(): number;
  18020. /**
  18021. * Disposes the particle system and free the associated resources
  18022. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18023. */
  18024. dispose(disposeTexture?: boolean): void;
  18025. /**
  18026. * Clones the particle system.
  18027. * @param name The name of the cloned object
  18028. * @param newEmitter The new emitter to use
  18029. * @returns the cloned particle system
  18030. */
  18031. clone(name: string, newEmitter: any): ParticleSystem;
  18032. /**
  18033. * Serializes the particle system to a JSON object.
  18034. * @returns the JSON object
  18035. */
  18036. serialize(): any;
  18037. /** @hidden */
  18038. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18039. /** @hidden */
  18040. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18041. /**
  18042. * Parses a JSON object to create a particle system.
  18043. * @param parsedParticleSystem The JSON object to parse
  18044. * @param scene The scene to create the particle system in
  18045. * @param rootUrl The root url to use to load external dependencies like texture
  18046. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18047. * @returns the Parsed particle system
  18048. */
  18049. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18050. }
  18051. }
  18052. declare module "babylonjs/Particles/particle" {
  18053. import { Nullable } from "babylonjs/types";
  18054. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18055. import { Color4 } from "babylonjs/Maths/math.color";
  18056. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18057. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18058. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18059. /**
  18060. * A particle represents one of the element emitted by a particle system.
  18061. * This is mainly define by its coordinates, direction, velocity and age.
  18062. */
  18063. export class Particle {
  18064. /**
  18065. * The particle system the particle belongs to.
  18066. */
  18067. particleSystem: ParticleSystem;
  18068. private static _Count;
  18069. /**
  18070. * Unique ID of the particle
  18071. */
  18072. id: number;
  18073. /**
  18074. * The world position of the particle in the scene.
  18075. */
  18076. position: Vector3;
  18077. /**
  18078. * The world direction of the particle in the scene.
  18079. */
  18080. direction: Vector3;
  18081. /**
  18082. * The color of the particle.
  18083. */
  18084. color: Color4;
  18085. /**
  18086. * The color change of the particle per step.
  18087. */
  18088. colorStep: Color4;
  18089. /**
  18090. * Defines how long will the life of the particle be.
  18091. */
  18092. lifeTime: number;
  18093. /**
  18094. * The current age of the particle.
  18095. */
  18096. age: number;
  18097. /**
  18098. * The current size of the particle.
  18099. */
  18100. size: number;
  18101. /**
  18102. * The current scale of the particle.
  18103. */
  18104. scale: Vector2;
  18105. /**
  18106. * The current angle of the particle.
  18107. */
  18108. angle: number;
  18109. /**
  18110. * Defines how fast is the angle changing.
  18111. */
  18112. angularSpeed: number;
  18113. /**
  18114. * Defines the cell index used by the particle to be rendered from a sprite.
  18115. */
  18116. cellIndex: number;
  18117. /**
  18118. * The information required to support color remapping
  18119. */
  18120. remapData: Vector4;
  18121. /** @hidden */
  18122. _randomCellOffset?: number;
  18123. /** @hidden */
  18124. _initialDirection: Nullable<Vector3>;
  18125. /** @hidden */
  18126. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18127. /** @hidden */
  18128. _initialStartSpriteCellID: number;
  18129. /** @hidden */
  18130. _initialEndSpriteCellID: number;
  18131. /** @hidden */
  18132. _currentColorGradient: Nullable<ColorGradient>;
  18133. /** @hidden */
  18134. _currentColor1: Color4;
  18135. /** @hidden */
  18136. _currentColor2: Color4;
  18137. /** @hidden */
  18138. _currentSizeGradient: Nullable<FactorGradient>;
  18139. /** @hidden */
  18140. _currentSize1: number;
  18141. /** @hidden */
  18142. _currentSize2: number;
  18143. /** @hidden */
  18144. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18145. /** @hidden */
  18146. _currentAngularSpeed1: number;
  18147. /** @hidden */
  18148. _currentAngularSpeed2: number;
  18149. /** @hidden */
  18150. _currentVelocityGradient: Nullable<FactorGradient>;
  18151. /** @hidden */
  18152. _currentVelocity1: number;
  18153. /** @hidden */
  18154. _currentVelocity2: number;
  18155. /** @hidden */
  18156. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18157. /** @hidden */
  18158. _currentLimitVelocity1: number;
  18159. /** @hidden */
  18160. _currentLimitVelocity2: number;
  18161. /** @hidden */
  18162. _currentDragGradient: Nullable<FactorGradient>;
  18163. /** @hidden */
  18164. _currentDrag1: number;
  18165. /** @hidden */
  18166. _currentDrag2: number;
  18167. /** @hidden */
  18168. _randomNoiseCoordinates1: Vector3;
  18169. /** @hidden */
  18170. _randomNoiseCoordinates2: Vector3;
  18171. /**
  18172. * Creates a new instance Particle
  18173. * @param particleSystem the particle system the particle belongs to
  18174. */
  18175. constructor(
  18176. /**
  18177. * The particle system the particle belongs to.
  18178. */
  18179. particleSystem: ParticleSystem);
  18180. private updateCellInfoFromSystem;
  18181. /**
  18182. * Defines how the sprite cell index is updated for the particle
  18183. */
  18184. updateCellIndex(): void;
  18185. /** @hidden */
  18186. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18187. /** @hidden */
  18188. _inheritParticleInfoToSubEmitters(): void;
  18189. /** @hidden */
  18190. _reset(): void;
  18191. /**
  18192. * Copy the properties of particle to another one.
  18193. * @param other the particle to copy the information to.
  18194. */
  18195. copyTo(other: Particle): void;
  18196. }
  18197. }
  18198. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18199. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18200. import { Effect } from "babylonjs/Materials/effect";
  18201. import { Particle } from "babylonjs/Particles/particle";
  18202. /**
  18203. * Particle emitter represents a volume emitting particles.
  18204. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18205. */
  18206. export interface IParticleEmitterType {
  18207. /**
  18208. * Called by the particle System when the direction is computed for the created particle.
  18209. * @param worldMatrix is the world matrix of the particle system
  18210. * @param directionToUpdate is the direction vector to update with the result
  18211. * @param particle is the particle we are computed the direction for
  18212. */
  18213. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18214. /**
  18215. * Called by the particle System when the position is computed for the created particle.
  18216. * @param worldMatrix is the world matrix of the particle system
  18217. * @param positionToUpdate is the position vector to update with the result
  18218. * @param particle is the particle we are computed the position for
  18219. */
  18220. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18221. /**
  18222. * Clones the current emitter and returns a copy of it
  18223. * @returns the new emitter
  18224. */
  18225. clone(): IParticleEmitterType;
  18226. /**
  18227. * Called by the GPUParticleSystem to setup the update shader
  18228. * @param effect defines the update shader
  18229. */
  18230. applyToShader(effect: Effect): void;
  18231. /**
  18232. * Returns a string to use to update the GPU particles update shader
  18233. * @returns the effect defines string
  18234. */
  18235. getEffectDefines(): string;
  18236. /**
  18237. * Returns a string representing the class name
  18238. * @returns a string containing the class name
  18239. */
  18240. getClassName(): string;
  18241. /**
  18242. * Serializes the particle system to a JSON object.
  18243. * @returns the JSON object
  18244. */
  18245. serialize(): any;
  18246. /**
  18247. * Parse properties from a JSON object
  18248. * @param serializationObject defines the JSON object
  18249. */
  18250. parse(serializationObject: any): void;
  18251. }
  18252. }
  18253. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18254. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18255. import { Effect } from "babylonjs/Materials/effect";
  18256. import { Particle } from "babylonjs/Particles/particle";
  18257. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18258. /**
  18259. * Particle emitter emitting particles from the inside of a box.
  18260. * It emits the particles randomly between 2 given directions.
  18261. */
  18262. export class BoxParticleEmitter implements IParticleEmitterType {
  18263. /**
  18264. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18265. */
  18266. direction1: Vector3;
  18267. /**
  18268. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18269. */
  18270. direction2: Vector3;
  18271. /**
  18272. * 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.
  18273. */
  18274. minEmitBox: Vector3;
  18275. /**
  18276. * 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.
  18277. */
  18278. maxEmitBox: Vector3;
  18279. /**
  18280. * Creates a new instance BoxParticleEmitter
  18281. */
  18282. constructor();
  18283. /**
  18284. * Called by the particle System when the direction is computed for the created particle.
  18285. * @param worldMatrix is the world matrix of the particle system
  18286. * @param directionToUpdate is the direction vector to update with the result
  18287. * @param particle is the particle we are computed the direction for
  18288. */
  18289. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18290. /**
  18291. * Called by the particle System when the position is computed for the created particle.
  18292. * @param worldMatrix is the world matrix of the particle system
  18293. * @param positionToUpdate is the position vector to update with the result
  18294. * @param particle is the particle we are computed the position for
  18295. */
  18296. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18297. /**
  18298. * Clones the current emitter and returns a copy of it
  18299. * @returns the new emitter
  18300. */
  18301. clone(): BoxParticleEmitter;
  18302. /**
  18303. * Called by the GPUParticleSystem to setup the update shader
  18304. * @param effect defines the update shader
  18305. */
  18306. applyToShader(effect: Effect): void;
  18307. /**
  18308. * Returns a string to use to update the GPU particles update shader
  18309. * @returns a string containng the defines string
  18310. */
  18311. getEffectDefines(): string;
  18312. /**
  18313. * Returns the string "BoxParticleEmitter"
  18314. * @returns a string containing the class name
  18315. */
  18316. getClassName(): string;
  18317. /**
  18318. * Serializes the particle system to a JSON object.
  18319. * @returns the JSON object
  18320. */
  18321. serialize(): any;
  18322. /**
  18323. * Parse properties from a JSON object
  18324. * @param serializationObject defines the JSON object
  18325. */
  18326. parse(serializationObject: any): void;
  18327. }
  18328. }
  18329. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18330. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18331. import { Effect } from "babylonjs/Materials/effect";
  18332. import { Particle } from "babylonjs/Particles/particle";
  18333. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18334. /**
  18335. * Particle emitter emitting particles from the inside of a cone.
  18336. * It emits the particles alongside the cone volume from the base to the particle.
  18337. * The emission direction might be randomized.
  18338. */
  18339. export class ConeParticleEmitter implements IParticleEmitterType {
  18340. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18341. directionRandomizer: number;
  18342. private _radius;
  18343. private _angle;
  18344. private _height;
  18345. /**
  18346. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18347. */
  18348. radiusRange: number;
  18349. /**
  18350. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18351. */
  18352. heightRange: number;
  18353. /**
  18354. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18355. */
  18356. emitFromSpawnPointOnly: boolean;
  18357. /**
  18358. * Gets or sets the radius of the emission cone
  18359. */
  18360. radius: number;
  18361. /**
  18362. * Gets or sets the angle of the emission cone
  18363. */
  18364. angle: number;
  18365. private _buildHeight;
  18366. /**
  18367. * Creates a new instance ConeParticleEmitter
  18368. * @param radius the radius of the emission cone (1 by default)
  18369. * @param angle the cone base angle (PI by default)
  18370. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18371. */
  18372. constructor(radius?: number, angle?: number,
  18373. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18374. directionRandomizer?: number);
  18375. /**
  18376. * Called by the particle System when the direction is computed for the created particle.
  18377. * @param worldMatrix is the world matrix of the particle system
  18378. * @param directionToUpdate is the direction vector to update with the result
  18379. * @param particle is the particle we are computed the direction for
  18380. */
  18381. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18382. /**
  18383. * Called by the particle System when the position is computed for the created particle.
  18384. * @param worldMatrix is the world matrix of the particle system
  18385. * @param positionToUpdate is the position vector to update with the result
  18386. * @param particle is the particle we are computed the position for
  18387. */
  18388. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18389. /**
  18390. * Clones the current emitter and returns a copy of it
  18391. * @returns the new emitter
  18392. */
  18393. clone(): ConeParticleEmitter;
  18394. /**
  18395. * Called by the GPUParticleSystem to setup the update shader
  18396. * @param effect defines the update shader
  18397. */
  18398. applyToShader(effect: Effect): void;
  18399. /**
  18400. * Returns a string to use to update the GPU particles update shader
  18401. * @returns a string containng the defines string
  18402. */
  18403. getEffectDefines(): string;
  18404. /**
  18405. * Returns the string "ConeParticleEmitter"
  18406. * @returns a string containing the class name
  18407. */
  18408. getClassName(): string;
  18409. /**
  18410. * Serializes the particle system to a JSON object.
  18411. * @returns the JSON object
  18412. */
  18413. serialize(): any;
  18414. /**
  18415. * Parse properties from a JSON object
  18416. * @param serializationObject defines the JSON object
  18417. */
  18418. parse(serializationObject: any): void;
  18419. }
  18420. }
  18421. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18422. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18423. import { Effect } from "babylonjs/Materials/effect";
  18424. import { Particle } from "babylonjs/Particles/particle";
  18425. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18426. /**
  18427. * Particle emitter emitting particles from the inside of a cylinder.
  18428. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18429. */
  18430. export class CylinderParticleEmitter implements IParticleEmitterType {
  18431. /**
  18432. * The radius of the emission cylinder.
  18433. */
  18434. radius: number;
  18435. /**
  18436. * The height of the emission cylinder.
  18437. */
  18438. height: number;
  18439. /**
  18440. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18441. */
  18442. radiusRange: number;
  18443. /**
  18444. * How much to randomize the particle direction [0-1].
  18445. */
  18446. directionRandomizer: number;
  18447. /**
  18448. * Creates a new instance CylinderParticleEmitter
  18449. * @param radius the radius of the emission cylinder (1 by default)
  18450. * @param height the height of the emission cylinder (1 by default)
  18451. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18452. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18453. */
  18454. constructor(
  18455. /**
  18456. * The radius of the emission cylinder.
  18457. */
  18458. radius?: number,
  18459. /**
  18460. * The height of the emission cylinder.
  18461. */
  18462. height?: number,
  18463. /**
  18464. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18465. */
  18466. radiusRange?: number,
  18467. /**
  18468. * How much to randomize the particle direction [0-1].
  18469. */
  18470. directionRandomizer?: number);
  18471. /**
  18472. * Called by the particle System when the direction is computed for the created particle.
  18473. * @param worldMatrix is the world matrix of the particle system
  18474. * @param directionToUpdate is the direction vector to update with the result
  18475. * @param particle is the particle we are computed the direction for
  18476. */
  18477. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18478. /**
  18479. * Called by the particle System when the position is computed for the created particle.
  18480. * @param worldMatrix is the world matrix of the particle system
  18481. * @param positionToUpdate is the position vector to update with the result
  18482. * @param particle is the particle we are computed the position for
  18483. */
  18484. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18485. /**
  18486. * Clones the current emitter and returns a copy of it
  18487. * @returns the new emitter
  18488. */
  18489. clone(): CylinderParticleEmitter;
  18490. /**
  18491. * Called by the GPUParticleSystem to setup the update shader
  18492. * @param effect defines the update shader
  18493. */
  18494. applyToShader(effect: Effect): void;
  18495. /**
  18496. * Returns a string to use to update the GPU particles update shader
  18497. * @returns a string containng the defines string
  18498. */
  18499. getEffectDefines(): string;
  18500. /**
  18501. * Returns the string "CylinderParticleEmitter"
  18502. * @returns a string containing the class name
  18503. */
  18504. getClassName(): string;
  18505. /**
  18506. * Serializes the particle system to a JSON object.
  18507. * @returns the JSON object
  18508. */
  18509. serialize(): any;
  18510. /**
  18511. * Parse properties from a JSON object
  18512. * @param serializationObject defines the JSON object
  18513. */
  18514. parse(serializationObject: any): void;
  18515. }
  18516. /**
  18517. * Particle emitter emitting particles from the inside of a cylinder.
  18518. * It emits the particles randomly between two vectors.
  18519. */
  18520. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18521. /**
  18522. * The min limit of the emission direction.
  18523. */
  18524. direction1: Vector3;
  18525. /**
  18526. * The max limit of the emission direction.
  18527. */
  18528. direction2: Vector3;
  18529. /**
  18530. * Creates a new instance CylinderDirectedParticleEmitter
  18531. * @param radius the radius of the emission cylinder (1 by default)
  18532. * @param height the height of the emission cylinder (1 by default)
  18533. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18534. * @param direction1 the min limit of the emission direction (up vector by default)
  18535. * @param direction2 the max limit of the emission direction (up vector by default)
  18536. */
  18537. constructor(radius?: number, height?: number, radiusRange?: number,
  18538. /**
  18539. * The min limit of the emission direction.
  18540. */
  18541. direction1?: Vector3,
  18542. /**
  18543. * The max limit of the emission direction.
  18544. */
  18545. direction2?: Vector3);
  18546. /**
  18547. * Called by the particle System when the direction is computed for the created particle.
  18548. * @param worldMatrix is the world matrix of the particle system
  18549. * @param directionToUpdate is the direction vector to update with the result
  18550. * @param particle is the particle we are computed the direction for
  18551. */
  18552. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18553. /**
  18554. * Clones the current emitter and returns a copy of it
  18555. * @returns the new emitter
  18556. */
  18557. clone(): CylinderDirectedParticleEmitter;
  18558. /**
  18559. * Called by the GPUParticleSystem to setup the update shader
  18560. * @param effect defines the update shader
  18561. */
  18562. applyToShader(effect: Effect): void;
  18563. /**
  18564. * Returns a string to use to update the GPU particles update shader
  18565. * @returns a string containng the defines string
  18566. */
  18567. getEffectDefines(): string;
  18568. /**
  18569. * Returns the string "CylinderDirectedParticleEmitter"
  18570. * @returns a string containing the class name
  18571. */
  18572. getClassName(): string;
  18573. /**
  18574. * Serializes the particle system to a JSON object.
  18575. * @returns the JSON object
  18576. */
  18577. serialize(): any;
  18578. /**
  18579. * Parse properties from a JSON object
  18580. * @param serializationObject defines the JSON object
  18581. */
  18582. parse(serializationObject: any): void;
  18583. }
  18584. }
  18585. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18586. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18587. import { Effect } from "babylonjs/Materials/effect";
  18588. import { Particle } from "babylonjs/Particles/particle";
  18589. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18590. /**
  18591. * Particle emitter emitting particles from the inside of a hemisphere.
  18592. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18593. */
  18594. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18595. /**
  18596. * The radius of the emission hemisphere.
  18597. */
  18598. radius: number;
  18599. /**
  18600. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18601. */
  18602. radiusRange: number;
  18603. /**
  18604. * How much to randomize the particle direction [0-1].
  18605. */
  18606. directionRandomizer: number;
  18607. /**
  18608. * Creates a new instance HemisphericParticleEmitter
  18609. * @param radius the radius of the emission hemisphere (1 by default)
  18610. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18611. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18612. */
  18613. constructor(
  18614. /**
  18615. * The radius of the emission hemisphere.
  18616. */
  18617. radius?: number,
  18618. /**
  18619. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18620. */
  18621. radiusRange?: number,
  18622. /**
  18623. * How much to randomize the particle direction [0-1].
  18624. */
  18625. directionRandomizer?: number);
  18626. /**
  18627. * Called by the particle System when the direction is computed for the created particle.
  18628. * @param worldMatrix is the world matrix of the particle system
  18629. * @param directionToUpdate is the direction vector to update with the result
  18630. * @param particle is the particle we are computed the direction for
  18631. */
  18632. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18633. /**
  18634. * Called by the particle System when the position is computed for the created particle.
  18635. * @param worldMatrix is the world matrix of the particle system
  18636. * @param positionToUpdate is the position vector to update with the result
  18637. * @param particle is the particle we are computed the position for
  18638. */
  18639. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18640. /**
  18641. * Clones the current emitter and returns a copy of it
  18642. * @returns the new emitter
  18643. */
  18644. clone(): HemisphericParticleEmitter;
  18645. /**
  18646. * Called by the GPUParticleSystem to setup the update shader
  18647. * @param effect defines the update shader
  18648. */
  18649. applyToShader(effect: Effect): void;
  18650. /**
  18651. * Returns a string to use to update the GPU particles update shader
  18652. * @returns a string containng the defines string
  18653. */
  18654. getEffectDefines(): string;
  18655. /**
  18656. * Returns the string "HemisphericParticleEmitter"
  18657. * @returns a string containing the class name
  18658. */
  18659. getClassName(): string;
  18660. /**
  18661. * Serializes the particle system to a JSON object.
  18662. * @returns the JSON object
  18663. */
  18664. serialize(): any;
  18665. /**
  18666. * Parse properties from a JSON object
  18667. * @param serializationObject defines the JSON object
  18668. */
  18669. parse(serializationObject: any): void;
  18670. }
  18671. }
  18672. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18673. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18674. import { Effect } from "babylonjs/Materials/effect";
  18675. import { Particle } from "babylonjs/Particles/particle";
  18676. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18677. /**
  18678. * Particle emitter emitting particles from a point.
  18679. * It emits the particles randomly between 2 given directions.
  18680. */
  18681. export class PointParticleEmitter implements IParticleEmitterType {
  18682. /**
  18683. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18684. */
  18685. direction1: Vector3;
  18686. /**
  18687. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18688. */
  18689. direction2: Vector3;
  18690. /**
  18691. * Creates a new instance PointParticleEmitter
  18692. */
  18693. constructor();
  18694. /**
  18695. * Called by the particle System when the direction is computed for the created particle.
  18696. * @param worldMatrix is the world matrix of the particle system
  18697. * @param directionToUpdate is the direction vector to update with the result
  18698. * @param particle is the particle we are computed the direction for
  18699. */
  18700. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18701. /**
  18702. * Called by the particle System when the position is computed for the created particle.
  18703. * @param worldMatrix is the world matrix of the particle system
  18704. * @param positionToUpdate is the position vector to update with the result
  18705. * @param particle is the particle we are computed the position for
  18706. */
  18707. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18708. /**
  18709. * Clones the current emitter and returns a copy of it
  18710. * @returns the new emitter
  18711. */
  18712. clone(): PointParticleEmitter;
  18713. /**
  18714. * Called by the GPUParticleSystem to setup the update shader
  18715. * @param effect defines the update shader
  18716. */
  18717. applyToShader(effect: Effect): void;
  18718. /**
  18719. * Returns a string to use to update the GPU particles update shader
  18720. * @returns a string containng the defines string
  18721. */
  18722. getEffectDefines(): string;
  18723. /**
  18724. * Returns the string "PointParticleEmitter"
  18725. * @returns a string containing the class name
  18726. */
  18727. getClassName(): string;
  18728. /**
  18729. * Serializes the particle system to a JSON object.
  18730. * @returns the JSON object
  18731. */
  18732. serialize(): any;
  18733. /**
  18734. * Parse properties from a JSON object
  18735. * @param serializationObject defines the JSON object
  18736. */
  18737. parse(serializationObject: any): void;
  18738. }
  18739. }
  18740. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18741. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18742. import { Effect } from "babylonjs/Materials/effect";
  18743. import { Particle } from "babylonjs/Particles/particle";
  18744. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18745. /**
  18746. * Particle emitter emitting particles from the inside of a sphere.
  18747. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18748. */
  18749. export class SphereParticleEmitter implements IParticleEmitterType {
  18750. /**
  18751. * The radius of the emission sphere.
  18752. */
  18753. radius: number;
  18754. /**
  18755. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18756. */
  18757. radiusRange: number;
  18758. /**
  18759. * How much to randomize the particle direction [0-1].
  18760. */
  18761. directionRandomizer: number;
  18762. /**
  18763. * Creates a new instance SphereParticleEmitter
  18764. * @param radius the radius of the emission sphere (1 by default)
  18765. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18766. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18767. */
  18768. constructor(
  18769. /**
  18770. * The radius of the emission sphere.
  18771. */
  18772. radius?: number,
  18773. /**
  18774. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18775. */
  18776. radiusRange?: number,
  18777. /**
  18778. * How much to randomize the particle direction [0-1].
  18779. */
  18780. directionRandomizer?: number);
  18781. /**
  18782. * Called by the particle System when the direction is computed for the created particle.
  18783. * @param worldMatrix is the world matrix of the particle system
  18784. * @param directionToUpdate is the direction vector to update with the result
  18785. * @param particle is the particle we are computed the direction for
  18786. */
  18787. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18788. /**
  18789. * Called by the particle System when the position is computed for the created particle.
  18790. * @param worldMatrix is the world matrix of the particle system
  18791. * @param positionToUpdate is the position vector to update with the result
  18792. * @param particle is the particle we are computed the position for
  18793. */
  18794. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18795. /**
  18796. * Clones the current emitter and returns a copy of it
  18797. * @returns the new emitter
  18798. */
  18799. clone(): SphereParticleEmitter;
  18800. /**
  18801. * Called by the GPUParticleSystem to setup the update shader
  18802. * @param effect defines the update shader
  18803. */
  18804. applyToShader(effect: Effect): void;
  18805. /**
  18806. * Returns a string to use to update the GPU particles update shader
  18807. * @returns a string containng the defines string
  18808. */
  18809. getEffectDefines(): string;
  18810. /**
  18811. * Returns the string "SphereParticleEmitter"
  18812. * @returns a string containing the class name
  18813. */
  18814. getClassName(): string;
  18815. /**
  18816. * Serializes the particle system to a JSON object.
  18817. * @returns the JSON object
  18818. */
  18819. serialize(): any;
  18820. /**
  18821. * Parse properties from a JSON object
  18822. * @param serializationObject defines the JSON object
  18823. */
  18824. parse(serializationObject: any): void;
  18825. }
  18826. /**
  18827. * Particle emitter emitting particles from the inside of a sphere.
  18828. * It emits the particles randomly between two vectors.
  18829. */
  18830. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18831. /**
  18832. * The min limit of the emission direction.
  18833. */
  18834. direction1: Vector3;
  18835. /**
  18836. * The max limit of the emission direction.
  18837. */
  18838. direction2: Vector3;
  18839. /**
  18840. * Creates a new instance SphereDirectedParticleEmitter
  18841. * @param radius the radius of the emission sphere (1 by default)
  18842. * @param direction1 the min limit of the emission direction (up vector by default)
  18843. * @param direction2 the max limit of the emission direction (up vector by default)
  18844. */
  18845. constructor(radius?: number,
  18846. /**
  18847. * The min limit of the emission direction.
  18848. */
  18849. direction1?: Vector3,
  18850. /**
  18851. * The max limit of the emission direction.
  18852. */
  18853. direction2?: Vector3);
  18854. /**
  18855. * Called by the particle System when the direction is computed for the created particle.
  18856. * @param worldMatrix is the world matrix of the particle system
  18857. * @param directionToUpdate is the direction vector to update with the result
  18858. * @param particle is the particle we are computed the direction for
  18859. */
  18860. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18861. /**
  18862. * Clones the current emitter and returns a copy of it
  18863. * @returns the new emitter
  18864. */
  18865. clone(): SphereDirectedParticleEmitter;
  18866. /**
  18867. * Called by the GPUParticleSystem to setup the update shader
  18868. * @param effect defines the update shader
  18869. */
  18870. applyToShader(effect: Effect): void;
  18871. /**
  18872. * Returns a string to use to update the GPU particles update shader
  18873. * @returns a string containng the defines string
  18874. */
  18875. getEffectDefines(): string;
  18876. /**
  18877. * Returns the string "SphereDirectedParticleEmitter"
  18878. * @returns a string containing the class name
  18879. */
  18880. getClassName(): string;
  18881. /**
  18882. * Serializes the particle system to a JSON object.
  18883. * @returns the JSON object
  18884. */
  18885. serialize(): any;
  18886. /**
  18887. * Parse properties from a JSON object
  18888. * @param serializationObject defines the JSON object
  18889. */
  18890. parse(serializationObject: any): void;
  18891. }
  18892. }
  18893. declare module "babylonjs/Particles/EmitterTypes/index" {
  18894. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18895. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18896. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18897. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18898. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18899. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18900. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18901. }
  18902. declare module "babylonjs/Particles/IParticleSystem" {
  18903. import { Nullable } from "babylonjs/types";
  18904. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18905. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18907. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18908. import { Texture } from "babylonjs/Materials/Textures/texture";
  18909. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18910. import { Scene } from "babylonjs/scene";
  18911. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18912. import { Animation } from "babylonjs/Animations/animation";
  18913. /**
  18914. * Interface representing a particle system in Babylon.js.
  18915. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18916. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18917. */
  18918. export interface IParticleSystem {
  18919. /**
  18920. * List of animations used by the particle system.
  18921. */
  18922. animations: Animation[];
  18923. /**
  18924. * The id of the Particle system.
  18925. */
  18926. id: string;
  18927. /**
  18928. * The name of the Particle system.
  18929. */
  18930. name: string;
  18931. /**
  18932. * The emitter represents the Mesh or position we are attaching the particle system to.
  18933. */
  18934. emitter: Nullable<AbstractMesh | Vector3>;
  18935. /**
  18936. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18937. */
  18938. isBillboardBased: boolean;
  18939. /**
  18940. * The rendering group used by the Particle system to chose when to render.
  18941. */
  18942. renderingGroupId: number;
  18943. /**
  18944. * The layer mask we are rendering the particles through.
  18945. */
  18946. layerMask: number;
  18947. /**
  18948. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18949. */
  18950. updateSpeed: number;
  18951. /**
  18952. * The amount of time the particle system is running (depends of the overall update speed).
  18953. */
  18954. targetStopDuration: number;
  18955. /**
  18956. * The texture used to render each particle. (this can be a spritesheet)
  18957. */
  18958. particleTexture: Nullable<Texture>;
  18959. /**
  18960. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18961. */
  18962. blendMode: number;
  18963. /**
  18964. * Minimum life time of emitting particles.
  18965. */
  18966. minLifeTime: number;
  18967. /**
  18968. * Maximum life time of emitting particles.
  18969. */
  18970. maxLifeTime: number;
  18971. /**
  18972. * Minimum Size of emitting particles.
  18973. */
  18974. minSize: number;
  18975. /**
  18976. * Maximum Size of emitting particles.
  18977. */
  18978. maxSize: number;
  18979. /**
  18980. * Minimum scale of emitting particles on X axis.
  18981. */
  18982. minScaleX: number;
  18983. /**
  18984. * Maximum scale of emitting particles on X axis.
  18985. */
  18986. maxScaleX: number;
  18987. /**
  18988. * Minimum scale of emitting particles on Y axis.
  18989. */
  18990. minScaleY: number;
  18991. /**
  18992. * Maximum scale of emitting particles on Y axis.
  18993. */
  18994. maxScaleY: number;
  18995. /**
  18996. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18997. */
  18998. color1: Color4;
  18999. /**
  19000. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19001. */
  19002. color2: Color4;
  19003. /**
  19004. * Color the particle will have at the end of its lifetime.
  19005. */
  19006. colorDead: Color4;
  19007. /**
  19008. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19009. */
  19010. emitRate: number;
  19011. /**
  19012. * You can use gravity if you want to give an orientation to your particles.
  19013. */
  19014. gravity: Vector3;
  19015. /**
  19016. * Minimum power of emitting particles.
  19017. */
  19018. minEmitPower: number;
  19019. /**
  19020. * Maximum power of emitting particles.
  19021. */
  19022. maxEmitPower: number;
  19023. /**
  19024. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19025. */
  19026. minAngularSpeed: number;
  19027. /**
  19028. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19029. */
  19030. maxAngularSpeed: number;
  19031. /**
  19032. * Gets or sets the minimal initial rotation in radians.
  19033. */
  19034. minInitialRotation: number;
  19035. /**
  19036. * Gets or sets the maximal initial rotation in radians.
  19037. */
  19038. maxInitialRotation: number;
  19039. /**
  19040. * The particle emitter type defines the emitter used by the particle system.
  19041. * It can be for example box, sphere, or cone...
  19042. */
  19043. particleEmitterType: Nullable<IParticleEmitterType>;
  19044. /**
  19045. * Defines the delay in milliseconds before starting the system (0 by default)
  19046. */
  19047. startDelay: number;
  19048. /**
  19049. * 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
  19050. */
  19051. preWarmCycles: number;
  19052. /**
  19053. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19054. */
  19055. preWarmStepOffset: number;
  19056. /**
  19057. * 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)
  19058. */
  19059. spriteCellChangeSpeed: number;
  19060. /**
  19061. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19062. */
  19063. startSpriteCellID: number;
  19064. /**
  19065. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19066. */
  19067. endSpriteCellID: number;
  19068. /**
  19069. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19070. */
  19071. spriteCellWidth: number;
  19072. /**
  19073. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19074. */
  19075. spriteCellHeight: number;
  19076. /**
  19077. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19078. */
  19079. spriteRandomStartCell: boolean;
  19080. /**
  19081. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19082. */
  19083. isAnimationSheetEnabled: boolean;
  19084. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19085. translationPivot: Vector2;
  19086. /**
  19087. * Gets or sets a texture used to add random noise to particle positions
  19088. */
  19089. noiseTexture: Nullable<BaseTexture>;
  19090. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19091. noiseStrength: Vector3;
  19092. /**
  19093. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19094. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19095. */
  19096. billboardMode: number;
  19097. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19098. limitVelocityDamping: number;
  19099. /**
  19100. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19101. */
  19102. beginAnimationOnStart: boolean;
  19103. /**
  19104. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19105. */
  19106. beginAnimationFrom: number;
  19107. /**
  19108. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19109. */
  19110. beginAnimationTo: number;
  19111. /**
  19112. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19113. */
  19114. beginAnimationLoop: boolean;
  19115. /**
  19116. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19117. */
  19118. disposeOnStop: boolean;
  19119. /**
  19120. * Gets the maximum number of particles active at the same time.
  19121. * @returns The max number of active particles.
  19122. */
  19123. getCapacity(): number;
  19124. /**
  19125. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19126. * @returns True if it has been started, otherwise false.
  19127. */
  19128. isStarted(): boolean;
  19129. /**
  19130. * Animates the particle system for this frame.
  19131. */
  19132. animate(): void;
  19133. /**
  19134. * Renders the particle system in its current state.
  19135. * @returns the current number of particles
  19136. */
  19137. render(): number;
  19138. /**
  19139. * Dispose the particle system and frees its associated resources.
  19140. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19141. */
  19142. dispose(disposeTexture?: boolean): void;
  19143. /**
  19144. * Clones the particle system.
  19145. * @param name The name of the cloned object
  19146. * @param newEmitter The new emitter to use
  19147. * @returns the cloned particle system
  19148. */
  19149. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19150. /**
  19151. * Serializes the particle system to a JSON object.
  19152. * @returns the JSON object
  19153. */
  19154. serialize(): any;
  19155. /**
  19156. * Rebuild the particle system
  19157. */
  19158. rebuild(): void;
  19159. /**
  19160. * Starts the particle system and begins to emit
  19161. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19162. */
  19163. start(delay?: number): void;
  19164. /**
  19165. * Stops the particle system.
  19166. */
  19167. stop(): void;
  19168. /**
  19169. * Remove all active particles
  19170. */
  19171. reset(): void;
  19172. /**
  19173. * Is this system ready to be used/rendered
  19174. * @return true if the system is ready
  19175. */
  19176. isReady(): boolean;
  19177. /**
  19178. * Adds a new color gradient
  19179. * @param gradient defines the gradient to use (between 0 and 1)
  19180. * @param color1 defines the color to affect to the specified gradient
  19181. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19182. * @returns the current particle system
  19183. */
  19184. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19185. /**
  19186. * Remove a specific color gradient
  19187. * @param gradient defines the gradient to remove
  19188. * @returns the current particle system
  19189. */
  19190. removeColorGradient(gradient: number): IParticleSystem;
  19191. /**
  19192. * Adds a new size gradient
  19193. * @param gradient defines the gradient to use (between 0 and 1)
  19194. * @param factor defines the size factor to affect to the specified gradient
  19195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19196. * @returns the current particle system
  19197. */
  19198. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19199. /**
  19200. * Remove a specific size gradient
  19201. * @param gradient defines the gradient to remove
  19202. * @returns the current particle system
  19203. */
  19204. removeSizeGradient(gradient: number): IParticleSystem;
  19205. /**
  19206. * Gets the current list of color gradients.
  19207. * You must use addColorGradient and removeColorGradient to udpate this list
  19208. * @returns the list of color gradients
  19209. */
  19210. getColorGradients(): Nullable<Array<ColorGradient>>;
  19211. /**
  19212. * Gets the current list of size gradients.
  19213. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19214. * @returns the list of size gradients
  19215. */
  19216. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19217. /**
  19218. * Gets the current list of angular speed gradients.
  19219. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19220. * @returns the list of angular speed gradients
  19221. */
  19222. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19223. /**
  19224. * Adds a new angular speed gradient
  19225. * @param gradient defines the gradient to use (between 0 and 1)
  19226. * @param factor defines the angular speed to affect to the specified gradient
  19227. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19228. * @returns the current particle system
  19229. */
  19230. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19231. /**
  19232. * Remove a specific angular speed gradient
  19233. * @param gradient defines the gradient to remove
  19234. * @returns the current particle system
  19235. */
  19236. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19237. /**
  19238. * Gets the current list of velocity gradients.
  19239. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19240. * @returns the list of velocity gradients
  19241. */
  19242. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19243. /**
  19244. * Adds a new velocity gradient
  19245. * @param gradient defines the gradient to use (between 0 and 1)
  19246. * @param factor defines the velocity to affect to the specified gradient
  19247. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19248. * @returns the current particle system
  19249. */
  19250. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19251. /**
  19252. * Remove a specific velocity gradient
  19253. * @param gradient defines the gradient to remove
  19254. * @returns the current particle system
  19255. */
  19256. removeVelocityGradient(gradient: number): IParticleSystem;
  19257. /**
  19258. * Gets the current list of limit velocity gradients.
  19259. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19260. * @returns the list of limit velocity gradients
  19261. */
  19262. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19263. /**
  19264. * Adds a new limit velocity gradient
  19265. * @param gradient defines the gradient to use (between 0 and 1)
  19266. * @param factor defines the limit velocity to affect to the specified gradient
  19267. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19268. * @returns the current particle system
  19269. */
  19270. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19271. /**
  19272. * Remove a specific limit velocity gradient
  19273. * @param gradient defines the gradient to remove
  19274. * @returns the current particle system
  19275. */
  19276. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19277. /**
  19278. * Adds a new drag gradient
  19279. * @param gradient defines the gradient to use (between 0 and 1)
  19280. * @param factor defines the drag to affect to the specified gradient
  19281. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19282. * @returns the current particle system
  19283. */
  19284. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19285. /**
  19286. * Remove a specific drag gradient
  19287. * @param gradient defines the gradient to remove
  19288. * @returns the current particle system
  19289. */
  19290. removeDragGradient(gradient: number): IParticleSystem;
  19291. /**
  19292. * Gets the current list of drag gradients.
  19293. * You must use addDragGradient and removeDragGradient to udpate this list
  19294. * @returns the list of drag gradients
  19295. */
  19296. getDragGradients(): Nullable<Array<FactorGradient>>;
  19297. /**
  19298. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19299. * @param gradient defines the gradient to use (between 0 and 1)
  19300. * @param factor defines the emit rate to affect to the specified gradient
  19301. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19302. * @returns the current particle system
  19303. */
  19304. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19305. /**
  19306. * Remove a specific emit rate gradient
  19307. * @param gradient defines the gradient to remove
  19308. * @returns the current particle system
  19309. */
  19310. removeEmitRateGradient(gradient: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of emit rate gradients.
  19313. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19314. * @returns the list of emit rate gradients
  19315. */
  19316. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19319. * @param gradient defines the gradient to use (between 0 and 1)
  19320. * @param factor defines the start size to affect to the specified gradient
  19321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19322. * @returns the current particle system
  19323. */
  19324. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19325. /**
  19326. * Remove a specific start size gradient
  19327. * @param gradient defines the gradient to remove
  19328. * @returns the current particle system
  19329. */
  19330. removeStartSizeGradient(gradient: number): IParticleSystem;
  19331. /**
  19332. * Gets the current list of start size gradients.
  19333. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19334. * @returns the list of start size gradients
  19335. */
  19336. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19337. /**
  19338. * Adds a new life time gradient
  19339. * @param gradient defines the gradient to use (between 0 and 1)
  19340. * @param factor defines the life time factor to affect to the specified gradient
  19341. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19342. * @returns the current particle system
  19343. */
  19344. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19345. /**
  19346. * Remove a specific life time gradient
  19347. * @param gradient defines the gradient to remove
  19348. * @returns the current particle system
  19349. */
  19350. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19351. /**
  19352. * Gets the current list of life time gradients.
  19353. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19354. * @returns the list of life time gradients
  19355. */
  19356. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19357. /**
  19358. * Gets the current list of color gradients.
  19359. * You must use addColorGradient and removeColorGradient to udpate this list
  19360. * @returns the list of color gradients
  19361. */
  19362. getColorGradients(): Nullable<Array<ColorGradient>>;
  19363. /**
  19364. * Adds a new ramp gradient used to remap particle colors
  19365. * @param gradient defines the gradient to use (between 0 and 1)
  19366. * @param color defines the color to affect to the specified gradient
  19367. * @returns the current particle system
  19368. */
  19369. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19370. /**
  19371. * Gets the current list of ramp gradients.
  19372. * You must use addRampGradient and removeRampGradient to udpate this list
  19373. * @returns the list of ramp gradients
  19374. */
  19375. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19376. /** Gets or sets a boolean indicating that ramp gradients must be used
  19377. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19378. */
  19379. useRampGradients: boolean;
  19380. /**
  19381. * Adds a new color remap gradient
  19382. * @param gradient defines the gradient to use (between 0 and 1)
  19383. * @param min defines the color remap minimal range
  19384. * @param max defines the color remap maximal range
  19385. * @returns the current particle system
  19386. */
  19387. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19388. /**
  19389. * Gets the current list of color remap gradients.
  19390. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19391. * @returns the list of color remap gradients
  19392. */
  19393. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19394. /**
  19395. * Adds a new alpha remap gradient
  19396. * @param gradient defines the gradient to use (between 0 and 1)
  19397. * @param min defines the alpha remap minimal range
  19398. * @param max defines the alpha remap maximal range
  19399. * @returns the current particle system
  19400. */
  19401. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19402. /**
  19403. * Gets the current list of alpha remap gradients.
  19404. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19405. * @returns the list of alpha remap gradients
  19406. */
  19407. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19408. /**
  19409. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19410. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19411. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19412. * @returns the emitter
  19413. */
  19414. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19415. /**
  19416. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19417. * @param radius The radius of the hemisphere to emit from
  19418. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19419. * @returns the emitter
  19420. */
  19421. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19422. /**
  19423. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19424. * @param radius The radius of the sphere to emit from
  19425. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19426. * @returns the emitter
  19427. */
  19428. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19429. /**
  19430. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19431. * @param radius The radius of the sphere to emit from
  19432. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19433. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19434. * @returns the emitter
  19435. */
  19436. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19437. /**
  19438. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19439. * @param radius The radius of the emission cylinder
  19440. * @param height The height of the emission cylinder
  19441. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19442. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19443. * @returns the emitter
  19444. */
  19445. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19446. /**
  19447. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19448. * @param radius The radius of the cylinder to emit from
  19449. * @param height The height of the emission cylinder
  19450. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19451. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19452. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19453. * @returns the emitter
  19454. */
  19455. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19456. /**
  19457. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19458. * @param radius The radius of the cone to emit from
  19459. * @param angle The base angle of the cone
  19460. * @returns the emitter
  19461. */
  19462. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19463. /**
  19464. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19465. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19466. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19467. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19468. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19469. * @returns the emitter
  19470. */
  19471. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19472. /**
  19473. * Get hosting scene
  19474. * @returns the scene
  19475. */
  19476. getScene(): Scene;
  19477. }
  19478. }
  19479. declare module "babylonjs/Meshes/instancedMesh" {
  19480. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19481. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19482. import { Camera } from "babylonjs/Cameras/camera";
  19483. import { Node } from "babylonjs/node";
  19484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19485. import { Mesh } from "babylonjs/Meshes/mesh";
  19486. import { Material } from "babylonjs/Materials/material";
  19487. import { Skeleton } from "babylonjs/Bones/skeleton";
  19488. import { Light } from "babylonjs/Lights/light";
  19489. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19490. /**
  19491. * Creates an instance based on a source mesh.
  19492. */
  19493. export class InstancedMesh extends AbstractMesh {
  19494. private _sourceMesh;
  19495. private _currentLOD;
  19496. /** @hidden */
  19497. _indexInSourceMeshInstanceArray: number;
  19498. constructor(name: string, source: Mesh);
  19499. /**
  19500. * Returns the string "InstancedMesh".
  19501. */
  19502. getClassName(): string;
  19503. /** Gets the list of lights affecting that mesh */
  19504. readonly lightSources: Light[];
  19505. _resyncLightSources(): void;
  19506. _resyncLighSource(light: Light): void;
  19507. _removeLightSource(light: Light, dispose: boolean): void;
  19508. /**
  19509. * If the source mesh receives shadows
  19510. */
  19511. readonly receiveShadows: boolean;
  19512. /**
  19513. * The material of the source mesh
  19514. */
  19515. readonly material: Nullable<Material>;
  19516. /**
  19517. * Visibility of the source mesh
  19518. */
  19519. readonly visibility: number;
  19520. /**
  19521. * Skeleton of the source mesh
  19522. */
  19523. readonly skeleton: Nullable<Skeleton>;
  19524. /**
  19525. * Rendering ground id of the source mesh
  19526. */
  19527. renderingGroupId: number;
  19528. /**
  19529. * Returns the total number of vertices (integer).
  19530. */
  19531. getTotalVertices(): number;
  19532. /**
  19533. * Returns a positive integer : the total number of indices in this mesh geometry.
  19534. * @returns the numner of indices or zero if the mesh has no geometry.
  19535. */
  19536. getTotalIndices(): number;
  19537. /**
  19538. * The source mesh of the instance
  19539. */
  19540. readonly sourceMesh: Mesh;
  19541. /**
  19542. * Is this node ready to be used/rendered
  19543. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19544. * @return {boolean} is it ready
  19545. */
  19546. isReady(completeCheck?: boolean): boolean;
  19547. /**
  19548. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19549. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19550. * @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.
  19551. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19552. */
  19553. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19554. /**
  19555. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19556. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19557. * The `data` are either a numeric array either a Float32Array.
  19558. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19559. * 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).
  19560. * Note that a new underlying VertexBuffer object is created each call.
  19561. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19562. *
  19563. * Possible `kind` values :
  19564. * - VertexBuffer.PositionKind
  19565. * - VertexBuffer.UVKind
  19566. * - VertexBuffer.UV2Kind
  19567. * - VertexBuffer.UV3Kind
  19568. * - VertexBuffer.UV4Kind
  19569. * - VertexBuffer.UV5Kind
  19570. * - VertexBuffer.UV6Kind
  19571. * - VertexBuffer.ColorKind
  19572. * - VertexBuffer.MatricesIndicesKind
  19573. * - VertexBuffer.MatricesIndicesExtraKind
  19574. * - VertexBuffer.MatricesWeightsKind
  19575. * - VertexBuffer.MatricesWeightsExtraKind
  19576. *
  19577. * Returns the Mesh.
  19578. */
  19579. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19580. /**
  19581. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19582. * If the mesh has no geometry, it is simply returned as it is.
  19583. * The `data` are either a numeric array either a Float32Array.
  19584. * No new underlying VertexBuffer object is created.
  19585. * 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.
  19586. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19587. *
  19588. * Possible `kind` values :
  19589. * - VertexBuffer.PositionKind
  19590. * - VertexBuffer.UVKind
  19591. * - VertexBuffer.UV2Kind
  19592. * - VertexBuffer.UV3Kind
  19593. * - VertexBuffer.UV4Kind
  19594. * - VertexBuffer.UV5Kind
  19595. * - VertexBuffer.UV6Kind
  19596. * - VertexBuffer.ColorKind
  19597. * - VertexBuffer.MatricesIndicesKind
  19598. * - VertexBuffer.MatricesIndicesExtraKind
  19599. * - VertexBuffer.MatricesWeightsKind
  19600. * - VertexBuffer.MatricesWeightsExtraKind
  19601. *
  19602. * Returns the Mesh.
  19603. */
  19604. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19605. /**
  19606. * Sets the mesh indices.
  19607. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19608. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19609. * This method creates a new index buffer each call.
  19610. * Returns the Mesh.
  19611. */
  19612. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19613. /**
  19614. * Boolean : True if the mesh owns the requested kind of data.
  19615. */
  19616. isVerticesDataPresent(kind: string): boolean;
  19617. /**
  19618. * Returns an array of indices (IndicesArray).
  19619. */
  19620. getIndices(): Nullable<IndicesArray>;
  19621. readonly _positions: Nullable<Vector3[]>;
  19622. /**
  19623. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19624. * This means the mesh underlying bounding box and sphere are recomputed.
  19625. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19626. * @returns the current mesh
  19627. */
  19628. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19629. /** @hidden */
  19630. _preActivate(): InstancedMesh;
  19631. /** @hidden */
  19632. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19633. /** @hidden */
  19634. _postActivate(): void;
  19635. getWorldMatrix(): Matrix;
  19636. readonly isAnInstance: boolean;
  19637. /**
  19638. * Returns the current associated LOD AbstractMesh.
  19639. */
  19640. getLOD(camera: Camera): AbstractMesh;
  19641. /** @hidden */
  19642. _syncSubMeshes(): InstancedMesh;
  19643. /** @hidden */
  19644. _generatePointsArray(): boolean;
  19645. /**
  19646. * Creates a new InstancedMesh from the current mesh.
  19647. * - name (string) : the cloned mesh name
  19648. * - newParent (optional Node) : the optional Node to parent the clone to.
  19649. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19650. *
  19651. * Returns the clone.
  19652. */
  19653. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19654. /**
  19655. * Disposes the InstancedMesh.
  19656. * Returns nothing.
  19657. */
  19658. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19659. }
  19660. module "babylonjs/Meshes/mesh" {
  19661. interface Mesh {
  19662. /**
  19663. * Register a custom buffer that will be instanced
  19664. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19665. * @param kind defines the buffer kind
  19666. * @param stride defines the stride in floats
  19667. */
  19668. registerInstancedBuffer(kind: string, stride: number): void;
  19669. /** @hidden */
  19670. _userInstancedBuffersStorage: {
  19671. data: {
  19672. [key: string]: Float32Array;
  19673. };
  19674. sizes: {
  19675. [key: string]: number;
  19676. };
  19677. vertexBuffers: {
  19678. [key: string]: Nullable<VertexBuffer>;
  19679. };
  19680. strides: {
  19681. [key: string]: number;
  19682. };
  19683. };
  19684. }
  19685. }
  19686. module "babylonjs/Meshes/abstractMesh" {
  19687. interface AbstractMesh {
  19688. /**
  19689. * Object used to store instanced buffers defined by user
  19690. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19691. */
  19692. instancedBuffers: {
  19693. [key: string]: any;
  19694. };
  19695. }
  19696. }
  19697. }
  19698. declare module "babylonjs/Materials/shaderMaterial" {
  19699. import { Scene } from "babylonjs/scene";
  19700. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19702. import { Mesh } from "babylonjs/Meshes/mesh";
  19703. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19705. import { Texture } from "babylonjs/Materials/Textures/texture";
  19706. import { Material } from "babylonjs/Materials/material";
  19707. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19708. /**
  19709. * Defines the options associated with the creation of a shader material.
  19710. */
  19711. export interface IShaderMaterialOptions {
  19712. /**
  19713. * Does the material work in alpha blend mode
  19714. */
  19715. needAlphaBlending: boolean;
  19716. /**
  19717. * Does the material work in alpha test mode
  19718. */
  19719. needAlphaTesting: boolean;
  19720. /**
  19721. * The list of attribute names used in the shader
  19722. */
  19723. attributes: string[];
  19724. /**
  19725. * The list of unifrom names used in the shader
  19726. */
  19727. uniforms: string[];
  19728. /**
  19729. * The list of UBO names used in the shader
  19730. */
  19731. uniformBuffers: string[];
  19732. /**
  19733. * The list of sampler names used in the shader
  19734. */
  19735. samplers: string[];
  19736. /**
  19737. * The list of defines used in the shader
  19738. */
  19739. defines: string[];
  19740. }
  19741. /**
  19742. * 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.
  19743. *
  19744. * This returned material effects how the mesh will look based on the code in the shaders.
  19745. *
  19746. * @see http://doc.babylonjs.com/how_to/shader_material
  19747. */
  19748. export class ShaderMaterial extends Material {
  19749. private _shaderPath;
  19750. private _options;
  19751. private _textures;
  19752. private _textureArrays;
  19753. private _floats;
  19754. private _ints;
  19755. private _floatsArrays;
  19756. private _colors3;
  19757. private _colors3Arrays;
  19758. private _colors4;
  19759. private _colors4Arrays;
  19760. private _vectors2;
  19761. private _vectors3;
  19762. private _vectors4;
  19763. private _matrices;
  19764. private _matrixArrays;
  19765. private _matrices3x3;
  19766. private _matrices2x2;
  19767. private _vectors2Arrays;
  19768. private _vectors3Arrays;
  19769. private _vectors4Arrays;
  19770. private _cachedWorldViewMatrix;
  19771. private _cachedWorldViewProjectionMatrix;
  19772. private _renderId;
  19773. private _multiview;
  19774. /**
  19775. * Instantiate a new shader material.
  19776. * 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.
  19777. * This returned material effects how the mesh will look based on the code in the shaders.
  19778. * @see http://doc.babylonjs.com/how_to/shader_material
  19779. * @param name Define the name of the material in the scene
  19780. * @param scene Define the scene the material belongs to
  19781. * @param shaderPath Defines the route to the shader code in one of three ways:
  19782. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19783. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19784. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19785. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19786. * @param options Define the options used to create the shader
  19787. */
  19788. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19789. /**
  19790. * Gets the shader path used to define the shader code
  19791. * It can be modified to trigger a new compilation
  19792. */
  19793. /**
  19794. * Sets the shader path used to define the shader code
  19795. * It can be modified to trigger a new compilation
  19796. */
  19797. shaderPath: any;
  19798. /**
  19799. * Gets the options used to compile the shader.
  19800. * They can be modified to trigger a new compilation
  19801. */
  19802. readonly options: IShaderMaterialOptions;
  19803. /**
  19804. * Gets the current class name of the material e.g. "ShaderMaterial"
  19805. * Mainly use in serialization.
  19806. * @returns the class name
  19807. */
  19808. getClassName(): string;
  19809. /**
  19810. * Specifies if the material will require alpha blending
  19811. * @returns a boolean specifying if alpha blending is needed
  19812. */
  19813. needAlphaBlending(): boolean;
  19814. /**
  19815. * Specifies if this material should be rendered in alpha test mode
  19816. * @returns a boolean specifying if an alpha test is needed.
  19817. */
  19818. needAlphaTesting(): boolean;
  19819. private _checkUniform;
  19820. /**
  19821. * Set a texture in the shader.
  19822. * @param name Define the name of the uniform samplers as defined in the shader
  19823. * @param texture Define the texture to bind to this sampler
  19824. * @return the material itself allowing "fluent" like uniform updates
  19825. */
  19826. setTexture(name: string, texture: Texture): ShaderMaterial;
  19827. /**
  19828. * Set a texture array in the shader.
  19829. * @param name Define the name of the uniform sampler array as defined in the shader
  19830. * @param textures Define the list of textures to bind to this sampler
  19831. * @return the material itself allowing "fluent" like uniform updates
  19832. */
  19833. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19834. /**
  19835. * Set a float in the shader.
  19836. * @param name Define the name of the uniform as defined in the shader
  19837. * @param value Define the value to give to the uniform
  19838. * @return the material itself allowing "fluent" like uniform updates
  19839. */
  19840. setFloat(name: string, value: number): ShaderMaterial;
  19841. /**
  19842. * Set a int in the shader.
  19843. * @param name Define the name of the uniform as defined in the shader
  19844. * @param value Define the value to give to the uniform
  19845. * @return the material itself allowing "fluent" like uniform updates
  19846. */
  19847. setInt(name: string, value: number): ShaderMaterial;
  19848. /**
  19849. * Set an array of floats in the shader.
  19850. * @param name Define the name of the uniform as defined in the shader
  19851. * @param value Define the value to give to the uniform
  19852. * @return the material itself allowing "fluent" like uniform updates
  19853. */
  19854. setFloats(name: string, value: number[]): ShaderMaterial;
  19855. /**
  19856. * Set a vec3 in the shader from a Color3.
  19857. * @param name Define the name of the uniform as defined in the shader
  19858. * @param value Define the value to give to the uniform
  19859. * @return the material itself allowing "fluent" like uniform updates
  19860. */
  19861. setColor3(name: string, value: Color3): ShaderMaterial;
  19862. /**
  19863. * Set a vec3 array in the shader from a Color3 array.
  19864. * @param name Define the name of the uniform as defined in the shader
  19865. * @param value Define the value to give to the uniform
  19866. * @return the material itself allowing "fluent" like uniform updates
  19867. */
  19868. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19869. /**
  19870. * Set a vec4 in the shader from a Color4.
  19871. * @param name Define the name of the uniform as defined in the shader
  19872. * @param value Define the value to give to the uniform
  19873. * @return the material itself allowing "fluent" like uniform updates
  19874. */
  19875. setColor4(name: string, value: Color4): ShaderMaterial;
  19876. /**
  19877. * Set a vec4 array in the shader from a Color4 array.
  19878. * @param name Define the name of the uniform as defined in the shader
  19879. * @param value Define the value to give to the uniform
  19880. * @return the material itself allowing "fluent" like uniform updates
  19881. */
  19882. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19883. /**
  19884. * Set a vec2 in the shader from a Vector2.
  19885. * @param name Define the name of the uniform as defined in the shader
  19886. * @param value Define the value to give to the uniform
  19887. * @return the material itself allowing "fluent" like uniform updates
  19888. */
  19889. setVector2(name: string, value: Vector2): ShaderMaterial;
  19890. /**
  19891. * Set a vec3 in the shader from a Vector3.
  19892. * @param name Define the name of the uniform as defined in the shader
  19893. * @param value Define the value to give to the uniform
  19894. * @return the material itself allowing "fluent" like uniform updates
  19895. */
  19896. setVector3(name: string, value: Vector3): ShaderMaterial;
  19897. /**
  19898. * Set a vec4 in the shader from a Vector4.
  19899. * @param name Define the name of the uniform as defined in the shader
  19900. * @param value Define the value to give to the uniform
  19901. * @return the material itself allowing "fluent" like uniform updates
  19902. */
  19903. setVector4(name: string, value: Vector4): ShaderMaterial;
  19904. /**
  19905. * Set a mat4 in the shader from a Matrix.
  19906. * @param name Define the name of the uniform as defined in the shader
  19907. * @param value Define the value to give to the uniform
  19908. * @return the material itself allowing "fluent" like uniform updates
  19909. */
  19910. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19911. /**
  19912. * Set a float32Array in the shader from a matrix array.
  19913. * @param name Define the name of the uniform as defined in the shader
  19914. * @param value Define the value to give to the uniform
  19915. * @return the material itself allowing "fluent" like uniform updates
  19916. */
  19917. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19918. /**
  19919. * Set a mat3 in the shader from a Float32Array.
  19920. * @param name Define the name of the uniform as defined in the shader
  19921. * @param value Define the value to give to the uniform
  19922. * @return the material itself allowing "fluent" like uniform updates
  19923. */
  19924. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19925. /**
  19926. * Set a mat2 in the shader from a Float32Array.
  19927. * @param name Define the name of the uniform as defined in the shader
  19928. * @param value Define the value to give to the uniform
  19929. * @return the material itself allowing "fluent" like uniform updates
  19930. */
  19931. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19932. /**
  19933. * Set a vec2 array in the shader from a number array.
  19934. * @param name Define the name of the uniform as defined in the shader
  19935. * @param value Define the value to give to the uniform
  19936. * @return the material itself allowing "fluent" like uniform updates
  19937. */
  19938. setArray2(name: string, value: number[]): ShaderMaterial;
  19939. /**
  19940. * Set a vec3 array in the shader from a number array.
  19941. * @param name Define the name of the uniform as defined in the shader
  19942. * @param value Define the value to give to the uniform
  19943. * @return the material itself allowing "fluent" like uniform updates
  19944. */
  19945. setArray3(name: string, value: number[]): ShaderMaterial;
  19946. /**
  19947. * Set a vec4 array in the shader from a number array.
  19948. * @param name Define the name of the uniform as defined in the shader
  19949. * @param value Define the value to give to the uniform
  19950. * @return the material itself allowing "fluent" like uniform updates
  19951. */
  19952. setArray4(name: string, value: number[]): ShaderMaterial;
  19953. private _checkCache;
  19954. /**
  19955. * Specifies that the submesh is ready to be used
  19956. * @param mesh defines the mesh to check
  19957. * @param subMesh defines which submesh to check
  19958. * @param useInstances specifies that instances should be used
  19959. * @returns a boolean indicating that the submesh is ready or not
  19960. */
  19961. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19962. /**
  19963. * Checks if the material is ready to render the requested mesh
  19964. * @param mesh Define the mesh to render
  19965. * @param useInstances Define whether or not the material is used with instances
  19966. * @returns true if ready, otherwise false
  19967. */
  19968. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19969. /**
  19970. * Binds the world matrix to the material
  19971. * @param world defines the world transformation matrix
  19972. */
  19973. bindOnlyWorldMatrix(world: Matrix): void;
  19974. /**
  19975. * Binds the material to the mesh
  19976. * @param world defines the world transformation matrix
  19977. * @param mesh defines the mesh to bind the material to
  19978. */
  19979. bind(world: Matrix, mesh?: Mesh): void;
  19980. /**
  19981. * Gets the active textures from the material
  19982. * @returns an array of textures
  19983. */
  19984. getActiveTextures(): BaseTexture[];
  19985. /**
  19986. * Specifies if the material uses a texture
  19987. * @param texture defines the texture to check against the material
  19988. * @returns a boolean specifying if the material uses the texture
  19989. */
  19990. hasTexture(texture: BaseTexture): boolean;
  19991. /**
  19992. * Makes a duplicate of the material, and gives it a new name
  19993. * @param name defines the new name for the duplicated material
  19994. * @returns the cloned material
  19995. */
  19996. clone(name: string): ShaderMaterial;
  19997. /**
  19998. * Disposes the material
  19999. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20000. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20001. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20002. */
  20003. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20004. /**
  20005. * Serializes this material in a JSON representation
  20006. * @returns the serialized material object
  20007. */
  20008. serialize(): any;
  20009. /**
  20010. * Creates a shader material from parsed shader material data
  20011. * @param source defines the JSON represnetation of the material
  20012. * @param scene defines the hosting scene
  20013. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20014. * @returns a new material
  20015. */
  20016. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20017. }
  20018. }
  20019. declare module "babylonjs/Shaders/color.fragment" {
  20020. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20021. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20022. /** @hidden */
  20023. export var colorPixelShader: {
  20024. name: string;
  20025. shader: string;
  20026. };
  20027. }
  20028. declare module "babylonjs/Shaders/color.vertex" {
  20029. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20030. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20031. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20032. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20033. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20034. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20035. /** @hidden */
  20036. export var colorVertexShader: {
  20037. name: string;
  20038. shader: string;
  20039. };
  20040. }
  20041. declare module "babylonjs/Meshes/linesMesh" {
  20042. import { Nullable } from "babylonjs/types";
  20043. import { Scene } from "babylonjs/scene";
  20044. import { Color3 } from "babylonjs/Maths/math.color";
  20045. import { Node } from "babylonjs/node";
  20046. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20047. import { Mesh } from "babylonjs/Meshes/mesh";
  20048. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20049. import { Effect } from "babylonjs/Materials/effect";
  20050. import { Material } from "babylonjs/Materials/material";
  20051. import "babylonjs/Shaders/color.fragment";
  20052. import "babylonjs/Shaders/color.vertex";
  20053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20054. /**
  20055. * Line mesh
  20056. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20057. */
  20058. export class LinesMesh extends Mesh {
  20059. /**
  20060. * If vertex color should be applied to the mesh
  20061. */
  20062. readonly useVertexColor?: boolean | undefined;
  20063. /**
  20064. * If vertex alpha should be applied to the mesh
  20065. */
  20066. readonly useVertexAlpha?: boolean | undefined;
  20067. /**
  20068. * Color of the line (Default: White)
  20069. */
  20070. color: Color3;
  20071. /**
  20072. * Alpha of the line (Default: 1)
  20073. */
  20074. alpha: number;
  20075. /**
  20076. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20077. * This margin is expressed in world space coordinates, so its value may vary.
  20078. * Default value is 0.1
  20079. */
  20080. intersectionThreshold: number;
  20081. private _colorShader;
  20082. private color4;
  20083. /**
  20084. * Creates a new LinesMesh
  20085. * @param name defines the name
  20086. * @param scene defines the hosting scene
  20087. * @param parent defines the parent mesh if any
  20088. * @param source defines the optional source LinesMesh used to clone data from
  20089. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20090. * When false, achieved by calling a clone(), also passing False.
  20091. * This will make creation of children, recursive.
  20092. * @param useVertexColor defines if this LinesMesh supports vertex color
  20093. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20094. */
  20095. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20096. /**
  20097. * If vertex color should be applied to the mesh
  20098. */
  20099. useVertexColor?: boolean | undefined,
  20100. /**
  20101. * If vertex alpha should be applied to the mesh
  20102. */
  20103. useVertexAlpha?: boolean | undefined);
  20104. private _addClipPlaneDefine;
  20105. private _removeClipPlaneDefine;
  20106. isReady(): boolean;
  20107. /**
  20108. * Returns the string "LineMesh"
  20109. */
  20110. getClassName(): string;
  20111. /**
  20112. * @hidden
  20113. */
  20114. /**
  20115. * @hidden
  20116. */
  20117. material: Material;
  20118. /**
  20119. * @hidden
  20120. */
  20121. readonly checkCollisions: boolean;
  20122. /** @hidden */
  20123. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20124. /** @hidden */
  20125. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20126. /**
  20127. * Disposes of the line mesh
  20128. * @param doNotRecurse If children should be disposed
  20129. */
  20130. dispose(doNotRecurse?: boolean): void;
  20131. /**
  20132. * Returns a new LineMesh object cloned from the current one.
  20133. */
  20134. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20135. /**
  20136. * Creates a new InstancedLinesMesh object from the mesh model.
  20137. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20138. * @param name defines the name of the new instance
  20139. * @returns a new InstancedLinesMesh
  20140. */
  20141. createInstance(name: string): InstancedLinesMesh;
  20142. }
  20143. /**
  20144. * Creates an instance based on a source LinesMesh
  20145. */
  20146. export class InstancedLinesMesh extends InstancedMesh {
  20147. /**
  20148. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20149. * This margin is expressed in world space coordinates, so its value may vary.
  20150. * Initilized with the intersectionThreshold value of the source LinesMesh
  20151. */
  20152. intersectionThreshold: number;
  20153. constructor(name: string, source: LinesMesh);
  20154. /**
  20155. * Returns the string "InstancedLinesMesh".
  20156. */
  20157. getClassName(): string;
  20158. }
  20159. }
  20160. declare module "babylonjs/Shaders/line.fragment" {
  20161. /** @hidden */
  20162. export var linePixelShader: {
  20163. name: string;
  20164. shader: string;
  20165. };
  20166. }
  20167. declare module "babylonjs/Shaders/line.vertex" {
  20168. /** @hidden */
  20169. export var lineVertexShader: {
  20170. name: string;
  20171. shader: string;
  20172. };
  20173. }
  20174. declare module "babylonjs/Rendering/edgesRenderer" {
  20175. import { Nullable } from "babylonjs/types";
  20176. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20177. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20178. import { Vector3 } from "babylonjs/Maths/math.vector";
  20179. import { IDisposable } from "babylonjs/scene";
  20180. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20181. import "babylonjs/Shaders/line.fragment";
  20182. import "babylonjs/Shaders/line.vertex";
  20183. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20184. module "babylonjs/Meshes/abstractMesh" {
  20185. interface AbstractMesh {
  20186. /**
  20187. * Gets the edgesRenderer associated with the mesh
  20188. */
  20189. edgesRenderer: Nullable<EdgesRenderer>;
  20190. }
  20191. }
  20192. module "babylonjs/Meshes/linesMesh" {
  20193. interface LinesMesh {
  20194. /**
  20195. * Enables the edge rendering mode on the mesh.
  20196. * This mode makes the mesh edges visible
  20197. * @param epsilon defines the maximal distance between two angles to detect a face
  20198. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20199. * @returns the currentAbstractMesh
  20200. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20201. */
  20202. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20203. }
  20204. }
  20205. module "babylonjs/Meshes/linesMesh" {
  20206. interface InstancedLinesMesh {
  20207. /**
  20208. * Enables the edge rendering mode on the mesh.
  20209. * This mode makes the mesh edges visible
  20210. * @param epsilon defines the maximal distance between two angles to detect a face
  20211. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20212. * @returns the current InstancedLinesMesh
  20213. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20214. */
  20215. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20216. }
  20217. }
  20218. /**
  20219. * Defines the minimum contract an Edges renderer should follow.
  20220. */
  20221. export interface IEdgesRenderer extends IDisposable {
  20222. /**
  20223. * Gets or sets a boolean indicating if the edgesRenderer is active
  20224. */
  20225. isEnabled: boolean;
  20226. /**
  20227. * Renders the edges of the attached mesh,
  20228. */
  20229. render(): void;
  20230. /**
  20231. * Checks wether or not the edges renderer is ready to render.
  20232. * @return true if ready, otherwise false.
  20233. */
  20234. isReady(): boolean;
  20235. }
  20236. /**
  20237. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20238. */
  20239. export class EdgesRenderer implements IEdgesRenderer {
  20240. /**
  20241. * Define the size of the edges with an orthographic camera
  20242. */
  20243. edgesWidthScalerForOrthographic: number;
  20244. /**
  20245. * Define the size of the edges with a perspective camera
  20246. */
  20247. edgesWidthScalerForPerspective: number;
  20248. protected _source: AbstractMesh;
  20249. protected _linesPositions: number[];
  20250. protected _linesNormals: number[];
  20251. protected _linesIndices: number[];
  20252. protected _epsilon: number;
  20253. protected _indicesCount: number;
  20254. protected _lineShader: ShaderMaterial;
  20255. protected _ib: DataBuffer;
  20256. protected _buffers: {
  20257. [key: string]: Nullable<VertexBuffer>;
  20258. };
  20259. protected _checkVerticesInsteadOfIndices: boolean;
  20260. private _meshRebuildObserver;
  20261. private _meshDisposeObserver;
  20262. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20263. isEnabled: boolean;
  20264. /**
  20265. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20266. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20267. * @param source Mesh used to create edges
  20268. * @param epsilon sum of angles in adjacency to check for edge
  20269. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20270. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20271. */
  20272. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20273. protected _prepareRessources(): void;
  20274. /** @hidden */
  20275. _rebuild(): void;
  20276. /**
  20277. * Releases the required resources for the edges renderer
  20278. */
  20279. dispose(): void;
  20280. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20281. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20282. /**
  20283. * Checks if the pair of p0 and p1 is en edge
  20284. * @param faceIndex
  20285. * @param edge
  20286. * @param faceNormals
  20287. * @param p0
  20288. * @param p1
  20289. * @private
  20290. */
  20291. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20292. /**
  20293. * push line into the position, normal and index buffer
  20294. * @protected
  20295. */
  20296. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20297. /**
  20298. * Generates lines edges from adjacencjes
  20299. * @private
  20300. */
  20301. _generateEdgesLines(): void;
  20302. /**
  20303. * Checks wether or not the edges renderer is ready to render.
  20304. * @return true if ready, otherwise false.
  20305. */
  20306. isReady(): boolean;
  20307. /**
  20308. * Renders the edges of the attached mesh,
  20309. */
  20310. render(): void;
  20311. }
  20312. /**
  20313. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20314. */
  20315. export class LineEdgesRenderer extends EdgesRenderer {
  20316. /**
  20317. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20318. * @param source LineMesh used to generate edges
  20319. * @param epsilon not important (specified angle for edge detection)
  20320. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20321. */
  20322. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20323. /**
  20324. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20325. */
  20326. _generateEdgesLines(): void;
  20327. }
  20328. }
  20329. declare module "babylonjs/Rendering/renderingGroup" {
  20330. import { SmartArray } from "babylonjs/Misc/smartArray";
  20331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20333. import { Nullable } from "babylonjs/types";
  20334. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20335. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20336. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20337. import { Material } from "babylonjs/Materials/material";
  20338. import { Scene } from "babylonjs/scene";
  20339. /**
  20340. * This represents the object necessary to create a rendering group.
  20341. * This is exclusively used and created by the rendering manager.
  20342. * To modify the behavior, you use the available helpers in your scene or meshes.
  20343. * @hidden
  20344. */
  20345. export class RenderingGroup {
  20346. index: number;
  20347. private static _zeroVector;
  20348. private _scene;
  20349. private _opaqueSubMeshes;
  20350. private _transparentSubMeshes;
  20351. private _alphaTestSubMeshes;
  20352. private _depthOnlySubMeshes;
  20353. private _particleSystems;
  20354. private _spriteManagers;
  20355. private _opaqueSortCompareFn;
  20356. private _alphaTestSortCompareFn;
  20357. private _transparentSortCompareFn;
  20358. private _renderOpaque;
  20359. private _renderAlphaTest;
  20360. private _renderTransparent;
  20361. /** @hidden */
  20362. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20363. onBeforeTransparentRendering: () => void;
  20364. /**
  20365. * Set the opaque sort comparison function.
  20366. * If null the sub meshes will be render in the order they were created
  20367. */
  20368. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20369. /**
  20370. * Set the alpha test sort comparison function.
  20371. * If null the sub meshes will be render in the order they were created
  20372. */
  20373. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20374. /**
  20375. * Set the transparent sort comparison function.
  20376. * If null the sub meshes will be render in the order they were created
  20377. */
  20378. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20379. /**
  20380. * Creates a new rendering group.
  20381. * @param index The rendering group index
  20382. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20383. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20384. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20385. */
  20386. 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>);
  20387. /**
  20388. * Render all the sub meshes contained in the group.
  20389. * @param customRenderFunction Used to override the default render behaviour of the group.
  20390. * @returns true if rendered some submeshes.
  20391. */
  20392. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20393. /**
  20394. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20395. * @param subMeshes The submeshes to render
  20396. */
  20397. private renderOpaqueSorted;
  20398. /**
  20399. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20400. * @param subMeshes The submeshes to render
  20401. */
  20402. private renderAlphaTestSorted;
  20403. /**
  20404. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20405. * @param subMeshes The submeshes to render
  20406. */
  20407. private renderTransparentSorted;
  20408. /**
  20409. * Renders the submeshes in a specified order.
  20410. * @param subMeshes The submeshes to sort before render
  20411. * @param sortCompareFn The comparison function use to sort
  20412. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20413. * @param transparent Specifies to activate blending if true
  20414. */
  20415. private static renderSorted;
  20416. /**
  20417. * Renders the submeshes in the order they were dispatched (no sort applied).
  20418. * @param subMeshes The submeshes to render
  20419. */
  20420. private static renderUnsorted;
  20421. /**
  20422. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20423. * are rendered back to front if in the same alpha index.
  20424. *
  20425. * @param a The first submesh
  20426. * @param b The second submesh
  20427. * @returns The result of the comparison
  20428. */
  20429. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20430. /**
  20431. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20432. * are rendered back to front.
  20433. *
  20434. * @param a The first submesh
  20435. * @param b The second submesh
  20436. * @returns The result of the comparison
  20437. */
  20438. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20439. /**
  20440. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20441. * are rendered front to back (prevent overdraw).
  20442. *
  20443. * @param a The first submesh
  20444. * @param b The second submesh
  20445. * @returns The result of the comparison
  20446. */
  20447. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20448. /**
  20449. * Resets the different lists of submeshes to prepare a new frame.
  20450. */
  20451. prepare(): void;
  20452. dispose(): void;
  20453. /**
  20454. * Inserts the submesh in its correct queue depending on its material.
  20455. * @param subMesh The submesh to dispatch
  20456. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20457. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20458. */
  20459. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20460. dispatchSprites(spriteManager: ISpriteManager): void;
  20461. dispatchParticles(particleSystem: IParticleSystem): void;
  20462. private _renderParticles;
  20463. private _renderSprites;
  20464. }
  20465. }
  20466. declare module "babylonjs/Rendering/renderingManager" {
  20467. import { Nullable } from "babylonjs/types";
  20468. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20469. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20470. import { SmartArray } from "babylonjs/Misc/smartArray";
  20471. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20472. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20473. import { Material } from "babylonjs/Materials/material";
  20474. import { Scene } from "babylonjs/scene";
  20475. import { Camera } from "babylonjs/Cameras/camera";
  20476. /**
  20477. * Interface describing the different options available in the rendering manager
  20478. * regarding Auto Clear between groups.
  20479. */
  20480. export interface IRenderingManagerAutoClearSetup {
  20481. /**
  20482. * Defines whether or not autoclear is enable.
  20483. */
  20484. autoClear: boolean;
  20485. /**
  20486. * Defines whether or not to autoclear the depth buffer.
  20487. */
  20488. depth: boolean;
  20489. /**
  20490. * Defines whether or not to autoclear the stencil buffer.
  20491. */
  20492. stencil: boolean;
  20493. }
  20494. /**
  20495. * This class is used by the onRenderingGroupObservable
  20496. */
  20497. export class RenderingGroupInfo {
  20498. /**
  20499. * The Scene that being rendered
  20500. */
  20501. scene: Scene;
  20502. /**
  20503. * The camera currently used for the rendering pass
  20504. */
  20505. camera: Nullable<Camera>;
  20506. /**
  20507. * The ID of the renderingGroup being processed
  20508. */
  20509. renderingGroupId: number;
  20510. }
  20511. /**
  20512. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20513. * It is enable to manage the different groups as well as the different necessary sort functions.
  20514. * This should not be used directly aside of the few static configurations
  20515. */
  20516. export class RenderingManager {
  20517. /**
  20518. * The max id used for rendering groups (not included)
  20519. */
  20520. static MAX_RENDERINGGROUPS: number;
  20521. /**
  20522. * The min id used for rendering groups (included)
  20523. */
  20524. static MIN_RENDERINGGROUPS: number;
  20525. /**
  20526. * Used to globally prevent autoclearing scenes.
  20527. */
  20528. static AUTOCLEAR: boolean;
  20529. /**
  20530. * @hidden
  20531. */
  20532. _useSceneAutoClearSetup: boolean;
  20533. private _scene;
  20534. private _renderingGroups;
  20535. private _depthStencilBufferAlreadyCleaned;
  20536. private _autoClearDepthStencil;
  20537. private _customOpaqueSortCompareFn;
  20538. private _customAlphaTestSortCompareFn;
  20539. private _customTransparentSortCompareFn;
  20540. private _renderingGroupInfo;
  20541. /**
  20542. * Instantiates a new rendering group for a particular scene
  20543. * @param scene Defines the scene the groups belongs to
  20544. */
  20545. constructor(scene: Scene);
  20546. private _clearDepthStencilBuffer;
  20547. /**
  20548. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20549. * @hidden
  20550. */
  20551. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20552. /**
  20553. * Resets the different information of the group to prepare a new frame
  20554. * @hidden
  20555. */
  20556. reset(): void;
  20557. /**
  20558. * Dispose and release the group and its associated resources.
  20559. * @hidden
  20560. */
  20561. dispose(): void;
  20562. /**
  20563. * Clear the info related to rendering groups preventing retention points during dispose.
  20564. */
  20565. freeRenderingGroups(): void;
  20566. private _prepareRenderingGroup;
  20567. /**
  20568. * Add a sprite manager to the rendering manager in order to render it this frame.
  20569. * @param spriteManager Define the sprite manager to render
  20570. */
  20571. dispatchSprites(spriteManager: ISpriteManager): void;
  20572. /**
  20573. * Add a particle system to the rendering manager in order to render it this frame.
  20574. * @param particleSystem Define the particle system to render
  20575. */
  20576. dispatchParticles(particleSystem: IParticleSystem): void;
  20577. /**
  20578. * Add a submesh to the manager in order to render it this frame
  20579. * @param subMesh The submesh to dispatch
  20580. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20581. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20582. */
  20583. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20584. /**
  20585. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20586. * This allowed control for front to back rendering or reversly depending of the special needs.
  20587. *
  20588. * @param renderingGroupId The rendering group id corresponding to its index
  20589. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20590. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20591. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20592. */
  20593. 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;
  20594. /**
  20595. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20596. *
  20597. * @param renderingGroupId The rendering group id corresponding to its index
  20598. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20599. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20600. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20601. */
  20602. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20603. /**
  20604. * Gets the current auto clear configuration for one rendering group of the rendering
  20605. * manager.
  20606. * @param index the rendering group index to get the information for
  20607. * @returns The auto clear setup for the requested rendering group
  20608. */
  20609. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20610. }
  20611. }
  20612. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20613. import { Observable } from "babylonjs/Misc/observable";
  20614. import { SmartArray } from "babylonjs/Misc/smartArray";
  20615. import { Nullable } from "babylonjs/types";
  20616. import { Camera } from "babylonjs/Cameras/camera";
  20617. import { Scene } from "babylonjs/scene";
  20618. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20619. import { Color4 } from "babylonjs/Maths/math.color";
  20620. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20621. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20622. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20623. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20624. import { Texture } from "babylonjs/Materials/Textures/texture";
  20625. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20626. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20627. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20628. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20629. import { Engine } from "babylonjs/Engines/engine";
  20630. /**
  20631. * This Helps creating a texture that will be created from a camera in your scene.
  20632. * It is basically a dynamic texture that could be used to create special effects for instance.
  20633. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20634. */
  20635. export class RenderTargetTexture extends Texture {
  20636. isCube: boolean;
  20637. /**
  20638. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20639. */
  20640. static readonly REFRESHRATE_RENDER_ONCE: number;
  20641. /**
  20642. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20643. */
  20644. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20645. /**
  20646. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20647. * the central point of your effect and can save a lot of performances.
  20648. */
  20649. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20650. /**
  20651. * Use this predicate to dynamically define the list of mesh you want to render.
  20652. * If set, the renderList property will be overwritten.
  20653. */
  20654. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20655. private _renderList;
  20656. /**
  20657. * Use this list to define the list of mesh you want to render.
  20658. */
  20659. renderList: Nullable<Array<AbstractMesh>>;
  20660. private _hookArray;
  20661. /**
  20662. * Define if particles should be rendered in your texture.
  20663. */
  20664. renderParticles: boolean;
  20665. /**
  20666. * Define if sprites should be rendered in your texture.
  20667. */
  20668. renderSprites: boolean;
  20669. /**
  20670. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20671. */
  20672. coordinatesMode: number;
  20673. /**
  20674. * Define the camera used to render the texture.
  20675. */
  20676. activeCamera: Nullable<Camera>;
  20677. /**
  20678. * Override the render function of the texture with your own one.
  20679. */
  20680. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20681. /**
  20682. * Define if camera post processes should be use while rendering the texture.
  20683. */
  20684. useCameraPostProcesses: boolean;
  20685. /**
  20686. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20687. */
  20688. ignoreCameraViewport: boolean;
  20689. private _postProcessManager;
  20690. private _postProcesses;
  20691. private _resizeObserver;
  20692. /**
  20693. * An event triggered when the texture is unbind.
  20694. */
  20695. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20696. /**
  20697. * An event triggered when the texture is unbind.
  20698. */
  20699. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20700. private _onAfterUnbindObserver;
  20701. /**
  20702. * Set a after unbind callback in the texture.
  20703. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20704. */
  20705. onAfterUnbind: () => void;
  20706. /**
  20707. * An event triggered before rendering the texture
  20708. */
  20709. onBeforeRenderObservable: Observable<number>;
  20710. private _onBeforeRenderObserver;
  20711. /**
  20712. * Set a before render callback in the texture.
  20713. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20714. */
  20715. onBeforeRender: (faceIndex: number) => void;
  20716. /**
  20717. * An event triggered after rendering the texture
  20718. */
  20719. onAfterRenderObservable: Observable<number>;
  20720. private _onAfterRenderObserver;
  20721. /**
  20722. * Set a after render callback in the texture.
  20723. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20724. */
  20725. onAfterRender: (faceIndex: number) => void;
  20726. /**
  20727. * An event triggered after the texture clear
  20728. */
  20729. onClearObservable: Observable<Engine>;
  20730. private _onClearObserver;
  20731. /**
  20732. * Set a clear callback in the texture.
  20733. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20734. */
  20735. onClear: (Engine: Engine) => void;
  20736. /**
  20737. * An event triggered when the texture is resized.
  20738. */
  20739. onResizeObservable: Observable<RenderTargetTexture>;
  20740. /**
  20741. * Define the clear color of the Render Target if it should be different from the scene.
  20742. */
  20743. clearColor: Color4;
  20744. protected _size: number | {
  20745. width: number;
  20746. height: number;
  20747. };
  20748. protected _initialSizeParameter: number | {
  20749. width: number;
  20750. height: number;
  20751. } | {
  20752. ratio: number;
  20753. };
  20754. protected _sizeRatio: Nullable<number>;
  20755. /** @hidden */
  20756. _generateMipMaps: boolean;
  20757. protected _renderingManager: RenderingManager;
  20758. /** @hidden */
  20759. _waitingRenderList: string[];
  20760. protected _doNotChangeAspectRatio: boolean;
  20761. protected _currentRefreshId: number;
  20762. protected _refreshRate: number;
  20763. protected _textureMatrix: Matrix;
  20764. protected _samples: number;
  20765. protected _renderTargetOptions: RenderTargetCreationOptions;
  20766. /**
  20767. * Gets render target creation options that were used.
  20768. */
  20769. readonly renderTargetOptions: RenderTargetCreationOptions;
  20770. protected _engine: Engine;
  20771. protected _onRatioRescale(): void;
  20772. /**
  20773. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20774. * It must define where the camera used to render the texture is set
  20775. */
  20776. boundingBoxPosition: Vector3;
  20777. private _boundingBoxSize;
  20778. /**
  20779. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20780. * When defined, the cubemap will switch to local mode
  20781. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20782. * @example https://www.babylonjs-playground.com/#RNASML
  20783. */
  20784. boundingBoxSize: Vector3;
  20785. /**
  20786. * In case the RTT has been created with a depth texture, get the associated
  20787. * depth texture.
  20788. * Otherwise, return null.
  20789. */
  20790. depthStencilTexture: Nullable<InternalTexture>;
  20791. /**
  20792. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20793. * or used a shadow, depth texture...
  20794. * @param name The friendly name of the texture
  20795. * @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)
  20796. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20797. * @param generateMipMaps True if mip maps need to be generated after render.
  20798. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20799. * @param type The type of the buffer in the RTT (int, half float, float...)
  20800. * @param isCube True if a cube texture needs to be created
  20801. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20802. * @param generateDepthBuffer True to generate a depth buffer
  20803. * @param generateStencilBuffer True to generate a stencil buffer
  20804. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20805. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20806. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20807. */
  20808. constructor(name: string, size: number | {
  20809. width: number;
  20810. height: number;
  20811. } | {
  20812. ratio: number;
  20813. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20814. /**
  20815. * Creates a depth stencil texture.
  20816. * This is only available in WebGL 2 or with the depth texture extension available.
  20817. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20818. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20819. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20820. */
  20821. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20822. private _processSizeParameter;
  20823. /**
  20824. * Define the number of samples to use in case of MSAA.
  20825. * It defaults to one meaning no MSAA has been enabled.
  20826. */
  20827. samples: number;
  20828. /**
  20829. * Resets the refresh counter of the texture and start bak from scratch.
  20830. * Could be useful to regenerate the texture if it is setup to render only once.
  20831. */
  20832. resetRefreshCounter(): void;
  20833. /**
  20834. * Define the refresh rate of the texture or the rendering frequency.
  20835. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20836. */
  20837. refreshRate: number;
  20838. /**
  20839. * Adds a post process to the render target rendering passes.
  20840. * @param postProcess define the post process to add
  20841. */
  20842. addPostProcess(postProcess: PostProcess): void;
  20843. /**
  20844. * Clear all the post processes attached to the render target
  20845. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20846. */
  20847. clearPostProcesses(dispose?: boolean): void;
  20848. /**
  20849. * Remove one of the post process from the list of attached post processes to the texture
  20850. * @param postProcess define the post process to remove from the list
  20851. */
  20852. removePostProcess(postProcess: PostProcess): void;
  20853. /** @hidden */
  20854. _shouldRender(): boolean;
  20855. /**
  20856. * Gets the actual render size of the texture.
  20857. * @returns the width of the render size
  20858. */
  20859. getRenderSize(): number;
  20860. /**
  20861. * Gets the actual render width of the texture.
  20862. * @returns the width of the render size
  20863. */
  20864. getRenderWidth(): number;
  20865. /**
  20866. * Gets the actual render height of the texture.
  20867. * @returns the height of the render size
  20868. */
  20869. getRenderHeight(): number;
  20870. /**
  20871. * Get if the texture can be rescaled or not.
  20872. */
  20873. readonly canRescale: boolean;
  20874. /**
  20875. * Resize the texture using a ratio.
  20876. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20877. */
  20878. scale(ratio: number): void;
  20879. /**
  20880. * Get the texture reflection matrix used to rotate/transform the reflection.
  20881. * @returns the reflection matrix
  20882. */
  20883. getReflectionTextureMatrix(): Matrix;
  20884. /**
  20885. * Resize the texture to a new desired size.
  20886. * Be carrefull as it will recreate all the data in the new texture.
  20887. * @param size Define the new size. It can be:
  20888. * - a number for squared texture,
  20889. * - an object containing { width: number, height: number }
  20890. * - or an object containing a ratio { ratio: number }
  20891. */
  20892. resize(size: number | {
  20893. width: number;
  20894. height: number;
  20895. } | {
  20896. ratio: number;
  20897. }): void;
  20898. /**
  20899. * Renders all the objects from the render list into the texture.
  20900. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20901. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20902. */
  20903. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20904. private _bestReflectionRenderTargetDimension;
  20905. /**
  20906. * @hidden
  20907. * @param faceIndex face index to bind to if this is a cubetexture
  20908. */
  20909. _bindFrameBuffer(faceIndex?: number): void;
  20910. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20911. private renderToTarget;
  20912. /**
  20913. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20914. * This allowed control for front to back rendering or reversly depending of the special needs.
  20915. *
  20916. * @param renderingGroupId The rendering group id corresponding to its index
  20917. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20918. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20919. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20920. */
  20921. 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;
  20922. /**
  20923. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20924. *
  20925. * @param renderingGroupId The rendering group id corresponding to its index
  20926. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20927. */
  20928. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20929. /**
  20930. * Clones the texture.
  20931. * @returns the cloned texture
  20932. */
  20933. clone(): RenderTargetTexture;
  20934. /**
  20935. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20936. * @returns The JSON representation of the texture
  20937. */
  20938. serialize(): any;
  20939. /**
  20940. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20941. */
  20942. disposeFramebufferObjects(): void;
  20943. /**
  20944. * Dispose the texture and release its associated resources.
  20945. */
  20946. dispose(): void;
  20947. /** @hidden */
  20948. _rebuild(): void;
  20949. /**
  20950. * Clear the info related to rendering groups preventing retention point in material dispose.
  20951. */
  20952. freeRenderingGroups(): void;
  20953. /**
  20954. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20955. * @returns the view count
  20956. */
  20957. getViewCount(): number;
  20958. }
  20959. }
  20960. declare module "babylonjs/Materials/material" {
  20961. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20962. import { SmartArray } from "babylonjs/Misc/smartArray";
  20963. import { Observable } from "babylonjs/Misc/observable";
  20964. import { Nullable } from "babylonjs/types";
  20965. import { Scene } from "babylonjs/scene";
  20966. import { Matrix } from "babylonjs/Maths/math.vector";
  20967. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20968. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20969. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20970. import { Effect } from "babylonjs/Materials/effect";
  20971. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20972. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20973. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20974. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20975. import { Mesh } from "babylonjs/Meshes/mesh";
  20976. import { Animation } from "babylonjs/Animations/animation";
  20977. /**
  20978. * Options for compiling materials.
  20979. */
  20980. export interface IMaterialCompilationOptions {
  20981. /**
  20982. * Defines whether clip planes are enabled.
  20983. */
  20984. clipPlane: boolean;
  20985. /**
  20986. * Defines whether instances are enabled.
  20987. */
  20988. useInstances: boolean;
  20989. }
  20990. /**
  20991. * Base class for the main features of a material in Babylon.js
  20992. */
  20993. export class Material implements IAnimatable {
  20994. /**
  20995. * Returns the triangle fill mode
  20996. */
  20997. static readonly TriangleFillMode: number;
  20998. /**
  20999. * Returns the wireframe mode
  21000. */
  21001. static readonly WireFrameFillMode: number;
  21002. /**
  21003. * Returns the point fill mode
  21004. */
  21005. static readonly PointFillMode: number;
  21006. /**
  21007. * Returns the point list draw mode
  21008. */
  21009. static readonly PointListDrawMode: number;
  21010. /**
  21011. * Returns the line list draw mode
  21012. */
  21013. static readonly LineListDrawMode: number;
  21014. /**
  21015. * Returns the line loop draw mode
  21016. */
  21017. static readonly LineLoopDrawMode: number;
  21018. /**
  21019. * Returns the line strip draw mode
  21020. */
  21021. static readonly LineStripDrawMode: number;
  21022. /**
  21023. * Returns the triangle strip draw mode
  21024. */
  21025. static readonly TriangleStripDrawMode: number;
  21026. /**
  21027. * Returns the triangle fan draw mode
  21028. */
  21029. static readonly TriangleFanDrawMode: number;
  21030. /**
  21031. * Stores the clock-wise side orientation
  21032. */
  21033. static readonly ClockWiseSideOrientation: number;
  21034. /**
  21035. * Stores the counter clock-wise side orientation
  21036. */
  21037. static readonly CounterClockWiseSideOrientation: number;
  21038. /**
  21039. * The dirty texture flag value
  21040. */
  21041. static readonly TextureDirtyFlag: number;
  21042. /**
  21043. * The dirty light flag value
  21044. */
  21045. static readonly LightDirtyFlag: number;
  21046. /**
  21047. * The dirty fresnel flag value
  21048. */
  21049. static readonly FresnelDirtyFlag: number;
  21050. /**
  21051. * The dirty attribute flag value
  21052. */
  21053. static readonly AttributesDirtyFlag: number;
  21054. /**
  21055. * The dirty misc flag value
  21056. */
  21057. static readonly MiscDirtyFlag: number;
  21058. /**
  21059. * The all dirty flag value
  21060. */
  21061. static readonly AllDirtyFlag: number;
  21062. /**
  21063. * The ID of the material
  21064. */
  21065. id: string;
  21066. /**
  21067. * Gets or sets the unique id of the material
  21068. */
  21069. uniqueId: number;
  21070. /**
  21071. * The name of the material
  21072. */
  21073. name: string;
  21074. /**
  21075. * Gets or sets user defined metadata
  21076. */
  21077. metadata: any;
  21078. /**
  21079. * For internal use only. Please do not use.
  21080. */
  21081. reservedDataStore: any;
  21082. /**
  21083. * Specifies if the ready state should be checked on each call
  21084. */
  21085. checkReadyOnEveryCall: boolean;
  21086. /**
  21087. * Specifies if the ready state should be checked once
  21088. */
  21089. checkReadyOnlyOnce: boolean;
  21090. /**
  21091. * The state of the material
  21092. */
  21093. state: string;
  21094. /**
  21095. * The alpha value of the material
  21096. */
  21097. protected _alpha: number;
  21098. /**
  21099. * List of inspectable custom properties (used by the Inspector)
  21100. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21101. */
  21102. inspectableCustomProperties: IInspectable[];
  21103. /**
  21104. * Sets the alpha value of the material
  21105. */
  21106. /**
  21107. * Gets the alpha value of the material
  21108. */
  21109. alpha: number;
  21110. /**
  21111. * Specifies if back face culling is enabled
  21112. */
  21113. protected _backFaceCulling: boolean;
  21114. /**
  21115. * Sets the back-face culling state
  21116. */
  21117. /**
  21118. * Gets the back-face culling state
  21119. */
  21120. backFaceCulling: boolean;
  21121. /**
  21122. * Stores the value for side orientation
  21123. */
  21124. sideOrientation: number;
  21125. /**
  21126. * Callback triggered when the material is compiled
  21127. */
  21128. onCompiled: Nullable<(effect: Effect) => void>;
  21129. /**
  21130. * Callback triggered when an error occurs
  21131. */
  21132. onError: Nullable<(effect: Effect, errors: string) => void>;
  21133. /**
  21134. * Callback triggered to get the render target textures
  21135. */
  21136. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21137. /**
  21138. * Gets a boolean indicating that current material needs to register RTT
  21139. */
  21140. readonly hasRenderTargetTextures: boolean;
  21141. /**
  21142. * Specifies if the material should be serialized
  21143. */
  21144. doNotSerialize: boolean;
  21145. /**
  21146. * @hidden
  21147. */
  21148. _storeEffectOnSubMeshes: boolean;
  21149. /**
  21150. * Stores the animations for the material
  21151. */
  21152. animations: Nullable<Array<Animation>>;
  21153. /**
  21154. * An event triggered when the material is disposed
  21155. */
  21156. onDisposeObservable: Observable<Material>;
  21157. /**
  21158. * An observer which watches for dispose events
  21159. */
  21160. private _onDisposeObserver;
  21161. private _onUnBindObservable;
  21162. /**
  21163. * Called during a dispose event
  21164. */
  21165. onDispose: () => void;
  21166. private _onBindObservable;
  21167. /**
  21168. * An event triggered when the material is bound
  21169. */
  21170. readonly onBindObservable: Observable<AbstractMesh>;
  21171. /**
  21172. * An observer which watches for bind events
  21173. */
  21174. private _onBindObserver;
  21175. /**
  21176. * Called during a bind event
  21177. */
  21178. onBind: (Mesh: AbstractMesh) => void;
  21179. /**
  21180. * An event triggered when the material is unbound
  21181. */
  21182. readonly onUnBindObservable: Observable<Material>;
  21183. /**
  21184. * Stores the value of the alpha mode
  21185. */
  21186. private _alphaMode;
  21187. /**
  21188. * Sets the value of the alpha mode.
  21189. *
  21190. * | Value | Type | Description |
  21191. * | --- | --- | --- |
  21192. * | 0 | ALPHA_DISABLE | |
  21193. * | 1 | ALPHA_ADD | |
  21194. * | 2 | ALPHA_COMBINE | |
  21195. * | 3 | ALPHA_SUBTRACT | |
  21196. * | 4 | ALPHA_MULTIPLY | |
  21197. * | 5 | ALPHA_MAXIMIZED | |
  21198. * | 6 | ALPHA_ONEONE | |
  21199. * | 7 | ALPHA_PREMULTIPLIED | |
  21200. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21201. * | 9 | ALPHA_INTERPOLATE | |
  21202. * | 10 | ALPHA_SCREENMODE | |
  21203. *
  21204. */
  21205. /**
  21206. * Gets the value of the alpha mode
  21207. */
  21208. alphaMode: number;
  21209. /**
  21210. * Stores the state of the need depth pre-pass value
  21211. */
  21212. private _needDepthPrePass;
  21213. /**
  21214. * Sets the need depth pre-pass value
  21215. */
  21216. /**
  21217. * Gets the depth pre-pass value
  21218. */
  21219. needDepthPrePass: boolean;
  21220. /**
  21221. * Specifies if depth writing should be disabled
  21222. */
  21223. disableDepthWrite: boolean;
  21224. /**
  21225. * Specifies if depth writing should be forced
  21226. */
  21227. forceDepthWrite: boolean;
  21228. /**
  21229. * Specifies the depth function that should be used. 0 means the default engine function
  21230. */
  21231. depthFunction: number;
  21232. /**
  21233. * Specifies if there should be a separate pass for culling
  21234. */
  21235. separateCullingPass: boolean;
  21236. /**
  21237. * Stores the state specifing if fog should be enabled
  21238. */
  21239. private _fogEnabled;
  21240. /**
  21241. * Sets the state for enabling fog
  21242. */
  21243. /**
  21244. * Gets the value of the fog enabled state
  21245. */
  21246. fogEnabled: boolean;
  21247. /**
  21248. * Stores the size of points
  21249. */
  21250. pointSize: number;
  21251. /**
  21252. * Stores the z offset value
  21253. */
  21254. zOffset: number;
  21255. /**
  21256. * Gets a value specifying if wireframe mode is enabled
  21257. */
  21258. /**
  21259. * Sets the state of wireframe mode
  21260. */
  21261. wireframe: boolean;
  21262. /**
  21263. * Gets the value specifying if point clouds are enabled
  21264. */
  21265. /**
  21266. * Sets the state of point cloud mode
  21267. */
  21268. pointsCloud: boolean;
  21269. /**
  21270. * Gets the material fill mode
  21271. */
  21272. /**
  21273. * Sets the material fill mode
  21274. */
  21275. fillMode: number;
  21276. /**
  21277. * @hidden
  21278. * Stores the effects for the material
  21279. */
  21280. _effect: Nullable<Effect>;
  21281. /**
  21282. * @hidden
  21283. * Specifies if the material was previously ready
  21284. */
  21285. _wasPreviouslyReady: boolean;
  21286. /**
  21287. * Specifies if uniform buffers should be used
  21288. */
  21289. private _useUBO;
  21290. /**
  21291. * Stores a reference to the scene
  21292. */
  21293. private _scene;
  21294. /**
  21295. * Stores the fill mode state
  21296. */
  21297. private _fillMode;
  21298. /**
  21299. * Specifies if the depth write state should be cached
  21300. */
  21301. private _cachedDepthWriteState;
  21302. /**
  21303. * Specifies if the depth function state should be cached
  21304. */
  21305. private _cachedDepthFunctionState;
  21306. /**
  21307. * Stores the uniform buffer
  21308. */
  21309. protected _uniformBuffer: UniformBuffer;
  21310. /** @hidden */
  21311. _indexInSceneMaterialArray: number;
  21312. /** @hidden */
  21313. meshMap: Nullable<{
  21314. [id: string]: AbstractMesh | undefined;
  21315. }>;
  21316. /**
  21317. * Creates a material instance
  21318. * @param name defines the name of the material
  21319. * @param scene defines the scene to reference
  21320. * @param doNotAdd specifies if the material should be added to the scene
  21321. */
  21322. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21323. /**
  21324. * Returns a string representation of the current material
  21325. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21326. * @returns a string with material information
  21327. */
  21328. toString(fullDetails?: boolean): string;
  21329. /**
  21330. * Gets the class name of the material
  21331. * @returns a string with the class name of the material
  21332. */
  21333. getClassName(): string;
  21334. /**
  21335. * Specifies if updates for the material been locked
  21336. */
  21337. readonly isFrozen: boolean;
  21338. /**
  21339. * Locks updates for the material
  21340. */
  21341. freeze(): void;
  21342. /**
  21343. * Unlocks updates for the material
  21344. */
  21345. unfreeze(): void;
  21346. /**
  21347. * Specifies if the material is ready to be used
  21348. * @param mesh defines the mesh to check
  21349. * @param useInstances specifies if instances should be used
  21350. * @returns a boolean indicating if the material is ready to be used
  21351. */
  21352. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21353. /**
  21354. * Specifies that the submesh is ready to be used
  21355. * @param mesh defines the mesh to check
  21356. * @param subMesh defines which submesh to check
  21357. * @param useInstances specifies that instances should be used
  21358. * @returns a boolean indicating that the submesh is ready or not
  21359. */
  21360. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21361. /**
  21362. * Returns the material effect
  21363. * @returns the effect associated with the material
  21364. */
  21365. getEffect(): Nullable<Effect>;
  21366. /**
  21367. * Returns the current scene
  21368. * @returns a Scene
  21369. */
  21370. getScene(): Scene;
  21371. /**
  21372. * Specifies if the material will require alpha blending
  21373. * @returns a boolean specifying if alpha blending is needed
  21374. */
  21375. needAlphaBlending(): boolean;
  21376. /**
  21377. * Specifies if the mesh will require alpha blending
  21378. * @param mesh defines the mesh to check
  21379. * @returns a boolean specifying if alpha blending is needed for the mesh
  21380. */
  21381. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21382. /**
  21383. * Specifies if this material should be rendered in alpha test mode
  21384. * @returns a boolean specifying if an alpha test is needed.
  21385. */
  21386. needAlphaTesting(): boolean;
  21387. /**
  21388. * Gets the texture used for the alpha test
  21389. * @returns the texture to use for alpha testing
  21390. */
  21391. getAlphaTestTexture(): Nullable<BaseTexture>;
  21392. /**
  21393. * Marks the material to indicate that it needs to be re-calculated
  21394. */
  21395. markDirty(): void;
  21396. /** @hidden */
  21397. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21398. /**
  21399. * Binds the material to the mesh
  21400. * @param world defines the world transformation matrix
  21401. * @param mesh defines the mesh to bind the material to
  21402. */
  21403. bind(world: Matrix, mesh?: Mesh): void;
  21404. /**
  21405. * Binds the submesh to the material
  21406. * @param world defines the world transformation matrix
  21407. * @param mesh defines the mesh containing the submesh
  21408. * @param subMesh defines the submesh to bind the material to
  21409. */
  21410. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21411. /**
  21412. * Binds the world matrix to the material
  21413. * @param world defines the world transformation matrix
  21414. */
  21415. bindOnlyWorldMatrix(world: Matrix): void;
  21416. /**
  21417. * Binds the scene's uniform buffer to the effect.
  21418. * @param effect defines the effect to bind to the scene uniform buffer
  21419. * @param sceneUbo defines the uniform buffer storing scene data
  21420. */
  21421. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21422. /**
  21423. * Binds the view matrix to the effect
  21424. * @param effect defines the effect to bind the view matrix to
  21425. */
  21426. bindView(effect: Effect): void;
  21427. /**
  21428. * Binds the view projection matrix to the effect
  21429. * @param effect defines the effect to bind the view projection matrix to
  21430. */
  21431. bindViewProjection(effect: Effect): void;
  21432. /**
  21433. * Specifies if material alpha testing should be turned on for the mesh
  21434. * @param mesh defines the mesh to check
  21435. */
  21436. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21437. /**
  21438. * Processes to execute after binding the material to a mesh
  21439. * @param mesh defines the rendered mesh
  21440. */
  21441. protected _afterBind(mesh?: Mesh): void;
  21442. /**
  21443. * Unbinds the material from the mesh
  21444. */
  21445. unbind(): void;
  21446. /**
  21447. * Gets the active textures from the material
  21448. * @returns an array of textures
  21449. */
  21450. getActiveTextures(): BaseTexture[];
  21451. /**
  21452. * Specifies if the material uses a texture
  21453. * @param texture defines the texture to check against the material
  21454. * @returns a boolean specifying if the material uses the texture
  21455. */
  21456. hasTexture(texture: BaseTexture): boolean;
  21457. /**
  21458. * Makes a duplicate of the material, and gives it a new name
  21459. * @param name defines the new name for the duplicated material
  21460. * @returns the cloned material
  21461. */
  21462. clone(name: string): Nullable<Material>;
  21463. /**
  21464. * Gets the meshes bound to the material
  21465. * @returns an array of meshes bound to the material
  21466. */
  21467. getBindedMeshes(): AbstractMesh[];
  21468. /**
  21469. * Force shader compilation
  21470. * @param mesh defines the mesh associated with this material
  21471. * @param onCompiled defines a function to execute once the material is compiled
  21472. * @param options defines the options to configure the compilation
  21473. * @param onError defines a function to execute if the material fails compiling
  21474. */
  21475. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21476. /**
  21477. * Force shader compilation
  21478. * @param mesh defines the mesh that will use this material
  21479. * @param options defines additional options for compiling the shaders
  21480. * @returns a promise that resolves when the compilation completes
  21481. */
  21482. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21483. private static readonly _AllDirtyCallBack;
  21484. private static readonly _ImageProcessingDirtyCallBack;
  21485. private static readonly _TextureDirtyCallBack;
  21486. private static readonly _FresnelDirtyCallBack;
  21487. private static readonly _MiscDirtyCallBack;
  21488. private static readonly _LightsDirtyCallBack;
  21489. private static readonly _AttributeDirtyCallBack;
  21490. private static _FresnelAndMiscDirtyCallBack;
  21491. private static _TextureAndMiscDirtyCallBack;
  21492. private static readonly _DirtyCallbackArray;
  21493. private static readonly _RunDirtyCallBacks;
  21494. /**
  21495. * Marks a define in the material to indicate that it needs to be re-computed
  21496. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21497. */
  21498. markAsDirty(flag: number): void;
  21499. /**
  21500. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21501. * @param func defines a function which checks material defines against the submeshes
  21502. */
  21503. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21504. /**
  21505. * Indicates that we need to re-calculated for all submeshes
  21506. */
  21507. protected _markAllSubMeshesAsAllDirty(): void;
  21508. /**
  21509. * Indicates that image processing needs to be re-calculated for all submeshes
  21510. */
  21511. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21512. /**
  21513. * Indicates that textures need to be re-calculated for all submeshes
  21514. */
  21515. protected _markAllSubMeshesAsTexturesDirty(): void;
  21516. /**
  21517. * Indicates that fresnel needs to be re-calculated for all submeshes
  21518. */
  21519. protected _markAllSubMeshesAsFresnelDirty(): void;
  21520. /**
  21521. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21522. */
  21523. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21524. /**
  21525. * Indicates that lights need to be re-calculated for all submeshes
  21526. */
  21527. protected _markAllSubMeshesAsLightsDirty(): void;
  21528. /**
  21529. * Indicates that attributes need to be re-calculated for all submeshes
  21530. */
  21531. protected _markAllSubMeshesAsAttributesDirty(): void;
  21532. /**
  21533. * Indicates that misc needs to be re-calculated for all submeshes
  21534. */
  21535. protected _markAllSubMeshesAsMiscDirty(): void;
  21536. /**
  21537. * Indicates that textures and misc need to be re-calculated for all submeshes
  21538. */
  21539. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21540. /**
  21541. * Disposes the material
  21542. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21543. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21544. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21545. */
  21546. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21547. /** @hidden */
  21548. private releaseVertexArrayObject;
  21549. /**
  21550. * Serializes this material
  21551. * @returns the serialized material object
  21552. */
  21553. serialize(): any;
  21554. /**
  21555. * Creates a material from parsed material data
  21556. * @param parsedMaterial defines parsed material data
  21557. * @param scene defines the hosting scene
  21558. * @param rootUrl defines the root URL to use to load textures
  21559. * @returns a new material
  21560. */
  21561. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21562. }
  21563. }
  21564. declare module "babylonjs/Materials/multiMaterial" {
  21565. import { Nullable } from "babylonjs/types";
  21566. import { Scene } from "babylonjs/scene";
  21567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21568. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21569. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21570. import { Material } from "babylonjs/Materials/material";
  21571. /**
  21572. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21573. * separate meshes. This can be use to improve performances.
  21574. * @see http://doc.babylonjs.com/how_to/multi_materials
  21575. */
  21576. export class MultiMaterial extends Material {
  21577. private _subMaterials;
  21578. /**
  21579. * Gets or Sets the list of Materials used within the multi material.
  21580. * They need to be ordered according to the submeshes order in the associated mesh
  21581. */
  21582. subMaterials: Nullable<Material>[];
  21583. /**
  21584. * Function used to align with Node.getChildren()
  21585. * @returns the list of Materials used within the multi material
  21586. */
  21587. getChildren(): Nullable<Material>[];
  21588. /**
  21589. * Instantiates a new Multi Material
  21590. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21591. * separate meshes. This can be use to improve performances.
  21592. * @see http://doc.babylonjs.com/how_to/multi_materials
  21593. * @param name Define the name in the scene
  21594. * @param scene Define the scene the material belongs to
  21595. */
  21596. constructor(name: string, scene: Scene);
  21597. private _hookArray;
  21598. /**
  21599. * Get one of the submaterial by its index in the submaterials array
  21600. * @param index The index to look the sub material at
  21601. * @returns The Material if the index has been defined
  21602. */
  21603. getSubMaterial(index: number): Nullable<Material>;
  21604. /**
  21605. * Get the list of active textures for the whole sub materials list.
  21606. * @returns All the textures that will be used during the rendering
  21607. */
  21608. getActiveTextures(): BaseTexture[];
  21609. /**
  21610. * Gets the current class name of the material e.g. "MultiMaterial"
  21611. * Mainly use in serialization.
  21612. * @returns the class name
  21613. */
  21614. getClassName(): string;
  21615. /**
  21616. * Checks if the material is ready to render the requested sub mesh
  21617. * @param mesh Define the mesh the submesh belongs to
  21618. * @param subMesh Define the sub mesh to look readyness for
  21619. * @param useInstances Define whether or not the material is used with instances
  21620. * @returns true if ready, otherwise false
  21621. */
  21622. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21623. /**
  21624. * Clones the current material and its related sub materials
  21625. * @param name Define the name of the newly cloned material
  21626. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21627. * @returns the cloned material
  21628. */
  21629. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21630. /**
  21631. * Serializes the materials into a JSON representation.
  21632. * @returns the JSON representation
  21633. */
  21634. serialize(): any;
  21635. /**
  21636. * Dispose the material and release its associated resources
  21637. * @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)
  21638. * @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)
  21639. * @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)
  21640. */
  21641. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21642. /**
  21643. * Creates a MultiMaterial from parsed MultiMaterial data.
  21644. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21645. * @param scene defines the hosting scene
  21646. * @returns a new MultiMaterial
  21647. */
  21648. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21649. }
  21650. }
  21651. declare module "babylonjs/Meshes/subMesh" {
  21652. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21653. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21654. import { Engine } from "babylonjs/Engines/engine";
  21655. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21656. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21657. import { Effect } from "babylonjs/Materials/effect";
  21658. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21659. import { Plane } from "babylonjs/Maths/math.plane";
  21660. import { Collider } from "babylonjs/Collisions/collider";
  21661. import { Material } from "babylonjs/Materials/material";
  21662. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21664. import { Mesh } from "babylonjs/Meshes/mesh";
  21665. import { Ray } from "babylonjs/Culling/ray";
  21666. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21667. /**
  21668. * Base class for submeshes
  21669. */
  21670. export class BaseSubMesh {
  21671. /** @hidden */
  21672. _materialDefines: Nullable<MaterialDefines>;
  21673. /** @hidden */
  21674. _materialEffect: Nullable<Effect>;
  21675. /**
  21676. * Gets associated effect
  21677. */
  21678. readonly effect: Nullable<Effect>;
  21679. /**
  21680. * Sets associated effect (effect used to render this submesh)
  21681. * @param effect defines the effect to associate with
  21682. * @param defines defines the set of defines used to compile this effect
  21683. */
  21684. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21685. }
  21686. /**
  21687. * Defines a subdivision inside a mesh
  21688. */
  21689. export class SubMesh extends BaseSubMesh implements ICullable {
  21690. /** the material index to use */
  21691. materialIndex: number;
  21692. /** vertex index start */
  21693. verticesStart: number;
  21694. /** vertices count */
  21695. verticesCount: number;
  21696. /** index start */
  21697. indexStart: number;
  21698. /** indices count */
  21699. indexCount: number;
  21700. /** @hidden */
  21701. _linesIndexCount: number;
  21702. private _mesh;
  21703. private _renderingMesh;
  21704. private _boundingInfo;
  21705. private _linesIndexBuffer;
  21706. /** @hidden */
  21707. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21708. /** @hidden */
  21709. _trianglePlanes: Plane[];
  21710. /** @hidden */
  21711. _lastColliderTransformMatrix: Nullable<Matrix>;
  21712. /** @hidden */
  21713. _renderId: number;
  21714. /** @hidden */
  21715. _alphaIndex: number;
  21716. /** @hidden */
  21717. _distanceToCamera: number;
  21718. /** @hidden */
  21719. _id: number;
  21720. private _currentMaterial;
  21721. /**
  21722. * Add a new submesh to a mesh
  21723. * @param materialIndex defines the material index to use
  21724. * @param verticesStart defines vertex index start
  21725. * @param verticesCount defines vertices count
  21726. * @param indexStart defines index start
  21727. * @param indexCount defines indices count
  21728. * @param mesh defines the parent mesh
  21729. * @param renderingMesh defines an optional rendering mesh
  21730. * @param createBoundingBox defines if bounding box should be created for this submesh
  21731. * @returns the new submesh
  21732. */
  21733. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21734. /**
  21735. * Creates a new submesh
  21736. * @param materialIndex defines the material index to use
  21737. * @param verticesStart defines vertex index start
  21738. * @param verticesCount defines vertices count
  21739. * @param indexStart defines index start
  21740. * @param indexCount defines indices count
  21741. * @param mesh defines the parent mesh
  21742. * @param renderingMesh defines an optional rendering mesh
  21743. * @param createBoundingBox defines if bounding box should be created for this submesh
  21744. */
  21745. constructor(
  21746. /** the material index to use */
  21747. materialIndex: number,
  21748. /** vertex index start */
  21749. verticesStart: number,
  21750. /** vertices count */
  21751. verticesCount: number,
  21752. /** index start */
  21753. indexStart: number,
  21754. /** indices count */
  21755. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21756. /**
  21757. * Returns true if this submesh covers the entire parent mesh
  21758. * @ignorenaming
  21759. */
  21760. readonly IsGlobal: boolean;
  21761. /**
  21762. * Returns the submesh BoudingInfo object
  21763. * @returns current bounding info (or mesh's one if the submesh is global)
  21764. */
  21765. getBoundingInfo(): BoundingInfo;
  21766. /**
  21767. * Sets the submesh BoundingInfo
  21768. * @param boundingInfo defines the new bounding info to use
  21769. * @returns the SubMesh
  21770. */
  21771. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21772. /**
  21773. * Returns the mesh of the current submesh
  21774. * @return the parent mesh
  21775. */
  21776. getMesh(): AbstractMesh;
  21777. /**
  21778. * Returns the rendering mesh of the submesh
  21779. * @returns the rendering mesh (could be different from parent mesh)
  21780. */
  21781. getRenderingMesh(): Mesh;
  21782. /**
  21783. * Returns the submesh material
  21784. * @returns null or the current material
  21785. */
  21786. getMaterial(): Nullable<Material>;
  21787. /**
  21788. * Sets a new updated BoundingInfo object to the submesh
  21789. * @param data defines an optional position array to use to determine the bounding info
  21790. * @returns the SubMesh
  21791. */
  21792. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21793. /** @hidden */
  21794. _checkCollision(collider: Collider): boolean;
  21795. /**
  21796. * Updates the submesh BoundingInfo
  21797. * @param world defines the world matrix to use to update the bounding info
  21798. * @returns the submesh
  21799. */
  21800. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21801. /**
  21802. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21803. * @param frustumPlanes defines the frustum planes
  21804. * @returns true if the submesh is intersecting with the frustum
  21805. */
  21806. isInFrustum(frustumPlanes: Plane[]): boolean;
  21807. /**
  21808. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21809. * @param frustumPlanes defines the frustum planes
  21810. * @returns true if the submesh is inside the frustum
  21811. */
  21812. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21813. /**
  21814. * Renders the submesh
  21815. * @param enableAlphaMode defines if alpha needs to be used
  21816. * @returns the submesh
  21817. */
  21818. render(enableAlphaMode: boolean): SubMesh;
  21819. /**
  21820. * @hidden
  21821. */
  21822. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21823. /**
  21824. * Checks if the submesh intersects with a ray
  21825. * @param ray defines the ray to test
  21826. * @returns true is the passed ray intersects the submesh bounding box
  21827. */
  21828. canIntersects(ray: Ray): boolean;
  21829. /**
  21830. * Intersects current submesh with a ray
  21831. * @param ray defines the ray to test
  21832. * @param positions defines mesh's positions array
  21833. * @param indices defines mesh's indices array
  21834. * @param fastCheck defines if only bounding info should be used
  21835. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21836. * @returns intersection info or null if no intersection
  21837. */
  21838. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21839. /** @hidden */
  21840. private _intersectLines;
  21841. /** @hidden */
  21842. private _intersectUnIndexedLines;
  21843. /** @hidden */
  21844. private _intersectTriangles;
  21845. /** @hidden */
  21846. private _intersectUnIndexedTriangles;
  21847. /** @hidden */
  21848. _rebuild(): void;
  21849. /**
  21850. * Creates a new submesh from the passed mesh
  21851. * @param newMesh defines the new hosting mesh
  21852. * @param newRenderingMesh defines an optional rendering mesh
  21853. * @returns the new submesh
  21854. */
  21855. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21856. /**
  21857. * Release associated resources
  21858. */
  21859. dispose(): void;
  21860. /**
  21861. * Gets the class name
  21862. * @returns the string "SubMesh".
  21863. */
  21864. getClassName(): string;
  21865. /**
  21866. * Creates a new submesh from indices data
  21867. * @param materialIndex the index of the main mesh material
  21868. * @param startIndex the index where to start the copy in the mesh indices array
  21869. * @param indexCount the number of indices to copy then from the startIndex
  21870. * @param mesh the main mesh to create the submesh from
  21871. * @param renderingMesh the optional rendering mesh
  21872. * @returns a new submesh
  21873. */
  21874. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21875. }
  21876. }
  21877. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21878. /**
  21879. * Class used to represent data loading progression
  21880. */
  21881. export class SceneLoaderFlags {
  21882. private static _ForceFullSceneLoadingForIncremental;
  21883. private static _ShowLoadingScreen;
  21884. private static _CleanBoneMatrixWeights;
  21885. private static _loggingLevel;
  21886. /**
  21887. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21888. */
  21889. static ForceFullSceneLoadingForIncremental: boolean;
  21890. /**
  21891. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21892. */
  21893. static ShowLoadingScreen: boolean;
  21894. /**
  21895. * Defines the current logging level (while loading the scene)
  21896. * @ignorenaming
  21897. */
  21898. static loggingLevel: number;
  21899. /**
  21900. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21901. */
  21902. static CleanBoneMatrixWeights: boolean;
  21903. }
  21904. }
  21905. declare module "babylonjs/Meshes/geometry" {
  21906. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21907. import { Scene } from "babylonjs/scene";
  21908. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21909. import { Engine } from "babylonjs/Engines/engine";
  21910. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21911. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21912. import { Effect } from "babylonjs/Materials/effect";
  21913. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21914. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21915. import { Mesh } from "babylonjs/Meshes/mesh";
  21916. /**
  21917. * Class used to store geometry data (vertex buffers + index buffer)
  21918. */
  21919. export class Geometry implements IGetSetVerticesData {
  21920. /**
  21921. * Gets or sets the ID of the geometry
  21922. */
  21923. id: string;
  21924. /**
  21925. * Gets or sets the unique ID of the geometry
  21926. */
  21927. uniqueId: number;
  21928. /**
  21929. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21930. */
  21931. delayLoadState: number;
  21932. /**
  21933. * Gets the file containing the data to load when running in delay load state
  21934. */
  21935. delayLoadingFile: Nullable<string>;
  21936. /**
  21937. * Callback called when the geometry is updated
  21938. */
  21939. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21940. private _scene;
  21941. private _engine;
  21942. private _meshes;
  21943. private _totalVertices;
  21944. /** @hidden */
  21945. _indices: IndicesArray;
  21946. /** @hidden */
  21947. _vertexBuffers: {
  21948. [key: string]: VertexBuffer;
  21949. };
  21950. private _isDisposed;
  21951. private _extend;
  21952. private _boundingBias;
  21953. /** @hidden */
  21954. _delayInfo: Array<string>;
  21955. private _indexBuffer;
  21956. private _indexBufferIsUpdatable;
  21957. /** @hidden */
  21958. _boundingInfo: Nullable<BoundingInfo>;
  21959. /** @hidden */
  21960. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21961. /** @hidden */
  21962. _softwareSkinningFrameId: number;
  21963. private _vertexArrayObjects;
  21964. private _updatable;
  21965. /** @hidden */
  21966. _positions: Nullable<Vector3[]>;
  21967. /**
  21968. * 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
  21969. */
  21970. /**
  21971. * 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
  21972. */
  21973. boundingBias: Vector2;
  21974. /**
  21975. * Static function used to attach a new empty geometry to a mesh
  21976. * @param mesh defines the mesh to attach the geometry to
  21977. * @returns the new Geometry
  21978. */
  21979. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21980. /**
  21981. * Creates a new geometry
  21982. * @param id defines the unique ID
  21983. * @param scene defines the hosting scene
  21984. * @param vertexData defines the VertexData used to get geometry data
  21985. * @param updatable defines if geometry must be updatable (false by default)
  21986. * @param mesh defines the mesh that will be associated with the geometry
  21987. */
  21988. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21989. /**
  21990. * Gets the current extend of the geometry
  21991. */
  21992. readonly extend: {
  21993. minimum: Vector3;
  21994. maximum: Vector3;
  21995. };
  21996. /**
  21997. * Gets the hosting scene
  21998. * @returns the hosting Scene
  21999. */
  22000. getScene(): Scene;
  22001. /**
  22002. * Gets the hosting engine
  22003. * @returns the hosting Engine
  22004. */
  22005. getEngine(): Engine;
  22006. /**
  22007. * Defines if the geometry is ready to use
  22008. * @returns true if the geometry is ready to be used
  22009. */
  22010. isReady(): boolean;
  22011. /**
  22012. * Gets a value indicating that the geometry should not be serialized
  22013. */
  22014. readonly doNotSerialize: boolean;
  22015. /** @hidden */
  22016. _rebuild(): void;
  22017. /**
  22018. * Affects all geometry data in one call
  22019. * @param vertexData defines the geometry data
  22020. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22021. */
  22022. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22023. /**
  22024. * Set specific vertex data
  22025. * @param kind defines the data kind (Position, normal, etc...)
  22026. * @param data defines the vertex data to use
  22027. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22028. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22029. */
  22030. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22031. /**
  22032. * Removes a specific vertex data
  22033. * @param kind defines the data kind (Position, normal, etc...)
  22034. */
  22035. removeVerticesData(kind: string): void;
  22036. /**
  22037. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22038. * @param buffer defines the vertex buffer to use
  22039. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22040. */
  22041. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22042. /**
  22043. * Update a specific vertex buffer
  22044. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22045. * It will do nothing if the buffer is not updatable
  22046. * @param kind defines the data kind (Position, normal, etc...)
  22047. * @param data defines the data to use
  22048. * @param offset defines the offset in the target buffer where to store the data
  22049. * @param useBytes set to true if the offset is in bytes
  22050. */
  22051. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22052. /**
  22053. * Update a specific vertex buffer
  22054. * This function will create a new buffer if the current one is not updatable
  22055. * @param kind defines the data kind (Position, normal, etc...)
  22056. * @param data defines the data to use
  22057. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22058. */
  22059. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22060. private _updateBoundingInfo;
  22061. /** @hidden */
  22062. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22063. /**
  22064. * Gets total number of vertices
  22065. * @returns the total number of vertices
  22066. */
  22067. getTotalVertices(): number;
  22068. /**
  22069. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22070. * @param kind defines the data kind (Position, normal, etc...)
  22071. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22072. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22073. * @returns a float array containing vertex data
  22074. */
  22075. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22076. /**
  22077. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22078. * @param kind defines the data kind (Position, normal, etc...)
  22079. * @returns true if the vertex buffer with the specified kind is updatable
  22080. */
  22081. isVertexBufferUpdatable(kind: string): boolean;
  22082. /**
  22083. * Gets a specific vertex buffer
  22084. * @param kind defines the data kind (Position, normal, etc...)
  22085. * @returns a VertexBuffer
  22086. */
  22087. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22088. /**
  22089. * Returns all vertex buffers
  22090. * @return an object holding all vertex buffers indexed by kind
  22091. */
  22092. getVertexBuffers(): Nullable<{
  22093. [key: string]: VertexBuffer;
  22094. }>;
  22095. /**
  22096. * Gets a boolean indicating if specific vertex buffer is present
  22097. * @param kind defines the data kind (Position, normal, etc...)
  22098. * @returns true if data is present
  22099. */
  22100. isVerticesDataPresent(kind: string): boolean;
  22101. /**
  22102. * Gets a list of all attached data kinds (Position, normal, etc...)
  22103. * @returns a list of string containing all kinds
  22104. */
  22105. getVerticesDataKinds(): string[];
  22106. /**
  22107. * Update index buffer
  22108. * @param indices defines the indices to store in the index buffer
  22109. * @param offset defines the offset in the target buffer where to store the data
  22110. * @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)
  22111. */
  22112. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22113. /**
  22114. * Creates a new index buffer
  22115. * @param indices defines the indices to store in the index buffer
  22116. * @param totalVertices defines the total number of vertices (could be null)
  22117. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22118. */
  22119. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22120. /**
  22121. * Return the total number of indices
  22122. * @returns the total number of indices
  22123. */
  22124. getTotalIndices(): number;
  22125. /**
  22126. * Gets the index buffer array
  22127. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22128. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22129. * @returns the index buffer array
  22130. */
  22131. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22132. /**
  22133. * Gets the index buffer
  22134. * @return the index buffer
  22135. */
  22136. getIndexBuffer(): Nullable<DataBuffer>;
  22137. /** @hidden */
  22138. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22139. /**
  22140. * Release the associated resources for a specific mesh
  22141. * @param mesh defines the source mesh
  22142. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22143. */
  22144. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22145. /**
  22146. * Apply current geometry to a given mesh
  22147. * @param mesh defines the mesh to apply geometry to
  22148. */
  22149. applyToMesh(mesh: Mesh): void;
  22150. private _updateExtend;
  22151. private _applyToMesh;
  22152. private notifyUpdate;
  22153. /**
  22154. * Load the geometry if it was flagged as delay loaded
  22155. * @param scene defines the hosting scene
  22156. * @param onLoaded defines a callback called when the geometry is loaded
  22157. */
  22158. load(scene: Scene, onLoaded?: () => void): void;
  22159. private _queueLoad;
  22160. /**
  22161. * Invert the geometry to move from a right handed system to a left handed one.
  22162. */
  22163. toLeftHanded(): void;
  22164. /** @hidden */
  22165. _resetPointsArrayCache(): void;
  22166. /** @hidden */
  22167. _generatePointsArray(): boolean;
  22168. /**
  22169. * Gets a value indicating if the geometry is disposed
  22170. * @returns true if the geometry was disposed
  22171. */
  22172. isDisposed(): boolean;
  22173. private _disposeVertexArrayObjects;
  22174. /**
  22175. * Free all associated resources
  22176. */
  22177. dispose(): void;
  22178. /**
  22179. * Clone the current geometry into a new geometry
  22180. * @param id defines the unique ID of the new geometry
  22181. * @returns a new geometry object
  22182. */
  22183. copy(id: string): Geometry;
  22184. /**
  22185. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22186. * @return a JSON representation of the current geometry data (without the vertices data)
  22187. */
  22188. serialize(): any;
  22189. private toNumberArray;
  22190. /**
  22191. * Serialize all vertices data into a JSON oject
  22192. * @returns a JSON representation of the current geometry data
  22193. */
  22194. serializeVerticeData(): any;
  22195. /**
  22196. * Extracts a clone of a mesh geometry
  22197. * @param mesh defines the source mesh
  22198. * @param id defines the unique ID of the new geometry object
  22199. * @returns the new geometry object
  22200. */
  22201. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22202. /**
  22203. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22204. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22205. * Be aware Math.random() could cause collisions, but:
  22206. * "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"
  22207. * @returns a string containing a new GUID
  22208. */
  22209. static RandomId(): string;
  22210. /** @hidden */
  22211. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22212. private static _CleanMatricesWeights;
  22213. /**
  22214. * Create a new geometry from persisted data (Using .babylon file format)
  22215. * @param parsedVertexData defines the persisted data
  22216. * @param scene defines the hosting scene
  22217. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22218. * @returns the new geometry object
  22219. */
  22220. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22221. }
  22222. }
  22223. declare module "babylonjs/Meshes/mesh.vertexData" {
  22224. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22225. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22226. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22227. import { Geometry } from "babylonjs/Meshes/geometry";
  22228. import { Mesh } from "babylonjs/Meshes/mesh";
  22229. /**
  22230. * Define an interface for all classes that will get and set the data on vertices
  22231. */
  22232. export interface IGetSetVerticesData {
  22233. /**
  22234. * Gets a boolean indicating if specific vertex data is present
  22235. * @param kind defines the vertex data kind to use
  22236. * @returns true is data kind is present
  22237. */
  22238. isVerticesDataPresent(kind: string): boolean;
  22239. /**
  22240. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22241. * @param kind defines the data kind (Position, normal, etc...)
  22242. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22243. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22244. * @returns a float array containing vertex data
  22245. */
  22246. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22247. /**
  22248. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22249. * @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.
  22250. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22251. * @returns the indices array or an empty array if the mesh has no geometry
  22252. */
  22253. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22254. /**
  22255. * Set specific vertex data
  22256. * @param kind defines the data kind (Position, normal, etc...)
  22257. * @param data defines the vertex data to use
  22258. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22259. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22260. */
  22261. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22262. /**
  22263. * Update a specific associated vertex buffer
  22264. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22265. * - VertexBuffer.PositionKind
  22266. * - VertexBuffer.UVKind
  22267. * - VertexBuffer.UV2Kind
  22268. * - VertexBuffer.UV3Kind
  22269. * - VertexBuffer.UV4Kind
  22270. * - VertexBuffer.UV5Kind
  22271. * - VertexBuffer.UV6Kind
  22272. * - VertexBuffer.ColorKind
  22273. * - VertexBuffer.MatricesIndicesKind
  22274. * - VertexBuffer.MatricesIndicesExtraKind
  22275. * - VertexBuffer.MatricesWeightsKind
  22276. * - VertexBuffer.MatricesWeightsExtraKind
  22277. * @param data defines the data source
  22278. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22279. * @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)
  22280. */
  22281. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22282. /**
  22283. * Creates a new index buffer
  22284. * @param indices defines the indices to store in the index buffer
  22285. * @param totalVertices defines the total number of vertices (could be null)
  22286. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22287. */
  22288. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22289. }
  22290. /**
  22291. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22292. */
  22293. export class VertexData {
  22294. /**
  22295. * Mesh side orientation : usually the external or front surface
  22296. */
  22297. static readonly FRONTSIDE: number;
  22298. /**
  22299. * Mesh side orientation : usually the internal or back surface
  22300. */
  22301. static readonly BACKSIDE: number;
  22302. /**
  22303. * Mesh side orientation : both internal and external or front and back surfaces
  22304. */
  22305. static readonly DOUBLESIDE: number;
  22306. /**
  22307. * Mesh side orientation : by default, `FRONTSIDE`
  22308. */
  22309. static readonly DEFAULTSIDE: number;
  22310. /**
  22311. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22312. */
  22313. positions: Nullable<FloatArray>;
  22314. /**
  22315. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22316. */
  22317. normals: Nullable<FloatArray>;
  22318. /**
  22319. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22320. */
  22321. tangents: Nullable<FloatArray>;
  22322. /**
  22323. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22324. */
  22325. uvs: Nullable<FloatArray>;
  22326. /**
  22327. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22328. */
  22329. uvs2: Nullable<FloatArray>;
  22330. /**
  22331. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22332. */
  22333. uvs3: Nullable<FloatArray>;
  22334. /**
  22335. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22336. */
  22337. uvs4: Nullable<FloatArray>;
  22338. /**
  22339. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22340. */
  22341. uvs5: Nullable<FloatArray>;
  22342. /**
  22343. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22344. */
  22345. uvs6: Nullable<FloatArray>;
  22346. /**
  22347. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22348. */
  22349. colors: Nullable<FloatArray>;
  22350. /**
  22351. * 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).
  22352. */
  22353. matricesIndices: Nullable<FloatArray>;
  22354. /**
  22355. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22356. */
  22357. matricesWeights: Nullable<FloatArray>;
  22358. /**
  22359. * An array extending the number of possible indices
  22360. */
  22361. matricesIndicesExtra: Nullable<FloatArray>;
  22362. /**
  22363. * An array extending the number of possible weights when the number of indices is extended
  22364. */
  22365. matricesWeightsExtra: Nullable<FloatArray>;
  22366. /**
  22367. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22368. */
  22369. indices: Nullable<IndicesArray>;
  22370. /**
  22371. * Uses the passed data array to set the set the values for the specified kind of data
  22372. * @param data a linear array of floating numbers
  22373. * @param kind the type of data that is being set, eg positions, colors etc
  22374. */
  22375. set(data: FloatArray, kind: string): void;
  22376. /**
  22377. * Associates the vertexData to the passed Mesh.
  22378. * Sets it as updatable or not (default `false`)
  22379. * @param mesh the mesh the vertexData is applied to
  22380. * @param updatable when used and having the value true allows new data to update the vertexData
  22381. * @returns the VertexData
  22382. */
  22383. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22384. /**
  22385. * Associates the vertexData to the passed Geometry.
  22386. * Sets it as updatable or not (default `false`)
  22387. * @param geometry the geometry the vertexData is applied to
  22388. * @param updatable when used and having the value true allows new data to update the vertexData
  22389. * @returns VertexData
  22390. */
  22391. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22392. /**
  22393. * Updates the associated mesh
  22394. * @param mesh the mesh to be updated
  22395. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22396. * @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
  22397. * @returns VertexData
  22398. */
  22399. updateMesh(mesh: Mesh): VertexData;
  22400. /**
  22401. * Updates the associated geometry
  22402. * @param geometry the geometry to be updated
  22403. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22404. * @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
  22405. * @returns VertexData.
  22406. */
  22407. updateGeometry(geometry: Geometry): VertexData;
  22408. private _applyTo;
  22409. private _update;
  22410. /**
  22411. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22412. * @param matrix the transforming matrix
  22413. * @returns the VertexData
  22414. */
  22415. transform(matrix: Matrix): VertexData;
  22416. /**
  22417. * Merges the passed VertexData into the current one
  22418. * @param other the VertexData to be merged into the current one
  22419. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22420. * @returns the modified VertexData
  22421. */
  22422. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22423. private _mergeElement;
  22424. private _validate;
  22425. /**
  22426. * Serializes the VertexData
  22427. * @returns a serialized object
  22428. */
  22429. serialize(): any;
  22430. /**
  22431. * Extracts the vertexData from a mesh
  22432. * @param mesh the mesh from which to extract the VertexData
  22433. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22434. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22435. * @returns the object VertexData associated to the passed mesh
  22436. */
  22437. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22438. /**
  22439. * Extracts the vertexData from the geometry
  22440. * @param geometry the geometry from which to extract the VertexData
  22441. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22442. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22443. * @returns the object VertexData associated to the passed mesh
  22444. */
  22445. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22446. private static _ExtractFrom;
  22447. /**
  22448. * Creates the VertexData for a Ribbon
  22449. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22450. * * pathArray array of paths, each of which an array of successive Vector3
  22451. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22452. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22453. * * 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
  22454. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22455. * * 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)
  22456. * * 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)
  22457. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22458. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22459. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22460. * @returns the VertexData of the ribbon
  22461. */
  22462. static CreateRibbon(options: {
  22463. pathArray: Vector3[][];
  22464. closeArray?: boolean;
  22465. closePath?: boolean;
  22466. offset?: number;
  22467. sideOrientation?: number;
  22468. frontUVs?: Vector4;
  22469. backUVs?: Vector4;
  22470. invertUV?: boolean;
  22471. uvs?: Vector2[];
  22472. colors?: Color4[];
  22473. }): VertexData;
  22474. /**
  22475. * Creates the VertexData for a box
  22476. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22477. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22478. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22479. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22480. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22481. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22482. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22483. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22484. * * 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)
  22485. * * 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)
  22486. * @returns the VertexData of the box
  22487. */
  22488. static CreateBox(options: {
  22489. size?: number;
  22490. width?: number;
  22491. height?: number;
  22492. depth?: number;
  22493. faceUV?: Vector4[];
  22494. faceColors?: Color4[];
  22495. sideOrientation?: number;
  22496. frontUVs?: Vector4;
  22497. backUVs?: Vector4;
  22498. }): VertexData;
  22499. /**
  22500. * Creates the VertexData for a tiled box
  22501. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22502. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22503. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22504. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22505. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22506. * @returns the VertexData of the box
  22507. */
  22508. static CreateTiledBox(options: {
  22509. pattern?: number;
  22510. width?: number;
  22511. height?: number;
  22512. depth?: number;
  22513. tileSize?: number;
  22514. tileWidth?: number;
  22515. tileHeight?: number;
  22516. alignHorizontal?: number;
  22517. alignVertical?: number;
  22518. faceUV?: Vector4[];
  22519. faceColors?: Color4[];
  22520. sideOrientation?: number;
  22521. }): VertexData;
  22522. /**
  22523. * Creates the VertexData for a tiled plane
  22524. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22525. * * pattern a limited pattern arrangement depending on the number
  22526. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22527. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22528. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22529. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22530. * * 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)
  22531. * * 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)
  22532. * @returns the VertexData of the tiled plane
  22533. */
  22534. static CreateTiledPlane(options: {
  22535. pattern?: number;
  22536. tileSize?: number;
  22537. tileWidth?: number;
  22538. tileHeight?: number;
  22539. size?: number;
  22540. width?: number;
  22541. height?: number;
  22542. alignHorizontal?: number;
  22543. alignVertical?: number;
  22544. sideOrientation?: number;
  22545. frontUVs?: Vector4;
  22546. backUVs?: Vector4;
  22547. }): VertexData;
  22548. /**
  22549. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22550. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22551. * * segments sets the number of horizontal strips optional, default 32
  22552. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22553. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22554. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22555. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22556. * * 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
  22557. * * 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
  22558. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22559. * * 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)
  22560. * * 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)
  22561. * @returns the VertexData of the ellipsoid
  22562. */
  22563. static CreateSphere(options: {
  22564. segments?: number;
  22565. diameter?: number;
  22566. diameterX?: number;
  22567. diameterY?: number;
  22568. diameterZ?: number;
  22569. arc?: number;
  22570. slice?: number;
  22571. sideOrientation?: number;
  22572. frontUVs?: Vector4;
  22573. backUVs?: Vector4;
  22574. }): VertexData;
  22575. /**
  22576. * Creates the VertexData for a cylinder, cone or prism
  22577. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22578. * * height sets the height (y direction) of the cylinder, optional, default 2
  22579. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22580. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22581. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22582. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22583. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22584. * * 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
  22585. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22586. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22587. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22588. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22589. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22590. * * 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)
  22591. * * 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)
  22592. * @returns the VertexData of the cylinder, cone or prism
  22593. */
  22594. static CreateCylinder(options: {
  22595. height?: number;
  22596. diameterTop?: number;
  22597. diameterBottom?: number;
  22598. diameter?: number;
  22599. tessellation?: number;
  22600. subdivisions?: number;
  22601. arc?: number;
  22602. faceColors?: Color4[];
  22603. faceUV?: Vector4[];
  22604. hasRings?: boolean;
  22605. enclose?: boolean;
  22606. sideOrientation?: number;
  22607. frontUVs?: Vector4;
  22608. backUVs?: Vector4;
  22609. }): VertexData;
  22610. /**
  22611. * Creates the VertexData for a torus
  22612. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22613. * * diameter the diameter of the torus, optional default 1
  22614. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22615. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22616. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22617. * * 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)
  22618. * * 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)
  22619. * @returns the VertexData of the torus
  22620. */
  22621. static CreateTorus(options: {
  22622. diameter?: number;
  22623. thickness?: number;
  22624. tessellation?: number;
  22625. sideOrientation?: number;
  22626. frontUVs?: Vector4;
  22627. backUVs?: Vector4;
  22628. }): VertexData;
  22629. /**
  22630. * Creates the VertexData of the LineSystem
  22631. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22632. * - lines an array of lines, each line being an array of successive Vector3
  22633. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22634. * @returns the VertexData of the LineSystem
  22635. */
  22636. static CreateLineSystem(options: {
  22637. lines: Vector3[][];
  22638. colors?: Nullable<Color4[][]>;
  22639. }): VertexData;
  22640. /**
  22641. * Create the VertexData for a DashedLines
  22642. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22643. * - points an array successive Vector3
  22644. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22645. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22646. * - dashNb the intended total number of dashes, optional, default 200
  22647. * @returns the VertexData for the DashedLines
  22648. */
  22649. static CreateDashedLines(options: {
  22650. points: Vector3[];
  22651. dashSize?: number;
  22652. gapSize?: number;
  22653. dashNb?: number;
  22654. }): VertexData;
  22655. /**
  22656. * Creates the VertexData for a Ground
  22657. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22658. * - width the width (x direction) of the ground, optional, default 1
  22659. * - height the height (z direction) of the ground, optional, default 1
  22660. * - subdivisions the number of subdivisions per side, optional, default 1
  22661. * @returns the VertexData of the Ground
  22662. */
  22663. static CreateGround(options: {
  22664. width?: number;
  22665. height?: number;
  22666. subdivisions?: number;
  22667. subdivisionsX?: number;
  22668. subdivisionsY?: number;
  22669. }): VertexData;
  22670. /**
  22671. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22672. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22673. * * xmin the ground minimum X coordinate, optional, default -1
  22674. * * zmin the ground minimum Z coordinate, optional, default -1
  22675. * * xmax the ground maximum X coordinate, optional, default 1
  22676. * * zmax the ground maximum Z coordinate, optional, default 1
  22677. * * 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}
  22678. * * 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}
  22679. * @returns the VertexData of the TiledGround
  22680. */
  22681. static CreateTiledGround(options: {
  22682. xmin: number;
  22683. zmin: number;
  22684. xmax: number;
  22685. zmax: number;
  22686. subdivisions?: {
  22687. w: number;
  22688. h: number;
  22689. };
  22690. precision?: {
  22691. w: number;
  22692. h: number;
  22693. };
  22694. }): VertexData;
  22695. /**
  22696. * Creates the VertexData of the Ground designed from a heightmap
  22697. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22698. * * width the width (x direction) of the ground
  22699. * * height the height (z direction) of the ground
  22700. * * subdivisions the number of subdivisions per side
  22701. * * minHeight the minimum altitude on the ground, optional, default 0
  22702. * * maxHeight the maximum altitude on the ground, optional default 1
  22703. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22704. * * buffer the array holding the image color data
  22705. * * bufferWidth the width of image
  22706. * * bufferHeight the height of image
  22707. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22708. * @returns the VertexData of the Ground designed from a heightmap
  22709. */
  22710. static CreateGroundFromHeightMap(options: {
  22711. width: number;
  22712. height: number;
  22713. subdivisions: number;
  22714. minHeight: number;
  22715. maxHeight: number;
  22716. colorFilter: Color3;
  22717. buffer: Uint8Array;
  22718. bufferWidth: number;
  22719. bufferHeight: number;
  22720. alphaFilter: number;
  22721. }): VertexData;
  22722. /**
  22723. * Creates the VertexData for a Plane
  22724. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22725. * * size sets the width and height of the plane to the value of size, optional default 1
  22726. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22727. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22728. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22729. * * 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)
  22730. * * 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)
  22731. * @returns the VertexData of the box
  22732. */
  22733. static CreatePlane(options: {
  22734. size?: number;
  22735. width?: number;
  22736. height?: number;
  22737. sideOrientation?: number;
  22738. frontUVs?: Vector4;
  22739. backUVs?: Vector4;
  22740. }): VertexData;
  22741. /**
  22742. * Creates the VertexData of the Disc or regular Polygon
  22743. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22744. * * radius the radius of the disc, optional default 0.5
  22745. * * tessellation the number of polygon sides, optional, default 64
  22746. * * 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
  22747. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22748. * * 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)
  22749. * * 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)
  22750. * @returns the VertexData of the box
  22751. */
  22752. static CreateDisc(options: {
  22753. radius?: number;
  22754. tessellation?: number;
  22755. arc?: number;
  22756. sideOrientation?: number;
  22757. frontUVs?: Vector4;
  22758. backUVs?: Vector4;
  22759. }): VertexData;
  22760. /**
  22761. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22762. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22763. * @param polygon a mesh built from polygonTriangulation.build()
  22764. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22765. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22766. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22767. * @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)
  22768. * @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)
  22769. * @returns the VertexData of the Polygon
  22770. */
  22771. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22772. /**
  22773. * Creates the VertexData of the IcoSphere
  22774. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22775. * * radius the radius of the IcoSphere, optional default 1
  22776. * * radiusX allows stretching in the x direction, optional, default radius
  22777. * * radiusY allows stretching in the y direction, optional, default radius
  22778. * * radiusZ allows stretching in the z direction, optional, default radius
  22779. * * flat when true creates a flat shaded mesh, optional, default true
  22780. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22781. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22782. * * 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)
  22783. * * 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)
  22784. * @returns the VertexData of the IcoSphere
  22785. */
  22786. static CreateIcoSphere(options: {
  22787. radius?: number;
  22788. radiusX?: number;
  22789. radiusY?: number;
  22790. radiusZ?: number;
  22791. flat?: boolean;
  22792. subdivisions?: number;
  22793. sideOrientation?: number;
  22794. frontUVs?: Vector4;
  22795. backUVs?: Vector4;
  22796. }): VertexData;
  22797. /**
  22798. * Creates the VertexData for a Polyhedron
  22799. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22800. * * type provided types are:
  22801. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22802. * * 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)
  22803. * * size the size of the IcoSphere, optional default 1
  22804. * * sizeX allows stretching in the x direction, optional, default size
  22805. * * sizeY allows stretching in the y direction, optional, default size
  22806. * * sizeZ allows stretching in the z direction, optional, default size
  22807. * * 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
  22808. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22809. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22810. * * flat when true creates a flat shaded mesh, optional, default true
  22811. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22812. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22813. * * 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)
  22814. * * 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)
  22815. * @returns the VertexData of the Polyhedron
  22816. */
  22817. static CreatePolyhedron(options: {
  22818. type?: number;
  22819. size?: number;
  22820. sizeX?: number;
  22821. sizeY?: number;
  22822. sizeZ?: number;
  22823. custom?: any;
  22824. faceUV?: Vector4[];
  22825. faceColors?: Color4[];
  22826. flat?: boolean;
  22827. sideOrientation?: number;
  22828. frontUVs?: Vector4;
  22829. backUVs?: Vector4;
  22830. }): VertexData;
  22831. /**
  22832. * Creates the VertexData for a TorusKnot
  22833. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22834. * * radius the radius of the torus knot, optional, default 2
  22835. * * tube the thickness of the tube, optional, default 0.5
  22836. * * radialSegments the number of sides on each tube segments, optional, default 32
  22837. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22838. * * p the number of windings around the z axis, optional, default 2
  22839. * * q the number of windings around the x axis, optional, default 3
  22840. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22841. * * 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)
  22842. * * 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)
  22843. * @returns the VertexData of the Torus Knot
  22844. */
  22845. static CreateTorusKnot(options: {
  22846. radius?: number;
  22847. tube?: number;
  22848. radialSegments?: number;
  22849. tubularSegments?: number;
  22850. p?: number;
  22851. q?: number;
  22852. sideOrientation?: number;
  22853. frontUVs?: Vector4;
  22854. backUVs?: Vector4;
  22855. }): VertexData;
  22856. /**
  22857. * Compute normals for given positions and indices
  22858. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22859. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22860. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22861. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22862. * * facetNormals : optional array of facet normals (vector3)
  22863. * * facetPositions : optional array of facet positions (vector3)
  22864. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22865. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22866. * * bInfo : optional bounding info, required for facetPartitioning computation
  22867. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22868. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22869. * * useRightHandedSystem: optional boolean to for right handed system computation
  22870. * * depthSort : optional boolean to enable the facet depth sort computation
  22871. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22872. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22873. */
  22874. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22875. facetNormals?: any;
  22876. facetPositions?: any;
  22877. facetPartitioning?: any;
  22878. ratio?: number;
  22879. bInfo?: any;
  22880. bbSize?: Vector3;
  22881. subDiv?: any;
  22882. useRightHandedSystem?: boolean;
  22883. depthSort?: boolean;
  22884. distanceTo?: Vector3;
  22885. depthSortedFacets?: any;
  22886. }): void;
  22887. /** @hidden */
  22888. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22889. /**
  22890. * Applies VertexData created from the imported parameters to the geometry
  22891. * @param parsedVertexData the parsed data from an imported file
  22892. * @param geometry the geometry to apply the VertexData to
  22893. */
  22894. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22895. }
  22896. }
  22897. declare module "babylonjs/Morph/morphTarget" {
  22898. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22899. import { Observable } from "babylonjs/Misc/observable";
  22900. import { Nullable, FloatArray } from "babylonjs/types";
  22901. import { Scene } from "babylonjs/scene";
  22902. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22903. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22904. /**
  22905. * Defines a target to use with MorphTargetManager
  22906. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22907. */
  22908. export class MorphTarget implements IAnimatable {
  22909. /** defines the name of the target */
  22910. name: string;
  22911. /**
  22912. * Gets or sets the list of animations
  22913. */
  22914. animations: import("babylonjs/Animations/animation").Animation[];
  22915. private _scene;
  22916. private _positions;
  22917. private _normals;
  22918. private _tangents;
  22919. private _uvs;
  22920. private _influence;
  22921. private _uniqueId;
  22922. /**
  22923. * Observable raised when the influence changes
  22924. */
  22925. onInfluenceChanged: Observable<boolean>;
  22926. /** @hidden */
  22927. _onDataLayoutChanged: Observable<void>;
  22928. /**
  22929. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22930. */
  22931. influence: number;
  22932. /**
  22933. * Gets or sets the id of the morph Target
  22934. */
  22935. id: string;
  22936. private _animationPropertiesOverride;
  22937. /**
  22938. * Gets or sets the animation properties override
  22939. */
  22940. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22941. /**
  22942. * Creates a new MorphTarget
  22943. * @param name defines the name of the target
  22944. * @param influence defines the influence to use
  22945. * @param scene defines the scene the morphtarget belongs to
  22946. */
  22947. constructor(
  22948. /** defines the name of the target */
  22949. name: string, influence?: number, scene?: Nullable<Scene>);
  22950. /**
  22951. * Gets the unique ID of this manager
  22952. */
  22953. readonly uniqueId: number;
  22954. /**
  22955. * Gets a boolean defining if the target contains position data
  22956. */
  22957. readonly hasPositions: boolean;
  22958. /**
  22959. * Gets a boolean defining if the target contains normal data
  22960. */
  22961. readonly hasNormals: boolean;
  22962. /**
  22963. * Gets a boolean defining if the target contains tangent data
  22964. */
  22965. readonly hasTangents: boolean;
  22966. /**
  22967. * Gets a boolean defining if the target contains texture coordinates data
  22968. */
  22969. readonly hasUVs: boolean;
  22970. /**
  22971. * Affects position data to this target
  22972. * @param data defines the position data to use
  22973. */
  22974. setPositions(data: Nullable<FloatArray>): void;
  22975. /**
  22976. * Gets the position data stored in this target
  22977. * @returns a FloatArray containing the position data (or null if not present)
  22978. */
  22979. getPositions(): Nullable<FloatArray>;
  22980. /**
  22981. * Affects normal data to this target
  22982. * @param data defines the normal data to use
  22983. */
  22984. setNormals(data: Nullable<FloatArray>): void;
  22985. /**
  22986. * Gets the normal data stored in this target
  22987. * @returns a FloatArray containing the normal data (or null if not present)
  22988. */
  22989. getNormals(): Nullable<FloatArray>;
  22990. /**
  22991. * Affects tangent data to this target
  22992. * @param data defines the tangent data to use
  22993. */
  22994. setTangents(data: Nullable<FloatArray>): void;
  22995. /**
  22996. * Gets the tangent data stored in this target
  22997. * @returns a FloatArray containing the tangent data (or null if not present)
  22998. */
  22999. getTangents(): Nullable<FloatArray>;
  23000. /**
  23001. * Affects texture coordinates data to this target
  23002. * @param data defines the texture coordinates data to use
  23003. */
  23004. setUVs(data: Nullable<FloatArray>): void;
  23005. /**
  23006. * Gets the texture coordinates data stored in this target
  23007. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23008. */
  23009. getUVs(): Nullable<FloatArray>;
  23010. /**
  23011. * Clone the current target
  23012. * @returns a new MorphTarget
  23013. */
  23014. clone(): MorphTarget;
  23015. /**
  23016. * Serializes the current target into a Serialization object
  23017. * @returns the serialized object
  23018. */
  23019. serialize(): any;
  23020. /**
  23021. * Returns the string "MorphTarget"
  23022. * @returns "MorphTarget"
  23023. */
  23024. getClassName(): string;
  23025. /**
  23026. * Creates a new target from serialized data
  23027. * @param serializationObject defines the serialized data to use
  23028. * @returns a new MorphTarget
  23029. */
  23030. static Parse(serializationObject: any): MorphTarget;
  23031. /**
  23032. * Creates a MorphTarget from mesh data
  23033. * @param mesh defines the source mesh
  23034. * @param name defines the name to use for the new target
  23035. * @param influence defines the influence to attach to the target
  23036. * @returns a new MorphTarget
  23037. */
  23038. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23039. }
  23040. }
  23041. declare module "babylonjs/Morph/morphTargetManager" {
  23042. import { Nullable } from "babylonjs/types";
  23043. import { Scene } from "babylonjs/scene";
  23044. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23045. /**
  23046. * This class is used to deform meshes using morphing between different targets
  23047. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23048. */
  23049. export class MorphTargetManager {
  23050. private _targets;
  23051. private _targetInfluenceChangedObservers;
  23052. private _targetDataLayoutChangedObservers;
  23053. private _activeTargets;
  23054. private _scene;
  23055. private _influences;
  23056. private _supportsNormals;
  23057. private _supportsTangents;
  23058. private _supportsUVs;
  23059. private _vertexCount;
  23060. private _uniqueId;
  23061. private _tempInfluences;
  23062. /**
  23063. * Gets or sets a boolean indicating if normals must be morphed
  23064. */
  23065. enableNormalMorphing: boolean;
  23066. /**
  23067. * Gets or sets a boolean indicating if tangents must be morphed
  23068. */
  23069. enableTangentMorphing: boolean;
  23070. /**
  23071. * Gets or sets a boolean indicating if UV must be morphed
  23072. */
  23073. enableUVMorphing: boolean;
  23074. /**
  23075. * Creates a new MorphTargetManager
  23076. * @param scene defines the current scene
  23077. */
  23078. constructor(scene?: Nullable<Scene>);
  23079. /**
  23080. * Gets the unique ID of this manager
  23081. */
  23082. readonly uniqueId: number;
  23083. /**
  23084. * Gets the number of vertices handled by this manager
  23085. */
  23086. readonly vertexCount: number;
  23087. /**
  23088. * Gets a boolean indicating if this manager supports morphing of normals
  23089. */
  23090. readonly supportsNormals: boolean;
  23091. /**
  23092. * Gets a boolean indicating if this manager supports morphing of tangents
  23093. */
  23094. readonly supportsTangents: boolean;
  23095. /**
  23096. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23097. */
  23098. readonly supportsUVs: boolean;
  23099. /**
  23100. * Gets the number of targets stored in this manager
  23101. */
  23102. readonly numTargets: number;
  23103. /**
  23104. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23105. */
  23106. readonly numInfluencers: number;
  23107. /**
  23108. * Gets the list of influences (one per target)
  23109. */
  23110. readonly influences: Float32Array;
  23111. /**
  23112. * Gets the active target at specified index. An active target is a target with an influence > 0
  23113. * @param index defines the index to check
  23114. * @returns the requested target
  23115. */
  23116. getActiveTarget(index: number): MorphTarget;
  23117. /**
  23118. * Gets the target at specified index
  23119. * @param index defines the index to check
  23120. * @returns the requested target
  23121. */
  23122. getTarget(index: number): MorphTarget;
  23123. /**
  23124. * Add a new target to this manager
  23125. * @param target defines the target to add
  23126. */
  23127. addTarget(target: MorphTarget): void;
  23128. /**
  23129. * Removes a target from the manager
  23130. * @param target defines the target to remove
  23131. */
  23132. removeTarget(target: MorphTarget): void;
  23133. /**
  23134. * Clone the current manager
  23135. * @returns a new MorphTargetManager
  23136. */
  23137. clone(): MorphTargetManager;
  23138. /**
  23139. * Serializes the current manager into a Serialization object
  23140. * @returns the serialized object
  23141. */
  23142. serialize(): any;
  23143. private _syncActiveTargets;
  23144. /**
  23145. * Syncrhonize the targets with all the meshes using this morph target manager
  23146. */
  23147. synchronize(): void;
  23148. /**
  23149. * Creates a new MorphTargetManager from serialized data
  23150. * @param serializationObject defines the serialized data
  23151. * @param scene defines the hosting scene
  23152. * @returns the new MorphTargetManager
  23153. */
  23154. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23155. }
  23156. }
  23157. declare module "babylonjs/Meshes/meshLODLevel" {
  23158. import { Mesh } from "babylonjs/Meshes/mesh";
  23159. import { Nullable } from "babylonjs/types";
  23160. /**
  23161. * Class used to represent a specific level of detail of a mesh
  23162. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23163. */
  23164. export class MeshLODLevel {
  23165. /** Defines the distance where this level should start being displayed */
  23166. distance: number;
  23167. /** Defines the mesh to use to render this level */
  23168. mesh: Nullable<Mesh>;
  23169. /**
  23170. * Creates a new LOD level
  23171. * @param distance defines the distance where this level should star being displayed
  23172. * @param mesh defines the mesh to use to render this level
  23173. */
  23174. constructor(
  23175. /** Defines the distance where this level should start being displayed */
  23176. distance: number,
  23177. /** Defines the mesh to use to render this level */
  23178. mesh: Nullable<Mesh>);
  23179. }
  23180. }
  23181. declare module "babylonjs/Meshes/groundMesh" {
  23182. import { Scene } from "babylonjs/scene";
  23183. import { Vector3 } from "babylonjs/Maths/math.vector";
  23184. import { Mesh } from "babylonjs/Meshes/mesh";
  23185. /**
  23186. * Mesh representing the gorund
  23187. */
  23188. export class GroundMesh extends Mesh {
  23189. /** If octree should be generated */
  23190. generateOctree: boolean;
  23191. private _heightQuads;
  23192. /** @hidden */
  23193. _subdivisionsX: number;
  23194. /** @hidden */
  23195. _subdivisionsY: number;
  23196. /** @hidden */
  23197. _width: number;
  23198. /** @hidden */
  23199. _height: number;
  23200. /** @hidden */
  23201. _minX: number;
  23202. /** @hidden */
  23203. _maxX: number;
  23204. /** @hidden */
  23205. _minZ: number;
  23206. /** @hidden */
  23207. _maxZ: number;
  23208. constructor(name: string, scene: Scene);
  23209. /**
  23210. * "GroundMesh"
  23211. * @returns "GroundMesh"
  23212. */
  23213. getClassName(): string;
  23214. /**
  23215. * The minimum of x and y subdivisions
  23216. */
  23217. readonly subdivisions: number;
  23218. /**
  23219. * X subdivisions
  23220. */
  23221. readonly subdivisionsX: number;
  23222. /**
  23223. * Y subdivisions
  23224. */
  23225. readonly subdivisionsY: number;
  23226. /**
  23227. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23228. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23229. * @param chunksCount the number of subdivisions for x and y
  23230. * @param octreeBlocksSize (Default: 32)
  23231. */
  23232. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23233. /**
  23234. * Returns a height (y) value in the Worl system :
  23235. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23236. * @param x x coordinate
  23237. * @param z z coordinate
  23238. * @returns the ground y position if (x, z) are outside the ground surface.
  23239. */
  23240. getHeightAtCoordinates(x: number, z: number): number;
  23241. /**
  23242. * Returns a normalized vector (Vector3) orthogonal to the ground
  23243. * at the ground coordinates (x, z) expressed in the World system.
  23244. * @param x x coordinate
  23245. * @param z z coordinate
  23246. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23247. */
  23248. getNormalAtCoordinates(x: number, z: number): Vector3;
  23249. /**
  23250. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23251. * at the ground coordinates (x, z) expressed in the World system.
  23252. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23253. * @param x x coordinate
  23254. * @param z z coordinate
  23255. * @param ref vector to store the result
  23256. * @returns the GroundMesh.
  23257. */
  23258. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23259. /**
  23260. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23261. * if the ground has been updated.
  23262. * This can be used in the render loop.
  23263. * @returns the GroundMesh.
  23264. */
  23265. updateCoordinateHeights(): GroundMesh;
  23266. private _getFacetAt;
  23267. private _initHeightQuads;
  23268. private _computeHeightQuads;
  23269. /**
  23270. * Serializes this ground mesh
  23271. * @param serializationObject object to write serialization to
  23272. */
  23273. serialize(serializationObject: any): void;
  23274. /**
  23275. * Parses a serialized ground mesh
  23276. * @param parsedMesh the serialized mesh
  23277. * @param scene the scene to create the ground mesh in
  23278. * @returns the created ground mesh
  23279. */
  23280. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23281. }
  23282. }
  23283. declare module "babylonjs/Physics/physicsJoint" {
  23284. import { Vector3 } from "babylonjs/Maths/math.vector";
  23285. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23286. /**
  23287. * Interface for Physics-Joint data
  23288. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23289. */
  23290. export interface PhysicsJointData {
  23291. /**
  23292. * The main pivot of the joint
  23293. */
  23294. mainPivot?: Vector3;
  23295. /**
  23296. * The connected pivot of the joint
  23297. */
  23298. connectedPivot?: Vector3;
  23299. /**
  23300. * The main axis of the joint
  23301. */
  23302. mainAxis?: Vector3;
  23303. /**
  23304. * The connected axis of the joint
  23305. */
  23306. connectedAxis?: Vector3;
  23307. /**
  23308. * The collision of the joint
  23309. */
  23310. collision?: boolean;
  23311. /**
  23312. * Native Oimo/Cannon/Energy data
  23313. */
  23314. nativeParams?: any;
  23315. }
  23316. /**
  23317. * This is a holder class for the physics joint created by the physics plugin
  23318. * It holds a set of functions to control the underlying joint
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export class PhysicsJoint {
  23322. /**
  23323. * The type of the physics joint
  23324. */
  23325. type: number;
  23326. /**
  23327. * The data for the physics joint
  23328. */
  23329. jointData: PhysicsJointData;
  23330. private _physicsJoint;
  23331. protected _physicsPlugin: IPhysicsEnginePlugin;
  23332. /**
  23333. * Initializes the physics joint
  23334. * @param type The type of the physics joint
  23335. * @param jointData The data for the physics joint
  23336. */
  23337. constructor(
  23338. /**
  23339. * The type of the physics joint
  23340. */
  23341. type: number,
  23342. /**
  23343. * The data for the physics joint
  23344. */
  23345. jointData: PhysicsJointData);
  23346. /**
  23347. * Gets the physics joint
  23348. */
  23349. /**
  23350. * Sets the physics joint
  23351. */
  23352. physicsJoint: any;
  23353. /**
  23354. * Sets the physics plugin
  23355. */
  23356. physicsPlugin: IPhysicsEnginePlugin;
  23357. /**
  23358. * Execute a function that is physics-plugin specific.
  23359. * @param {Function} func the function that will be executed.
  23360. * It accepts two parameters: the physics world and the physics joint
  23361. */
  23362. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23363. /**
  23364. * Distance-Joint type
  23365. */
  23366. static DistanceJoint: number;
  23367. /**
  23368. * Hinge-Joint type
  23369. */
  23370. static HingeJoint: number;
  23371. /**
  23372. * Ball-and-Socket joint type
  23373. */
  23374. static BallAndSocketJoint: number;
  23375. /**
  23376. * Wheel-Joint type
  23377. */
  23378. static WheelJoint: number;
  23379. /**
  23380. * Slider-Joint type
  23381. */
  23382. static SliderJoint: number;
  23383. /**
  23384. * Prismatic-Joint type
  23385. */
  23386. static PrismaticJoint: number;
  23387. /**
  23388. * Universal-Joint type
  23389. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23390. */
  23391. static UniversalJoint: number;
  23392. /**
  23393. * Hinge-Joint 2 type
  23394. */
  23395. static Hinge2Joint: number;
  23396. /**
  23397. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23398. */
  23399. static PointToPointJoint: number;
  23400. /**
  23401. * Spring-Joint type
  23402. */
  23403. static SpringJoint: number;
  23404. /**
  23405. * Lock-Joint type
  23406. */
  23407. static LockJoint: number;
  23408. }
  23409. /**
  23410. * A class representing a physics distance joint
  23411. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23412. */
  23413. export class DistanceJoint extends PhysicsJoint {
  23414. /**
  23415. *
  23416. * @param jointData The data for the Distance-Joint
  23417. */
  23418. constructor(jointData: DistanceJointData);
  23419. /**
  23420. * Update the predefined distance.
  23421. * @param maxDistance The maximum preferred distance
  23422. * @param minDistance The minimum preferred distance
  23423. */
  23424. updateDistance(maxDistance: number, minDistance?: number): void;
  23425. }
  23426. /**
  23427. * Represents a Motor-Enabled Joint
  23428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23429. */
  23430. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23431. /**
  23432. * Initializes the Motor-Enabled Joint
  23433. * @param type The type of the joint
  23434. * @param jointData The physica joint data for the joint
  23435. */
  23436. constructor(type: number, jointData: PhysicsJointData);
  23437. /**
  23438. * Set the motor values.
  23439. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23440. * @param force the force to apply
  23441. * @param maxForce max force for this motor.
  23442. */
  23443. setMotor(force?: number, maxForce?: number): void;
  23444. /**
  23445. * Set the motor's limits.
  23446. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23447. * @param upperLimit The upper limit of the motor
  23448. * @param lowerLimit The lower limit of the motor
  23449. */
  23450. setLimit(upperLimit: number, lowerLimit?: number): void;
  23451. }
  23452. /**
  23453. * This class represents a single physics Hinge-Joint
  23454. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23455. */
  23456. export class HingeJoint extends MotorEnabledJoint {
  23457. /**
  23458. * Initializes the Hinge-Joint
  23459. * @param jointData The joint data for the Hinge-Joint
  23460. */
  23461. constructor(jointData: PhysicsJointData);
  23462. /**
  23463. * Set the motor values.
  23464. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23465. * @param {number} force the force to apply
  23466. * @param {number} maxForce max force for this motor.
  23467. */
  23468. setMotor(force?: number, maxForce?: number): void;
  23469. /**
  23470. * Set the motor's limits.
  23471. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23472. * @param upperLimit The upper limit of the motor
  23473. * @param lowerLimit The lower limit of the motor
  23474. */
  23475. setLimit(upperLimit: number, lowerLimit?: number): void;
  23476. }
  23477. /**
  23478. * This class represents a dual hinge physics joint (same as wheel joint)
  23479. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23480. */
  23481. export class Hinge2Joint extends MotorEnabledJoint {
  23482. /**
  23483. * Initializes the Hinge2-Joint
  23484. * @param jointData The joint data for the Hinge2-Joint
  23485. */
  23486. constructor(jointData: PhysicsJointData);
  23487. /**
  23488. * Set the motor values.
  23489. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23490. * @param {number} targetSpeed the speed the motor is to reach
  23491. * @param {number} maxForce max force for this motor.
  23492. * @param {motorIndex} the motor's index, 0 or 1.
  23493. */
  23494. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23495. /**
  23496. * Set the motor limits.
  23497. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23498. * @param {number} upperLimit the upper limit
  23499. * @param {number} lowerLimit lower limit
  23500. * @param {motorIndex} the motor's index, 0 or 1.
  23501. */
  23502. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23503. }
  23504. /**
  23505. * Interface for a motor enabled joint
  23506. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23507. */
  23508. export interface IMotorEnabledJoint {
  23509. /**
  23510. * Physics joint
  23511. */
  23512. physicsJoint: any;
  23513. /**
  23514. * Sets the motor of the motor-enabled joint
  23515. * @param force The force of the motor
  23516. * @param maxForce The maximum force of the motor
  23517. * @param motorIndex The index of the motor
  23518. */
  23519. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23520. /**
  23521. * Sets the limit of the motor
  23522. * @param upperLimit The upper limit of the motor
  23523. * @param lowerLimit The lower limit of the motor
  23524. * @param motorIndex The index of the motor
  23525. */
  23526. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23527. }
  23528. /**
  23529. * Joint data for a Distance-Joint
  23530. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23531. */
  23532. export interface DistanceJointData extends PhysicsJointData {
  23533. /**
  23534. * Max distance the 2 joint objects can be apart
  23535. */
  23536. maxDistance: number;
  23537. }
  23538. /**
  23539. * Joint data from a spring joint
  23540. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23541. */
  23542. export interface SpringJointData extends PhysicsJointData {
  23543. /**
  23544. * Length of the spring
  23545. */
  23546. length: number;
  23547. /**
  23548. * Stiffness of the spring
  23549. */
  23550. stiffness: number;
  23551. /**
  23552. * Damping of the spring
  23553. */
  23554. damping: number;
  23555. /** this callback will be called when applying the force to the impostors. */
  23556. forceApplicationCallback: () => void;
  23557. }
  23558. }
  23559. declare module "babylonjs/Physics/physicsRaycastResult" {
  23560. import { Vector3 } from "babylonjs/Maths/math.vector";
  23561. /**
  23562. * Holds the data for the raycast result
  23563. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23564. */
  23565. export class PhysicsRaycastResult {
  23566. private _hasHit;
  23567. private _hitDistance;
  23568. private _hitNormalWorld;
  23569. private _hitPointWorld;
  23570. private _rayFromWorld;
  23571. private _rayToWorld;
  23572. /**
  23573. * Gets if there was a hit
  23574. */
  23575. readonly hasHit: boolean;
  23576. /**
  23577. * Gets the distance from the hit
  23578. */
  23579. readonly hitDistance: number;
  23580. /**
  23581. * Gets the hit normal/direction in the world
  23582. */
  23583. readonly hitNormalWorld: Vector3;
  23584. /**
  23585. * Gets the hit point in the world
  23586. */
  23587. readonly hitPointWorld: Vector3;
  23588. /**
  23589. * Gets the ray "start point" of the ray in the world
  23590. */
  23591. readonly rayFromWorld: Vector3;
  23592. /**
  23593. * Gets the ray "end point" of the ray in the world
  23594. */
  23595. readonly rayToWorld: Vector3;
  23596. /**
  23597. * Sets the hit data (normal & point in world space)
  23598. * @param hitNormalWorld defines the normal in world space
  23599. * @param hitPointWorld defines the point in world space
  23600. */
  23601. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23602. /**
  23603. * Sets the distance from the start point to the hit point
  23604. * @param distance
  23605. */
  23606. setHitDistance(distance: number): void;
  23607. /**
  23608. * Calculates the distance manually
  23609. */
  23610. calculateHitDistance(): void;
  23611. /**
  23612. * Resets all the values to default
  23613. * @param from The from point on world space
  23614. * @param to The to point on world space
  23615. */
  23616. reset(from?: Vector3, to?: Vector3): void;
  23617. }
  23618. /**
  23619. * Interface for the size containing width and height
  23620. */
  23621. interface IXYZ {
  23622. /**
  23623. * X
  23624. */
  23625. x: number;
  23626. /**
  23627. * Y
  23628. */
  23629. y: number;
  23630. /**
  23631. * Z
  23632. */
  23633. z: number;
  23634. }
  23635. }
  23636. declare module "babylonjs/Physics/IPhysicsEngine" {
  23637. import { Nullable } from "babylonjs/types";
  23638. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23639. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23640. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23641. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23642. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23643. /**
  23644. * Interface used to describe a physics joint
  23645. */
  23646. export interface PhysicsImpostorJoint {
  23647. /** Defines the main impostor to which the joint is linked */
  23648. mainImpostor: PhysicsImpostor;
  23649. /** Defines the impostor that is connected to the main impostor using this joint */
  23650. connectedImpostor: PhysicsImpostor;
  23651. /** Defines the joint itself */
  23652. joint: PhysicsJoint;
  23653. }
  23654. /** @hidden */
  23655. export interface IPhysicsEnginePlugin {
  23656. world: any;
  23657. name: string;
  23658. setGravity(gravity: Vector3): void;
  23659. setTimeStep(timeStep: number): void;
  23660. getTimeStep(): number;
  23661. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23662. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23663. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23664. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23665. removePhysicsBody(impostor: PhysicsImpostor): void;
  23666. generateJoint(joint: PhysicsImpostorJoint): void;
  23667. removeJoint(joint: PhysicsImpostorJoint): void;
  23668. isSupported(): boolean;
  23669. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23670. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23671. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23672. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23673. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23674. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23675. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23676. getBodyMass(impostor: PhysicsImpostor): number;
  23677. getBodyFriction(impostor: PhysicsImpostor): number;
  23678. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23679. getBodyRestitution(impostor: PhysicsImpostor): number;
  23680. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23681. getBodyPressure?(impostor: PhysicsImpostor): number;
  23682. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23683. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23684. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23685. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23686. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23687. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23688. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23689. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23690. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23691. sleepBody(impostor: PhysicsImpostor): void;
  23692. wakeUpBody(impostor: PhysicsImpostor): void;
  23693. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23694. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23695. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23696. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23697. getRadius(impostor: PhysicsImpostor): number;
  23698. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23700. dispose(): void;
  23701. }
  23702. /**
  23703. * Interface used to define a physics engine
  23704. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23705. */
  23706. export interface IPhysicsEngine {
  23707. /**
  23708. * Gets the gravity vector used by the simulation
  23709. */
  23710. gravity: Vector3;
  23711. /**
  23712. * Sets the gravity vector used by the simulation
  23713. * @param gravity defines the gravity vector to use
  23714. */
  23715. setGravity(gravity: Vector3): void;
  23716. /**
  23717. * Set the time step of the physics engine.
  23718. * Default is 1/60.
  23719. * To slow it down, enter 1/600 for example.
  23720. * To speed it up, 1/30
  23721. * @param newTimeStep the new timestep to apply to this world.
  23722. */
  23723. setTimeStep(newTimeStep: number): void;
  23724. /**
  23725. * Get the time step of the physics engine.
  23726. * @returns the current time step
  23727. */
  23728. getTimeStep(): number;
  23729. /**
  23730. * Release all resources
  23731. */
  23732. dispose(): void;
  23733. /**
  23734. * Gets the name of the current physics plugin
  23735. * @returns the name of the plugin
  23736. */
  23737. getPhysicsPluginName(): string;
  23738. /**
  23739. * Adding a new impostor for the impostor tracking.
  23740. * This will be done by the impostor itself.
  23741. * @param impostor the impostor to add
  23742. */
  23743. addImpostor(impostor: PhysicsImpostor): void;
  23744. /**
  23745. * Remove an impostor from the engine.
  23746. * This impostor and its mesh will not longer be updated by the physics engine.
  23747. * @param impostor the impostor to remove
  23748. */
  23749. removeImpostor(impostor: PhysicsImpostor): void;
  23750. /**
  23751. * Add a joint to the physics engine
  23752. * @param mainImpostor defines the main impostor to which the joint is added.
  23753. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23754. * @param joint defines the joint that will connect both impostors.
  23755. */
  23756. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23757. /**
  23758. * Removes a joint from the simulation
  23759. * @param mainImpostor defines the impostor used with the joint
  23760. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23761. * @param joint defines the joint to remove
  23762. */
  23763. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23764. /**
  23765. * Gets the current plugin used to run the simulation
  23766. * @returns current plugin
  23767. */
  23768. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23769. /**
  23770. * Gets the list of physic impostors
  23771. * @returns an array of PhysicsImpostor
  23772. */
  23773. getImpostors(): Array<PhysicsImpostor>;
  23774. /**
  23775. * Gets the impostor for a physics enabled object
  23776. * @param object defines the object impersonated by the impostor
  23777. * @returns the PhysicsImpostor or null if not found
  23778. */
  23779. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23780. /**
  23781. * Gets the impostor for a physics body object
  23782. * @param body defines physics body used by the impostor
  23783. * @returns the PhysicsImpostor or null if not found
  23784. */
  23785. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23786. /**
  23787. * Does a raycast in the physics world
  23788. * @param from when should the ray start?
  23789. * @param to when should the ray end?
  23790. * @returns PhysicsRaycastResult
  23791. */
  23792. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23793. /**
  23794. * Called by the scene. No need to call it.
  23795. * @param delta defines the timespam between frames
  23796. */
  23797. _step(delta: number): void;
  23798. }
  23799. }
  23800. declare module "babylonjs/Physics/physicsImpostor" {
  23801. import { Nullable, IndicesArray } from "babylonjs/types";
  23802. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23803. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23804. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23805. import { Scene } from "babylonjs/scene";
  23806. import { Bone } from "babylonjs/Bones/bone";
  23807. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23808. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23809. import { Space } from "babylonjs/Maths/math.axis";
  23810. /**
  23811. * The interface for the physics imposter parameters
  23812. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23813. */
  23814. export interface PhysicsImpostorParameters {
  23815. /**
  23816. * The mass of the physics imposter
  23817. */
  23818. mass: number;
  23819. /**
  23820. * The friction of the physics imposter
  23821. */
  23822. friction?: number;
  23823. /**
  23824. * The coefficient of restitution of the physics imposter
  23825. */
  23826. restitution?: number;
  23827. /**
  23828. * The native options of the physics imposter
  23829. */
  23830. nativeOptions?: any;
  23831. /**
  23832. * Specifies if the parent should be ignored
  23833. */
  23834. ignoreParent?: boolean;
  23835. /**
  23836. * Specifies if bi-directional transformations should be disabled
  23837. */
  23838. disableBidirectionalTransformation?: boolean;
  23839. /**
  23840. * The pressure inside the physics imposter, soft object only
  23841. */
  23842. pressure?: number;
  23843. /**
  23844. * The stiffness the physics imposter, soft object only
  23845. */
  23846. stiffness?: number;
  23847. /**
  23848. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23849. */
  23850. velocityIterations?: number;
  23851. /**
  23852. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23853. */
  23854. positionIterations?: number;
  23855. /**
  23856. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23857. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23858. * Add to fix multiple points
  23859. */
  23860. fixedPoints?: number;
  23861. /**
  23862. * The collision margin around a soft object
  23863. */
  23864. margin?: number;
  23865. /**
  23866. * The collision margin around a soft object
  23867. */
  23868. damping?: number;
  23869. /**
  23870. * The path for a rope based on an extrusion
  23871. */
  23872. path?: any;
  23873. /**
  23874. * The shape of an extrusion used for a rope based on an extrusion
  23875. */
  23876. shape?: any;
  23877. }
  23878. /**
  23879. * Interface for a physics-enabled object
  23880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23881. */
  23882. export interface IPhysicsEnabledObject {
  23883. /**
  23884. * The position of the physics-enabled object
  23885. */
  23886. position: Vector3;
  23887. /**
  23888. * The rotation of the physics-enabled object
  23889. */
  23890. rotationQuaternion: Nullable<Quaternion>;
  23891. /**
  23892. * The scale of the physics-enabled object
  23893. */
  23894. scaling: Vector3;
  23895. /**
  23896. * The rotation of the physics-enabled object
  23897. */
  23898. rotation?: Vector3;
  23899. /**
  23900. * The parent of the physics-enabled object
  23901. */
  23902. parent?: any;
  23903. /**
  23904. * The bounding info of the physics-enabled object
  23905. * @returns The bounding info of the physics-enabled object
  23906. */
  23907. getBoundingInfo(): BoundingInfo;
  23908. /**
  23909. * Computes the world matrix
  23910. * @param force Specifies if the world matrix should be computed by force
  23911. * @returns A world matrix
  23912. */
  23913. computeWorldMatrix(force: boolean): Matrix;
  23914. /**
  23915. * Gets the world matrix
  23916. * @returns A world matrix
  23917. */
  23918. getWorldMatrix?(): Matrix;
  23919. /**
  23920. * Gets the child meshes
  23921. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23922. * @returns An array of abstract meshes
  23923. */
  23924. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23925. /**
  23926. * Gets the vertex data
  23927. * @param kind The type of vertex data
  23928. * @returns A nullable array of numbers, or a float32 array
  23929. */
  23930. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23931. /**
  23932. * Gets the indices from the mesh
  23933. * @returns A nullable array of index arrays
  23934. */
  23935. getIndices?(): Nullable<IndicesArray>;
  23936. /**
  23937. * Gets the scene from the mesh
  23938. * @returns the indices array or null
  23939. */
  23940. getScene?(): Scene;
  23941. /**
  23942. * Gets the absolute position from the mesh
  23943. * @returns the absolute position
  23944. */
  23945. getAbsolutePosition(): Vector3;
  23946. /**
  23947. * Gets the absolute pivot point from the mesh
  23948. * @returns the absolute pivot point
  23949. */
  23950. getAbsolutePivotPoint(): Vector3;
  23951. /**
  23952. * Rotates the mesh
  23953. * @param axis The axis of rotation
  23954. * @param amount The amount of rotation
  23955. * @param space The space of the rotation
  23956. * @returns The rotation transform node
  23957. */
  23958. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23959. /**
  23960. * Translates the mesh
  23961. * @param axis The axis of translation
  23962. * @param distance The distance of translation
  23963. * @param space The space of the translation
  23964. * @returns The transform node
  23965. */
  23966. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23967. /**
  23968. * Sets the absolute position of the mesh
  23969. * @param absolutePosition The absolute position of the mesh
  23970. * @returns The transform node
  23971. */
  23972. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23973. /**
  23974. * Gets the class name of the mesh
  23975. * @returns The class name
  23976. */
  23977. getClassName(): string;
  23978. }
  23979. /**
  23980. * Represents a physics imposter
  23981. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23982. */
  23983. export class PhysicsImpostor {
  23984. /**
  23985. * The physics-enabled object used as the physics imposter
  23986. */
  23987. object: IPhysicsEnabledObject;
  23988. /**
  23989. * The type of the physics imposter
  23990. */
  23991. type: number;
  23992. private _options;
  23993. private _scene?;
  23994. /**
  23995. * The default object size of the imposter
  23996. */
  23997. static DEFAULT_OBJECT_SIZE: Vector3;
  23998. /**
  23999. * The identity quaternion of the imposter
  24000. */
  24001. static IDENTITY_QUATERNION: Quaternion;
  24002. /** @hidden */
  24003. _pluginData: any;
  24004. private _physicsEngine;
  24005. private _physicsBody;
  24006. private _bodyUpdateRequired;
  24007. private _onBeforePhysicsStepCallbacks;
  24008. private _onAfterPhysicsStepCallbacks;
  24009. /** @hidden */
  24010. _onPhysicsCollideCallbacks: Array<{
  24011. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24012. otherImpostors: Array<PhysicsImpostor>;
  24013. }>;
  24014. private _deltaPosition;
  24015. private _deltaRotation;
  24016. private _deltaRotationConjugated;
  24017. /** @hidden */
  24018. _isFromLine: boolean;
  24019. private _parent;
  24020. private _isDisposed;
  24021. private static _tmpVecs;
  24022. private static _tmpQuat;
  24023. /**
  24024. * Specifies if the physics imposter is disposed
  24025. */
  24026. readonly isDisposed: boolean;
  24027. /**
  24028. * Gets the mass of the physics imposter
  24029. */
  24030. mass: number;
  24031. /**
  24032. * Gets the coefficient of friction
  24033. */
  24034. /**
  24035. * Sets the coefficient of friction
  24036. */
  24037. friction: number;
  24038. /**
  24039. * Gets the coefficient of restitution
  24040. */
  24041. /**
  24042. * Sets the coefficient of restitution
  24043. */
  24044. restitution: number;
  24045. /**
  24046. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24047. */
  24048. /**
  24049. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24050. */
  24051. pressure: number;
  24052. /**
  24053. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24054. */
  24055. /**
  24056. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24057. */
  24058. stiffness: number;
  24059. /**
  24060. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24061. */
  24062. /**
  24063. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24064. */
  24065. velocityIterations: number;
  24066. /**
  24067. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24068. */
  24069. /**
  24070. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24071. */
  24072. positionIterations: number;
  24073. /**
  24074. * The unique id of the physics imposter
  24075. * set by the physics engine when adding this impostor to the array
  24076. */
  24077. uniqueId: number;
  24078. /**
  24079. * @hidden
  24080. */
  24081. soft: boolean;
  24082. /**
  24083. * @hidden
  24084. */
  24085. segments: number;
  24086. private _joints;
  24087. /**
  24088. * Initializes the physics imposter
  24089. * @param object The physics-enabled object used as the physics imposter
  24090. * @param type The type of the physics imposter
  24091. * @param _options The options for the physics imposter
  24092. * @param _scene The Babylon scene
  24093. */
  24094. constructor(
  24095. /**
  24096. * The physics-enabled object used as the physics imposter
  24097. */
  24098. object: IPhysicsEnabledObject,
  24099. /**
  24100. * The type of the physics imposter
  24101. */
  24102. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24103. /**
  24104. * This function will completly initialize this impostor.
  24105. * It will create a new body - but only if this mesh has no parent.
  24106. * If it has, this impostor will not be used other than to define the impostor
  24107. * of the child mesh.
  24108. * @hidden
  24109. */
  24110. _init(): void;
  24111. private _getPhysicsParent;
  24112. /**
  24113. * Should a new body be generated.
  24114. * @returns boolean specifying if body initialization is required
  24115. */
  24116. isBodyInitRequired(): boolean;
  24117. /**
  24118. * Sets the updated scaling
  24119. * @param updated Specifies if the scaling is updated
  24120. */
  24121. setScalingUpdated(): void;
  24122. /**
  24123. * Force a regeneration of this or the parent's impostor's body.
  24124. * Use under cautious - This will remove all joints already implemented.
  24125. */
  24126. forceUpdate(): void;
  24127. /**
  24128. * Gets the body that holds this impostor. Either its own, or its parent.
  24129. */
  24130. /**
  24131. * Set the physics body. Used mainly by the physics engine/plugin
  24132. */
  24133. physicsBody: any;
  24134. /**
  24135. * Get the parent of the physics imposter
  24136. * @returns Physics imposter or null
  24137. */
  24138. /**
  24139. * Sets the parent of the physics imposter
  24140. */
  24141. parent: Nullable<PhysicsImpostor>;
  24142. /**
  24143. * Resets the update flags
  24144. */
  24145. resetUpdateFlags(): void;
  24146. /**
  24147. * Gets the object extend size
  24148. * @returns the object extend size
  24149. */
  24150. getObjectExtendSize(): Vector3;
  24151. /**
  24152. * Gets the object center
  24153. * @returns The object center
  24154. */
  24155. getObjectCenter(): Vector3;
  24156. /**
  24157. * Get a specific parametes from the options parameter
  24158. * @param paramName The object parameter name
  24159. * @returns The object parameter
  24160. */
  24161. getParam(paramName: string): any;
  24162. /**
  24163. * Sets a specific parameter in the options given to the physics plugin
  24164. * @param paramName The parameter name
  24165. * @param value The value of the parameter
  24166. */
  24167. setParam(paramName: string, value: number): void;
  24168. /**
  24169. * Specifically change the body's mass option. Won't recreate the physics body object
  24170. * @param mass The mass of the physics imposter
  24171. */
  24172. setMass(mass: number): void;
  24173. /**
  24174. * Gets the linear velocity
  24175. * @returns linear velocity or null
  24176. */
  24177. getLinearVelocity(): Nullable<Vector3>;
  24178. /**
  24179. * Sets the linear velocity
  24180. * @param velocity linear velocity or null
  24181. */
  24182. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24183. /**
  24184. * Gets the angular velocity
  24185. * @returns angular velocity or null
  24186. */
  24187. getAngularVelocity(): Nullable<Vector3>;
  24188. /**
  24189. * Sets the angular velocity
  24190. * @param velocity The velocity or null
  24191. */
  24192. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24193. /**
  24194. * Execute a function with the physics plugin native code
  24195. * Provide a function the will have two variables - the world object and the physics body object
  24196. * @param func The function to execute with the physics plugin native code
  24197. */
  24198. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24199. /**
  24200. * Register a function that will be executed before the physics world is stepping forward
  24201. * @param func The function to execute before the physics world is stepped forward
  24202. */
  24203. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24204. /**
  24205. * Unregister a function that will be executed before the physics world is stepping forward
  24206. * @param func The function to execute before the physics world is stepped forward
  24207. */
  24208. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24209. /**
  24210. * Register a function that will be executed after the physics step
  24211. * @param func The function to execute after physics step
  24212. */
  24213. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24214. /**
  24215. * Unregisters a function that will be executed after the physics step
  24216. * @param func The function to execute after physics step
  24217. */
  24218. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24219. /**
  24220. * register a function that will be executed when this impostor collides against a different body
  24221. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24222. * @param func Callback that is executed on collision
  24223. */
  24224. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24225. /**
  24226. * Unregisters the physics imposter on contact
  24227. * @param collideAgainst The physics object to collide against
  24228. * @param func Callback to execute on collision
  24229. */
  24230. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24231. private _tmpQuat;
  24232. private _tmpQuat2;
  24233. /**
  24234. * Get the parent rotation
  24235. * @returns The parent rotation
  24236. */
  24237. getParentsRotation(): Quaternion;
  24238. /**
  24239. * this function is executed by the physics engine.
  24240. */
  24241. beforeStep: () => void;
  24242. /**
  24243. * this function is executed by the physics engine
  24244. */
  24245. afterStep: () => void;
  24246. /**
  24247. * Legacy collision detection event support
  24248. */
  24249. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24250. /**
  24251. * event and body object due to cannon's event-based architecture.
  24252. */
  24253. onCollide: (e: {
  24254. body: any;
  24255. }) => void;
  24256. /**
  24257. * Apply a force
  24258. * @param force The force to apply
  24259. * @param contactPoint The contact point for the force
  24260. * @returns The physics imposter
  24261. */
  24262. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24263. /**
  24264. * Apply an impulse
  24265. * @param force The impulse force
  24266. * @param contactPoint The contact point for the impulse force
  24267. * @returns The physics imposter
  24268. */
  24269. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24270. /**
  24271. * A help function to create a joint
  24272. * @param otherImpostor A physics imposter used to create a joint
  24273. * @param jointType The type of joint
  24274. * @param jointData The data for the joint
  24275. * @returns The physics imposter
  24276. */
  24277. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24278. /**
  24279. * Add a joint to this impostor with a different impostor
  24280. * @param otherImpostor A physics imposter used to add a joint
  24281. * @param joint The joint to add
  24282. * @returns The physics imposter
  24283. */
  24284. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24285. /**
  24286. * Add an anchor to a cloth impostor
  24287. * @param otherImpostor rigid impostor to anchor to
  24288. * @param width ratio across width from 0 to 1
  24289. * @param height ratio up height from 0 to 1
  24290. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24291. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24292. * @returns impostor the soft imposter
  24293. */
  24294. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24295. /**
  24296. * Add a hook to a rope impostor
  24297. * @param otherImpostor rigid impostor to anchor to
  24298. * @param length ratio across rope from 0 to 1
  24299. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24300. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24301. * @returns impostor the rope imposter
  24302. */
  24303. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24304. /**
  24305. * Will keep this body still, in a sleep mode.
  24306. * @returns the physics imposter
  24307. */
  24308. sleep(): PhysicsImpostor;
  24309. /**
  24310. * Wake the body up.
  24311. * @returns The physics imposter
  24312. */
  24313. wakeUp(): PhysicsImpostor;
  24314. /**
  24315. * Clones the physics imposter
  24316. * @param newObject The physics imposter clones to this physics-enabled object
  24317. * @returns A nullable physics imposter
  24318. */
  24319. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24320. /**
  24321. * Disposes the physics imposter
  24322. */
  24323. dispose(): void;
  24324. /**
  24325. * Sets the delta position
  24326. * @param position The delta position amount
  24327. */
  24328. setDeltaPosition(position: Vector3): void;
  24329. /**
  24330. * Sets the delta rotation
  24331. * @param rotation The delta rotation amount
  24332. */
  24333. setDeltaRotation(rotation: Quaternion): void;
  24334. /**
  24335. * Gets the box size of the physics imposter and stores the result in the input parameter
  24336. * @param result Stores the box size
  24337. * @returns The physics imposter
  24338. */
  24339. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24340. /**
  24341. * Gets the radius of the physics imposter
  24342. * @returns Radius of the physics imposter
  24343. */
  24344. getRadius(): number;
  24345. /**
  24346. * Sync a bone with this impostor
  24347. * @param bone The bone to sync to the impostor.
  24348. * @param boneMesh The mesh that the bone is influencing.
  24349. * @param jointPivot The pivot of the joint / bone in local space.
  24350. * @param distToJoint Optional distance from the impostor to the joint.
  24351. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24352. */
  24353. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24354. /**
  24355. * Sync impostor to a bone
  24356. * @param bone The bone that the impostor will be synced to.
  24357. * @param boneMesh The mesh that the bone is influencing.
  24358. * @param jointPivot The pivot of the joint / bone in local space.
  24359. * @param distToJoint Optional distance from the impostor to the joint.
  24360. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24361. * @param boneAxis Optional vector3 axis the bone is aligned with
  24362. */
  24363. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24364. /**
  24365. * No-Imposter type
  24366. */
  24367. static NoImpostor: number;
  24368. /**
  24369. * Sphere-Imposter type
  24370. */
  24371. static SphereImpostor: number;
  24372. /**
  24373. * Box-Imposter type
  24374. */
  24375. static BoxImpostor: number;
  24376. /**
  24377. * Plane-Imposter type
  24378. */
  24379. static PlaneImpostor: number;
  24380. /**
  24381. * Mesh-imposter type
  24382. */
  24383. static MeshImpostor: number;
  24384. /**
  24385. * Capsule-Impostor type (Ammo.js plugin only)
  24386. */
  24387. static CapsuleImpostor: number;
  24388. /**
  24389. * Cylinder-Imposter type
  24390. */
  24391. static CylinderImpostor: number;
  24392. /**
  24393. * Particle-Imposter type
  24394. */
  24395. static ParticleImpostor: number;
  24396. /**
  24397. * Heightmap-Imposter type
  24398. */
  24399. static HeightmapImpostor: number;
  24400. /**
  24401. * ConvexHull-Impostor type (Ammo.js plugin only)
  24402. */
  24403. static ConvexHullImpostor: number;
  24404. /**
  24405. * Rope-Imposter type
  24406. */
  24407. static RopeImpostor: number;
  24408. /**
  24409. * Cloth-Imposter type
  24410. */
  24411. static ClothImpostor: number;
  24412. /**
  24413. * Softbody-Imposter type
  24414. */
  24415. static SoftbodyImpostor: number;
  24416. }
  24417. }
  24418. declare module "babylonjs/Meshes/mesh" {
  24419. import { Observable } from "babylonjs/Misc/observable";
  24420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24421. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24422. import { Camera } from "babylonjs/Cameras/camera";
  24423. import { Scene } from "babylonjs/scene";
  24424. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24425. import { Color4 } from "babylonjs/Maths/math.color";
  24426. import { Engine } from "babylonjs/Engines/engine";
  24427. import { Node } from "babylonjs/node";
  24428. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24429. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24430. import { Buffer } from "babylonjs/Meshes/buffer";
  24431. import { Geometry } from "babylonjs/Meshes/geometry";
  24432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24433. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24434. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24435. import { Effect } from "babylonjs/Materials/effect";
  24436. import { Material } from "babylonjs/Materials/material";
  24437. import { Skeleton } from "babylonjs/Bones/skeleton";
  24438. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24439. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24440. import { Path3D } from "babylonjs/Maths/math.path";
  24441. import { Plane } from "babylonjs/Maths/math.plane";
  24442. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24443. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24444. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24445. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24446. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24447. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24448. /**
  24449. * @hidden
  24450. **/
  24451. export class _CreationDataStorage {
  24452. closePath?: boolean;
  24453. closeArray?: boolean;
  24454. idx: number[];
  24455. dashSize: number;
  24456. gapSize: number;
  24457. path3D: Path3D;
  24458. pathArray: Vector3[][];
  24459. arc: number;
  24460. radius: number;
  24461. cap: number;
  24462. tessellation: number;
  24463. }
  24464. /**
  24465. * @hidden
  24466. **/
  24467. class _InstanceDataStorage {
  24468. visibleInstances: any;
  24469. batchCache: _InstancesBatch;
  24470. instancesBufferSize: number;
  24471. instancesBuffer: Nullable<Buffer>;
  24472. instancesData: Float32Array;
  24473. overridenInstanceCount: number;
  24474. isFrozen: boolean;
  24475. previousBatch: Nullable<_InstancesBatch>;
  24476. hardwareInstancedRendering: boolean;
  24477. sideOrientation: number;
  24478. manualUpdate: boolean;
  24479. }
  24480. /**
  24481. * @hidden
  24482. **/
  24483. export class _InstancesBatch {
  24484. mustReturn: boolean;
  24485. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24486. renderSelf: boolean[];
  24487. hardwareInstancedRendering: boolean[];
  24488. }
  24489. /**
  24490. * Class used to represent renderable models
  24491. */
  24492. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24493. /**
  24494. * Mesh side orientation : usually the external or front surface
  24495. */
  24496. static readonly FRONTSIDE: number;
  24497. /**
  24498. * Mesh side orientation : usually the internal or back surface
  24499. */
  24500. static readonly BACKSIDE: number;
  24501. /**
  24502. * Mesh side orientation : both internal and external or front and back surfaces
  24503. */
  24504. static readonly DOUBLESIDE: number;
  24505. /**
  24506. * Mesh side orientation : by default, `FRONTSIDE`
  24507. */
  24508. static readonly DEFAULTSIDE: number;
  24509. /**
  24510. * Mesh cap setting : no cap
  24511. */
  24512. static readonly NO_CAP: number;
  24513. /**
  24514. * Mesh cap setting : one cap at the beginning of the mesh
  24515. */
  24516. static readonly CAP_START: number;
  24517. /**
  24518. * Mesh cap setting : one cap at the end of the mesh
  24519. */
  24520. static readonly CAP_END: number;
  24521. /**
  24522. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24523. */
  24524. static readonly CAP_ALL: number;
  24525. /**
  24526. * Mesh pattern setting : no flip or rotate
  24527. */
  24528. static readonly NO_FLIP: number;
  24529. /**
  24530. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24531. */
  24532. static readonly FLIP_TILE: number;
  24533. /**
  24534. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24535. */
  24536. static readonly ROTATE_TILE: number;
  24537. /**
  24538. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24539. */
  24540. static readonly FLIP_ROW: number;
  24541. /**
  24542. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24543. */
  24544. static readonly ROTATE_ROW: number;
  24545. /**
  24546. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24547. */
  24548. static readonly FLIP_N_ROTATE_TILE: number;
  24549. /**
  24550. * Mesh pattern setting : rotate pattern and rotate
  24551. */
  24552. static readonly FLIP_N_ROTATE_ROW: number;
  24553. /**
  24554. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24555. */
  24556. static readonly CENTER: number;
  24557. /**
  24558. * Mesh tile positioning : part tiles on left
  24559. */
  24560. static readonly LEFT: number;
  24561. /**
  24562. * Mesh tile positioning : part tiles on right
  24563. */
  24564. static readonly RIGHT: number;
  24565. /**
  24566. * Mesh tile positioning : part tiles on top
  24567. */
  24568. static readonly TOP: number;
  24569. /**
  24570. * Mesh tile positioning : part tiles on bottom
  24571. */
  24572. static readonly BOTTOM: number;
  24573. /**
  24574. * Gets the default side orientation.
  24575. * @param orientation the orientation to value to attempt to get
  24576. * @returns the default orientation
  24577. * @hidden
  24578. */
  24579. static _GetDefaultSideOrientation(orientation?: number): number;
  24580. private _internalMeshDataInfo;
  24581. /**
  24582. * An event triggered before rendering the mesh
  24583. */
  24584. readonly onBeforeRenderObservable: Observable<Mesh>;
  24585. /**
  24586. * An event triggered before binding the mesh
  24587. */
  24588. readonly onBeforeBindObservable: Observable<Mesh>;
  24589. /**
  24590. * An event triggered after rendering the mesh
  24591. */
  24592. readonly onAfterRenderObservable: Observable<Mesh>;
  24593. /**
  24594. * An event triggered before drawing the mesh
  24595. */
  24596. readonly onBeforeDrawObservable: Observable<Mesh>;
  24597. private _onBeforeDrawObserver;
  24598. /**
  24599. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24600. */
  24601. onBeforeDraw: () => void;
  24602. readonly hasInstances: boolean;
  24603. /**
  24604. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24605. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24606. */
  24607. delayLoadState: number;
  24608. /**
  24609. * Gets the list of instances created from this mesh
  24610. * it is not supposed to be modified manually.
  24611. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24612. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24613. */
  24614. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24615. /**
  24616. * Gets the file containing delay loading data for this mesh
  24617. */
  24618. delayLoadingFile: string;
  24619. /** @hidden */
  24620. _binaryInfo: any;
  24621. /**
  24622. * User defined function used to change how LOD level selection is done
  24623. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24624. */
  24625. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24626. /**
  24627. * Gets or sets the morph target manager
  24628. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24629. */
  24630. morphTargetManager: Nullable<MorphTargetManager>;
  24631. /** @hidden */
  24632. _creationDataStorage: Nullable<_CreationDataStorage>;
  24633. /** @hidden */
  24634. _geometry: Nullable<Geometry>;
  24635. /** @hidden */
  24636. _delayInfo: Array<string>;
  24637. /** @hidden */
  24638. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24639. /** @hidden */
  24640. _instanceDataStorage: _InstanceDataStorage;
  24641. private _effectiveMaterial;
  24642. /** @hidden */
  24643. _shouldGenerateFlatShading: boolean;
  24644. /** @hidden */
  24645. _originalBuilderSideOrientation: number;
  24646. /**
  24647. * Use this property to change the original side orientation defined at construction time
  24648. */
  24649. overrideMaterialSideOrientation: Nullable<number>;
  24650. /**
  24651. * Gets the source mesh (the one used to clone this one from)
  24652. */
  24653. readonly source: Nullable<Mesh>;
  24654. /**
  24655. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24656. */
  24657. isUnIndexed: boolean;
  24658. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24659. readonly worldMatrixInstancedBuffer: Float32Array;
  24660. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24661. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  24662. /**
  24663. * @constructor
  24664. * @param name The value used by scene.getMeshByName() to do a lookup.
  24665. * @param scene The scene to add this mesh to.
  24666. * @param parent The parent of this mesh, if it has one
  24667. * @param source An optional Mesh from which geometry is shared, cloned.
  24668. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24669. * When false, achieved by calling a clone(), also passing False.
  24670. * This will make creation of children, recursive.
  24671. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24672. */
  24673. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24674. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24675. doNotInstantiate: boolean;
  24676. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24677. /**
  24678. * Gets the class name
  24679. * @returns the string "Mesh".
  24680. */
  24681. getClassName(): string;
  24682. /** @hidden */
  24683. readonly _isMesh: boolean;
  24684. /**
  24685. * Returns a description of this mesh
  24686. * @param fullDetails define if full details about this mesh must be used
  24687. * @returns a descriptive string representing this mesh
  24688. */
  24689. toString(fullDetails?: boolean): string;
  24690. /** @hidden */
  24691. _unBindEffect(): void;
  24692. /**
  24693. * Gets a boolean indicating if this mesh has LOD
  24694. */
  24695. readonly hasLODLevels: boolean;
  24696. /**
  24697. * Gets the list of MeshLODLevel associated with the current mesh
  24698. * @returns an array of MeshLODLevel
  24699. */
  24700. getLODLevels(): MeshLODLevel[];
  24701. private _sortLODLevels;
  24702. /**
  24703. * Add a mesh as LOD level triggered at the given distance.
  24704. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24705. * @param distance The distance from the center of the object to show this level
  24706. * @param mesh The mesh to be added as LOD level (can be null)
  24707. * @return This mesh (for chaining)
  24708. */
  24709. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24710. /**
  24711. * Returns the LOD level mesh at the passed distance or null if not found.
  24712. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24713. * @param distance The distance from the center of the object to show this level
  24714. * @returns a Mesh or `null`
  24715. */
  24716. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24717. /**
  24718. * Remove a mesh from the LOD array
  24719. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24720. * @param mesh defines the mesh to be removed
  24721. * @return This mesh (for chaining)
  24722. */
  24723. removeLODLevel(mesh: Mesh): Mesh;
  24724. /**
  24725. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24726. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24727. * @param camera defines the camera to use to compute distance
  24728. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24729. * @return This mesh (for chaining)
  24730. */
  24731. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24732. /**
  24733. * Gets the mesh internal Geometry object
  24734. */
  24735. readonly geometry: Nullable<Geometry>;
  24736. /**
  24737. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24738. * @returns the total number of vertices
  24739. */
  24740. getTotalVertices(): number;
  24741. /**
  24742. * Returns the content of an associated vertex buffer
  24743. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24744. * - VertexBuffer.PositionKind
  24745. * - VertexBuffer.UVKind
  24746. * - VertexBuffer.UV2Kind
  24747. * - VertexBuffer.UV3Kind
  24748. * - VertexBuffer.UV4Kind
  24749. * - VertexBuffer.UV5Kind
  24750. * - VertexBuffer.UV6Kind
  24751. * - VertexBuffer.ColorKind
  24752. * - VertexBuffer.MatricesIndicesKind
  24753. * - VertexBuffer.MatricesIndicesExtraKind
  24754. * - VertexBuffer.MatricesWeightsKind
  24755. * - VertexBuffer.MatricesWeightsExtraKind
  24756. * @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
  24757. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24758. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24759. */
  24760. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24761. /**
  24762. * Returns the mesh VertexBuffer object from the requested `kind`
  24763. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24764. * - VertexBuffer.PositionKind
  24765. * - VertexBuffer.NormalKind
  24766. * - VertexBuffer.UVKind
  24767. * - VertexBuffer.UV2Kind
  24768. * - VertexBuffer.UV3Kind
  24769. * - VertexBuffer.UV4Kind
  24770. * - VertexBuffer.UV5Kind
  24771. * - VertexBuffer.UV6Kind
  24772. * - VertexBuffer.ColorKind
  24773. * - VertexBuffer.MatricesIndicesKind
  24774. * - VertexBuffer.MatricesIndicesExtraKind
  24775. * - VertexBuffer.MatricesWeightsKind
  24776. * - VertexBuffer.MatricesWeightsExtraKind
  24777. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24778. */
  24779. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24780. /**
  24781. * Tests if a specific vertex buffer is associated with this mesh
  24782. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24783. * - VertexBuffer.PositionKind
  24784. * - VertexBuffer.NormalKind
  24785. * - VertexBuffer.UVKind
  24786. * - VertexBuffer.UV2Kind
  24787. * - VertexBuffer.UV3Kind
  24788. * - VertexBuffer.UV4Kind
  24789. * - VertexBuffer.UV5Kind
  24790. * - VertexBuffer.UV6Kind
  24791. * - VertexBuffer.ColorKind
  24792. * - VertexBuffer.MatricesIndicesKind
  24793. * - VertexBuffer.MatricesIndicesExtraKind
  24794. * - VertexBuffer.MatricesWeightsKind
  24795. * - VertexBuffer.MatricesWeightsExtraKind
  24796. * @returns a boolean
  24797. */
  24798. isVerticesDataPresent(kind: string): boolean;
  24799. /**
  24800. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24801. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24802. * - VertexBuffer.PositionKind
  24803. * - VertexBuffer.UVKind
  24804. * - VertexBuffer.UV2Kind
  24805. * - VertexBuffer.UV3Kind
  24806. * - VertexBuffer.UV4Kind
  24807. * - VertexBuffer.UV5Kind
  24808. * - VertexBuffer.UV6Kind
  24809. * - VertexBuffer.ColorKind
  24810. * - VertexBuffer.MatricesIndicesKind
  24811. * - VertexBuffer.MatricesIndicesExtraKind
  24812. * - VertexBuffer.MatricesWeightsKind
  24813. * - VertexBuffer.MatricesWeightsExtraKind
  24814. * @returns a boolean
  24815. */
  24816. isVertexBufferUpdatable(kind: string): boolean;
  24817. /**
  24818. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24819. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24820. * - VertexBuffer.PositionKind
  24821. * - VertexBuffer.NormalKind
  24822. * - VertexBuffer.UVKind
  24823. * - VertexBuffer.UV2Kind
  24824. * - VertexBuffer.UV3Kind
  24825. * - VertexBuffer.UV4Kind
  24826. * - VertexBuffer.UV5Kind
  24827. * - VertexBuffer.UV6Kind
  24828. * - VertexBuffer.ColorKind
  24829. * - VertexBuffer.MatricesIndicesKind
  24830. * - VertexBuffer.MatricesIndicesExtraKind
  24831. * - VertexBuffer.MatricesWeightsKind
  24832. * - VertexBuffer.MatricesWeightsExtraKind
  24833. * @returns an array of strings
  24834. */
  24835. getVerticesDataKinds(): string[];
  24836. /**
  24837. * Returns a positive integer : the total number of indices in this mesh geometry.
  24838. * @returns the numner of indices or zero if the mesh has no geometry.
  24839. */
  24840. getTotalIndices(): number;
  24841. /**
  24842. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24843. * @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.
  24844. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24845. * @returns the indices array or an empty array if the mesh has no geometry
  24846. */
  24847. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24848. readonly isBlocked: boolean;
  24849. /**
  24850. * Determine if the current mesh is ready to be rendered
  24851. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24852. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24853. * @returns true if all associated assets are ready (material, textures, shaders)
  24854. */
  24855. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24856. /**
  24857. * 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.
  24858. */
  24859. readonly areNormalsFrozen: boolean;
  24860. /**
  24861. * 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.
  24862. * @returns the current mesh
  24863. */
  24864. freezeNormals(): Mesh;
  24865. /**
  24866. * 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
  24867. * @returns the current mesh
  24868. */
  24869. unfreezeNormals(): Mesh;
  24870. /**
  24871. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24872. */
  24873. overridenInstanceCount: number;
  24874. /** @hidden */
  24875. _preActivate(): Mesh;
  24876. /** @hidden */
  24877. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24878. /** @hidden */
  24879. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24880. /**
  24881. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24882. * This means the mesh underlying bounding box and sphere are recomputed.
  24883. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24884. * @returns the current mesh
  24885. */
  24886. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24887. /** @hidden */
  24888. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24889. /**
  24890. * This function will subdivide the mesh into multiple submeshes
  24891. * @param count defines the expected number of submeshes
  24892. */
  24893. subdivide(count: number): void;
  24894. /**
  24895. * Copy a FloatArray into a specific associated vertex buffer
  24896. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24897. * - VertexBuffer.PositionKind
  24898. * - VertexBuffer.UVKind
  24899. * - VertexBuffer.UV2Kind
  24900. * - VertexBuffer.UV3Kind
  24901. * - VertexBuffer.UV4Kind
  24902. * - VertexBuffer.UV5Kind
  24903. * - VertexBuffer.UV6Kind
  24904. * - VertexBuffer.ColorKind
  24905. * - VertexBuffer.MatricesIndicesKind
  24906. * - VertexBuffer.MatricesIndicesExtraKind
  24907. * - VertexBuffer.MatricesWeightsKind
  24908. * - VertexBuffer.MatricesWeightsExtraKind
  24909. * @param data defines the data source
  24910. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24911. * @param stride defines the data stride size (can be null)
  24912. * @returns the current mesh
  24913. */
  24914. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24915. /**
  24916. * Delete a vertex buffer associated with this mesh
  24917. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24918. * - VertexBuffer.PositionKind
  24919. * - VertexBuffer.UVKind
  24920. * - VertexBuffer.UV2Kind
  24921. * - VertexBuffer.UV3Kind
  24922. * - VertexBuffer.UV4Kind
  24923. * - VertexBuffer.UV5Kind
  24924. * - VertexBuffer.UV6Kind
  24925. * - VertexBuffer.ColorKind
  24926. * - VertexBuffer.MatricesIndicesKind
  24927. * - VertexBuffer.MatricesIndicesExtraKind
  24928. * - VertexBuffer.MatricesWeightsKind
  24929. * - VertexBuffer.MatricesWeightsExtraKind
  24930. */
  24931. removeVerticesData(kind: string): void;
  24932. /**
  24933. * Flags an associated vertex buffer as updatable
  24934. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24935. * - VertexBuffer.PositionKind
  24936. * - VertexBuffer.UVKind
  24937. * - VertexBuffer.UV2Kind
  24938. * - VertexBuffer.UV3Kind
  24939. * - VertexBuffer.UV4Kind
  24940. * - VertexBuffer.UV5Kind
  24941. * - VertexBuffer.UV6Kind
  24942. * - VertexBuffer.ColorKind
  24943. * - VertexBuffer.MatricesIndicesKind
  24944. * - VertexBuffer.MatricesIndicesExtraKind
  24945. * - VertexBuffer.MatricesWeightsKind
  24946. * - VertexBuffer.MatricesWeightsExtraKind
  24947. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24948. */
  24949. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24950. /**
  24951. * Sets the mesh global Vertex Buffer
  24952. * @param buffer defines the buffer to use
  24953. * @returns the current mesh
  24954. */
  24955. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24956. /**
  24957. * Update a specific associated vertex buffer
  24958. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24959. * - VertexBuffer.PositionKind
  24960. * - VertexBuffer.UVKind
  24961. * - VertexBuffer.UV2Kind
  24962. * - VertexBuffer.UV3Kind
  24963. * - VertexBuffer.UV4Kind
  24964. * - VertexBuffer.UV5Kind
  24965. * - VertexBuffer.UV6Kind
  24966. * - VertexBuffer.ColorKind
  24967. * - VertexBuffer.MatricesIndicesKind
  24968. * - VertexBuffer.MatricesIndicesExtraKind
  24969. * - VertexBuffer.MatricesWeightsKind
  24970. * - VertexBuffer.MatricesWeightsExtraKind
  24971. * @param data defines the data source
  24972. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24973. * @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)
  24974. * @returns the current mesh
  24975. */
  24976. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24977. /**
  24978. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24979. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24980. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24981. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24982. * @returns the current mesh
  24983. */
  24984. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24985. /**
  24986. * Creates a un-shared specific occurence of the geometry for the mesh.
  24987. * @returns the current mesh
  24988. */
  24989. makeGeometryUnique(): Mesh;
  24990. /**
  24991. * Set the index buffer of this mesh
  24992. * @param indices defines the source data
  24993. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24994. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24995. * @returns the current mesh
  24996. */
  24997. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24998. /**
  24999. * Update the current index buffer
  25000. * @param indices defines the source data
  25001. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25002. * @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)
  25003. * @returns the current mesh
  25004. */
  25005. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25006. /**
  25007. * Invert the geometry to move from a right handed system to a left handed one.
  25008. * @returns the current mesh
  25009. */
  25010. toLeftHanded(): Mesh;
  25011. /** @hidden */
  25012. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25013. /** @hidden */
  25014. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25015. /**
  25016. * Registers for this mesh a javascript function called just before the rendering process
  25017. * @param func defines the function to call before rendering this mesh
  25018. * @returns the current mesh
  25019. */
  25020. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25021. /**
  25022. * Disposes a previously registered javascript function called before the rendering
  25023. * @param func defines the function to remove
  25024. * @returns the current mesh
  25025. */
  25026. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25027. /**
  25028. * Registers for this mesh a javascript function called just after the rendering is complete
  25029. * @param func defines the function to call after rendering this mesh
  25030. * @returns the current mesh
  25031. */
  25032. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25033. /**
  25034. * Disposes a previously registered javascript function called after the rendering.
  25035. * @param func defines the function to remove
  25036. * @returns the current mesh
  25037. */
  25038. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25039. /** @hidden */
  25040. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25041. /** @hidden */
  25042. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25043. /** @hidden */
  25044. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25045. /** @hidden */
  25046. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25047. /** @hidden */
  25048. _rebuild(): void;
  25049. /** @hidden */
  25050. _freeze(): void;
  25051. /** @hidden */
  25052. _unFreeze(): void;
  25053. /**
  25054. * 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
  25055. * @param subMesh defines the subMesh to render
  25056. * @param enableAlphaMode defines if alpha mode can be changed
  25057. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25058. * @returns the current mesh
  25059. */
  25060. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25061. private _onBeforeDraw;
  25062. /**
  25063. * Renormalize the mesh and patch it up if there are no weights
  25064. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25065. * However in the case of zero weights then we set just a single influence to 1.
  25066. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25067. */
  25068. cleanMatrixWeights(): void;
  25069. private normalizeSkinFourWeights;
  25070. private normalizeSkinWeightsAndExtra;
  25071. /**
  25072. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25073. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25074. * the user know there was an issue with importing the mesh
  25075. * @returns a validation object with skinned, valid and report string
  25076. */
  25077. validateSkinning(): {
  25078. skinned: boolean;
  25079. valid: boolean;
  25080. report: string;
  25081. };
  25082. /** @hidden */
  25083. _checkDelayState(): Mesh;
  25084. private _queueLoad;
  25085. /**
  25086. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25087. * A mesh is in the frustum if its bounding box intersects the frustum
  25088. * @param frustumPlanes defines the frustum to test
  25089. * @returns true if the mesh is in the frustum planes
  25090. */
  25091. isInFrustum(frustumPlanes: Plane[]): boolean;
  25092. /**
  25093. * Sets the mesh material by the material or multiMaterial `id` property
  25094. * @param id is a string identifying the material or the multiMaterial
  25095. * @returns the current mesh
  25096. */
  25097. setMaterialByID(id: string): Mesh;
  25098. /**
  25099. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25100. * @returns an array of IAnimatable
  25101. */
  25102. getAnimatables(): IAnimatable[];
  25103. /**
  25104. * Modifies the mesh geometry according to the passed transformation matrix.
  25105. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25106. * The mesh normals are modified using the same transformation.
  25107. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25108. * @param transform defines the transform matrix to use
  25109. * @see http://doc.babylonjs.com/resources/baking_transformations
  25110. * @returns the current mesh
  25111. */
  25112. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25113. /**
  25114. * Modifies the mesh geometry according to its own current World Matrix.
  25115. * The mesh World Matrix is then reset.
  25116. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25117. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25118. * @see http://doc.babylonjs.com/resources/baking_transformations
  25119. * @returns the current mesh
  25120. */
  25121. bakeCurrentTransformIntoVertices(): Mesh;
  25122. /** @hidden */
  25123. readonly _positions: Nullable<Vector3[]>;
  25124. /** @hidden */
  25125. _resetPointsArrayCache(): Mesh;
  25126. /** @hidden */
  25127. _generatePointsArray(): boolean;
  25128. /**
  25129. * Returns a new Mesh object generated from the current mesh properties.
  25130. * This method must not get confused with createInstance()
  25131. * @param name is a string, the name given to the new mesh
  25132. * @param newParent can be any Node object (default `null`)
  25133. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25134. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25135. * @returns a new mesh
  25136. */
  25137. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25138. /**
  25139. * Releases resources associated with this mesh.
  25140. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25141. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25142. */
  25143. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25144. /** @hidden */
  25145. _disposeInstanceSpecificData(): void;
  25146. /**
  25147. * Modifies the mesh geometry according to a displacement map.
  25148. * 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.
  25149. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25150. * @param url is a string, the URL from the image file is to be downloaded.
  25151. * @param minHeight is the lower limit of the displacement.
  25152. * @param maxHeight is the upper limit of the displacement.
  25153. * @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.
  25154. * @param uvOffset is an optional vector2 used to offset UV.
  25155. * @param uvScale is an optional vector2 used to scale UV.
  25156. * @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.
  25157. * @returns the Mesh.
  25158. */
  25159. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25160. /**
  25161. * Modifies the mesh geometry according to a displacementMap buffer.
  25162. * 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.
  25163. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25164. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25165. * @param heightMapWidth is the width of the buffer image.
  25166. * @param heightMapHeight is the height of the buffer image.
  25167. * @param minHeight is the lower limit of the displacement.
  25168. * @param maxHeight is the upper limit of the displacement.
  25169. * @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.
  25170. * @param uvOffset is an optional vector2 used to offset UV.
  25171. * @param uvScale is an optional vector2 used to scale UV.
  25172. * @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.
  25173. * @returns the Mesh.
  25174. */
  25175. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25176. /**
  25177. * Modify the mesh to get a flat shading rendering.
  25178. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25179. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25180. * @returns current mesh
  25181. */
  25182. convertToFlatShadedMesh(): Mesh;
  25183. /**
  25184. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25185. * In other words, more vertices, no more indices and a single bigger VBO.
  25186. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25187. * @returns current mesh
  25188. */
  25189. convertToUnIndexedMesh(): Mesh;
  25190. /**
  25191. * Inverses facet orientations.
  25192. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25193. * @param flipNormals will also inverts the normals
  25194. * @returns current mesh
  25195. */
  25196. flipFaces(flipNormals?: boolean): Mesh;
  25197. /**
  25198. * Increase the number of facets and hence vertices in a mesh
  25199. * Vertex normals are interpolated from existing vertex normals
  25200. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25201. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25202. */
  25203. increaseVertices(numberPerEdge: number): void;
  25204. /**
  25205. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25206. * This will undo any application of covertToFlatShadedMesh
  25207. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25208. */
  25209. forceSharedVertices(): void;
  25210. /** @hidden */
  25211. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25212. /** @hidden */
  25213. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25214. /**
  25215. * Creates a new InstancedMesh object from the mesh model.
  25216. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25217. * @param name defines the name of the new instance
  25218. * @returns a new InstancedMesh
  25219. */
  25220. createInstance(name: string): InstancedMesh;
  25221. /**
  25222. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25223. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25224. * @returns the current mesh
  25225. */
  25226. synchronizeInstances(): Mesh;
  25227. /**
  25228. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25229. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25230. * This should be used together with the simplification to avoid disappearing triangles.
  25231. * @param successCallback an optional success callback to be called after the optimization finished.
  25232. * @returns the current mesh
  25233. */
  25234. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25235. /**
  25236. * Serialize current mesh
  25237. * @param serializationObject defines the object which will receive the serialization data
  25238. */
  25239. serialize(serializationObject: any): void;
  25240. /** @hidden */
  25241. _syncGeometryWithMorphTargetManager(): void;
  25242. /** @hidden */
  25243. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25244. /**
  25245. * Returns a new Mesh object parsed from the source provided.
  25246. * @param parsedMesh is the source
  25247. * @param scene defines the hosting scene
  25248. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25249. * @returns a new Mesh
  25250. */
  25251. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25252. /**
  25253. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25254. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25255. * @param name defines the name of the mesh to create
  25256. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25257. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25258. * @param closePath creates a seam between the first and the last points of each path of the path array
  25259. * @param offset is taken in account only if the `pathArray` is containing a single path
  25260. * @param scene defines the hosting scene
  25261. * @param updatable defines if the mesh must be flagged as updatable
  25262. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25267. /**
  25268. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25269. * @param name defines the name of the mesh to create
  25270. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25271. * @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
  25272. * @param scene defines the hosting scene
  25273. * @param updatable defines if the mesh must be flagged as updatable
  25274. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25275. * @returns a new Mesh
  25276. */
  25277. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25278. /**
  25279. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25280. * @param name defines the name of the mesh to create
  25281. * @param size sets the size (float) of each box side (default 1)
  25282. * @param scene defines the hosting scene
  25283. * @param updatable defines if the mesh must be flagged as updatable
  25284. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25285. * @returns a new Mesh
  25286. */
  25287. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25288. /**
  25289. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25290. * @param name defines the name of the mesh to create
  25291. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25292. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25293. * @param scene defines the hosting scene
  25294. * @param updatable defines if the mesh must be flagged as updatable
  25295. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25296. * @returns a new Mesh
  25297. */
  25298. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25299. /**
  25300. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25301. * @param name defines the name of the mesh to create
  25302. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25303. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25304. * @param scene defines the hosting scene
  25305. * @returns a new Mesh
  25306. */
  25307. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25308. /**
  25309. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25310. * @param name defines the name of the mesh to create
  25311. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25312. * @param diameterTop set the top cap diameter (floats, default 1)
  25313. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25314. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25315. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25316. * @param scene defines the hosting scene
  25317. * @param updatable defines if the mesh must be flagged as updatable
  25318. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25319. * @returns a new Mesh
  25320. */
  25321. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25322. /**
  25323. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25324. * @param name defines the name of the mesh to create
  25325. * @param diameter sets the diameter size (float) of the torus (default 1)
  25326. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25327. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25328. * @param scene defines the hosting scene
  25329. * @param updatable defines if the mesh must be flagged as updatable
  25330. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25331. * @returns a new Mesh
  25332. */
  25333. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25334. /**
  25335. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25336. * @param name defines the name of the mesh to create
  25337. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25338. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25339. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25340. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25341. * @param p the number of windings on X axis (positive integers, default 2)
  25342. * @param q the number of windings on Y axis (positive integers, default 3)
  25343. * @param scene defines the hosting scene
  25344. * @param updatable defines if the mesh must be flagged as updatable
  25345. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25346. * @returns a new Mesh
  25347. */
  25348. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25349. /**
  25350. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25351. * @param name defines the name of the mesh to create
  25352. * @param points is an array successive Vector3
  25353. * @param scene defines the hosting scene
  25354. * @param updatable defines if the mesh must be flagged as updatable
  25355. * @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).
  25356. * @returns a new Mesh
  25357. */
  25358. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25359. /**
  25360. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25361. * @param name defines the name of the mesh to create
  25362. * @param points is an array successive Vector3
  25363. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25364. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25365. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25366. * @param scene defines the hosting scene
  25367. * @param updatable defines if the mesh must be flagged as updatable
  25368. * @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)
  25369. * @returns a new Mesh
  25370. */
  25371. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25372. /**
  25373. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25374. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25375. * 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.
  25376. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25377. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25378. * Remember you can only change the shape positions, not their number when updating a polygon.
  25379. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25380. * @param name defines the name of the mesh to create
  25381. * @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
  25382. * @param scene defines the hosting scene
  25383. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25384. * @param updatable defines if the mesh must be flagged as updatable
  25385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25386. * @param earcutInjection can be used to inject your own earcut reference
  25387. * @returns a new Mesh
  25388. */
  25389. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25390. /**
  25391. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25392. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25393. * @param name defines the name of the mesh to create
  25394. * @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
  25395. * @param depth defines the height of extrusion
  25396. * @param scene defines the hosting scene
  25397. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25398. * @param updatable defines if the mesh must be flagged as updatable
  25399. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25400. * @param earcutInjection can be used to inject your own earcut reference
  25401. * @returns a new Mesh
  25402. */
  25403. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25404. /**
  25405. * Creates an extruded shape mesh.
  25406. * 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
  25407. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25408. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25409. * @param name defines the name of the mesh to create
  25410. * @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
  25411. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25412. * @param scale is the value to scale the shape
  25413. * @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
  25414. * @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
  25415. * @param scene defines the hosting scene
  25416. * @param updatable defines if the mesh must be flagged as updatable
  25417. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25418. * @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)
  25419. * @returns a new Mesh
  25420. */
  25421. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25422. /**
  25423. * Creates an custom extruded shape mesh.
  25424. * The custom extrusion is a parametric shape.
  25425. * It has no predefined shape. Its final shape will depend on the input parameters.
  25426. * Please consider using the same method from the MeshBuilder class instead
  25427. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25428. * @param name defines the name of the mesh to create
  25429. * @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
  25430. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25431. * @param scaleFunction is a custom Javascript function called on each path point
  25432. * @param rotationFunction is a custom Javascript function called on each path point
  25433. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25434. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25435. * @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
  25436. * @param scene defines the hosting scene
  25437. * @param updatable defines if the mesh must be flagged as updatable
  25438. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25439. * @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)
  25440. * @returns a new Mesh
  25441. */
  25442. 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;
  25443. /**
  25444. * Creates lathe mesh.
  25445. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25446. * Please consider using the same method from the MeshBuilder class instead
  25447. * @param name defines the name of the mesh to create
  25448. * @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
  25449. * @param radius is the radius value of the lathe
  25450. * @param tessellation is the side number of the lathe.
  25451. * @param scene defines the hosting scene
  25452. * @param updatable defines if the mesh must be flagged as updatable
  25453. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25454. * @returns a new Mesh
  25455. */
  25456. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25457. /**
  25458. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25459. * @param name defines the name of the mesh to create
  25460. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25461. * @param scene defines the hosting scene
  25462. * @param updatable defines if the mesh must be flagged as updatable
  25463. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25464. * @returns a new Mesh
  25465. */
  25466. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25467. /**
  25468. * Creates a ground mesh.
  25469. * Please consider using the same method from the MeshBuilder class instead
  25470. * @param name defines the name of the mesh to create
  25471. * @param width set the width of the ground
  25472. * @param height set the height of the ground
  25473. * @param subdivisions sets the number of subdivisions per side
  25474. * @param scene defines the hosting scene
  25475. * @param updatable defines if the mesh must be flagged as updatable
  25476. * @returns a new Mesh
  25477. */
  25478. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25479. /**
  25480. * Creates a tiled ground mesh.
  25481. * Please consider using the same method from the MeshBuilder class instead
  25482. * @param name defines the name of the mesh to create
  25483. * @param xmin set the ground minimum X coordinate
  25484. * @param zmin set the ground minimum Y coordinate
  25485. * @param xmax set the ground maximum X coordinate
  25486. * @param zmax set the ground maximum Z coordinate
  25487. * @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
  25488. * @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
  25489. * @param scene defines the hosting scene
  25490. * @param updatable defines if the mesh must be flagged as updatable
  25491. * @returns a new Mesh
  25492. */
  25493. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25494. w: number;
  25495. h: number;
  25496. }, precision: {
  25497. w: number;
  25498. h: number;
  25499. }, scene: Scene, updatable?: boolean): Mesh;
  25500. /**
  25501. * Creates a ground mesh from a height map.
  25502. * Please consider using the same method from the MeshBuilder class instead
  25503. * @see http://doc.babylonjs.com/babylon101/height_map
  25504. * @param name defines the name of the mesh to create
  25505. * @param url sets the URL of the height map image resource
  25506. * @param width set the ground width size
  25507. * @param height set the ground height size
  25508. * @param subdivisions sets the number of subdivision per side
  25509. * @param minHeight is the minimum altitude on the ground
  25510. * @param maxHeight is the maximum altitude on the ground
  25511. * @param scene defines the hosting scene
  25512. * @param updatable defines if the mesh must be flagged as updatable
  25513. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25514. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25515. * @returns a new Mesh
  25516. */
  25517. 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;
  25518. /**
  25519. * Creates a tube mesh.
  25520. * The tube is a parametric shape.
  25521. * It has no predefined shape. Its final shape will depend on the input parameters.
  25522. * Please consider using the same method from the MeshBuilder class instead
  25523. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25524. * @param name defines the name of the mesh to create
  25525. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25526. * @param radius sets the tube radius size
  25527. * @param tessellation is the number of sides on the tubular surface
  25528. * @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
  25529. * @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
  25530. * @param scene defines the hosting scene
  25531. * @param updatable defines if the mesh must be flagged as updatable
  25532. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25533. * @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)
  25534. * @returns a new Mesh
  25535. */
  25536. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25537. (i: number, distance: number): number;
  25538. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25539. /**
  25540. * Creates a polyhedron mesh.
  25541. * Please consider using the same method from the MeshBuilder class instead.
  25542. * * 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
  25543. * * The parameter `size` (positive float, default 1) sets the polygon size
  25544. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25545. * * 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`
  25546. * * 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
  25547. * * 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)`)
  25548. * * 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
  25549. * * 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
  25550. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25551. * * 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
  25552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25553. * @param name defines the name of the mesh to create
  25554. * @param options defines the options used to create the mesh
  25555. * @param scene defines the hosting scene
  25556. * @returns a new Mesh
  25557. */
  25558. static CreatePolyhedron(name: string, options: {
  25559. type?: number;
  25560. size?: number;
  25561. sizeX?: number;
  25562. sizeY?: number;
  25563. sizeZ?: number;
  25564. custom?: any;
  25565. faceUV?: Vector4[];
  25566. faceColors?: Color4[];
  25567. updatable?: boolean;
  25568. sideOrientation?: number;
  25569. }, scene: Scene): Mesh;
  25570. /**
  25571. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25572. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25573. * * 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`)
  25574. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25575. * * 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
  25576. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25577. * * 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
  25578. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25579. * @param name defines the name of the mesh
  25580. * @param options defines the options used to create the mesh
  25581. * @param scene defines the hosting scene
  25582. * @returns a new Mesh
  25583. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25584. */
  25585. static CreateIcoSphere(name: string, options: {
  25586. radius?: number;
  25587. flat?: boolean;
  25588. subdivisions?: number;
  25589. sideOrientation?: number;
  25590. updatable?: boolean;
  25591. }, scene: Scene): Mesh;
  25592. /**
  25593. * Creates a decal mesh.
  25594. * Please consider using the same method from the MeshBuilder class instead.
  25595. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25596. * @param name defines the name of the mesh
  25597. * @param sourceMesh defines the mesh receiving the decal
  25598. * @param position sets the position of the decal in world coordinates
  25599. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25600. * @param size sets the decal scaling
  25601. * @param angle sets the angle to rotate the decal
  25602. * @returns a new Mesh
  25603. */
  25604. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25605. /**
  25606. * Prepare internal position array for software CPU skinning
  25607. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25608. */
  25609. setPositionsForCPUSkinning(): Float32Array;
  25610. /**
  25611. * Prepare internal normal array for software CPU skinning
  25612. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25613. */
  25614. setNormalsForCPUSkinning(): Float32Array;
  25615. /**
  25616. * Updates the vertex buffer by applying transformation from the bones
  25617. * @param skeleton defines the skeleton to apply to current mesh
  25618. * @returns the current mesh
  25619. */
  25620. applySkeleton(skeleton: Skeleton): Mesh;
  25621. /**
  25622. * 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
  25623. * @param meshes defines the list of meshes to scan
  25624. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25625. */
  25626. static MinMax(meshes: AbstractMesh[]): {
  25627. min: Vector3;
  25628. max: Vector3;
  25629. };
  25630. /**
  25631. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25632. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25633. * @returns a vector3
  25634. */
  25635. static Center(meshesOrMinMaxVector: {
  25636. min: Vector3;
  25637. max: Vector3;
  25638. } | AbstractMesh[]): Vector3;
  25639. /**
  25640. * Merge the array of meshes into a single mesh for performance reasons.
  25641. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25642. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25643. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25644. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25645. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25646. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25647. * @returns a new mesh
  25648. */
  25649. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25650. /** @hidden */
  25651. addInstance(instance: InstancedMesh): void;
  25652. /** @hidden */
  25653. removeInstance(instance: InstancedMesh): void;
  25654. }
  25655. }
  25656. declare module "babylonjs/Cameras/camera" {
  25657. import { SmartArray } from "babylonjs/Misc/smartArray";
  25658. import { Observable } from "babylonjs/Misc/observable";
  25659. import { Nullable } from "babylonjs/types";
  25660. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25661. import { Scene } from "babylonjs/scene";
  25662. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25663. import { Node } from "babylonjs/node";
  25664. import { Mesh } from "babylonjs/Meshes/mesh";
  25665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25666. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25667. import { Viewport } from "babylonjs/Maths/math.viewport";
  25668. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25669. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25670. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25671. import { Ray } from "babylonjs/Culling/ray";
  25672. /**
  25673. * This is the base class of all the camera used in the application.
  25674. * @see http://doc.babylonjs.com/features/cameras
  25675. */
  25676. export class Camera extends Node {
  25677. /** @hidden */
  25678. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25679. /**
  25680. * This is the default projection mode used by the cameras.
  25681. * It helps recreating a feeling of perspective and better appreciate depth.
  25682. * This is the best way to simulate real life cameras.
  25683. */
  25684. static readonly PERSPECTIVE_CAMERA: number;
  25685. /**
  25686. * This helps creating camera with an orthographic mode.
  25687. * 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.
  25688. */
  25689. static readonly ORTHOGRAPHIC_CAMERA: number;
  25690. /**
  25691. * This is the default FOV mode for perspective cameras.
  25692. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25693. */
  25694. static readonly FOVMODE_VERTICAL_FIXED: number;
  25695. /**
  25696. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25697. */
  25698. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25699. /**
  25700. * This specifies ther is no need for a camera rig.
  25701. * Basically only one eye is rendered corresponding to the camera.
  25702. */
  25703. static readonly RIG_MODE_NONE: number;
  25704. /**
  25705. * Simulates a camera Rig with one blue eye and one red eye.
  25706. * This can be use with 3d blue and red glasses.
  25707. */
  25708. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25709. /**
  25710. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25711. */
  25712. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25713. /**
  25714. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25715. */
  25716. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25717. /**
  25718. * Defines that both eyes of the camera will be rendered over under each other.
  25719. */
  25720. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25721. /**
  25722. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25723. */
  25724. static readonly RIG_MODE_VR: number;
  25725. /**
  25726. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25727. */
  25728. static readonly RIG_MODE_WEBVR: number;
  25729. /**
  25730. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25731. */
  25732. static readonly RIG_MODE_CUSTOM: number;
  25733. /**
  25734. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25735. */
  25736. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25737. /**
  25738. * Define the input manager associated with the camera.
  25739. */
  25740. inputs: CameraInputsManager<Camera>;
  25741. /** @hidden */
  25742. _position: Vector3;
  25743. /**
  25744. * Define the current local position of the camera in the scene
  25745. */
  25746. position: Vector3;
  25747. /**
  25748. * The vector the camera should consider as up.
  25749. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25750. */
  25751. upVector: Vector3;
  25752. /**
  25753. * Define the current limit on the left side for an orthographic camera
  25754. * In scene unit
  25755. */
  25756. orthoLeft: Nullable<number>;
  25757. /**
  25758. * Define the current limit on the right side for an orthographic camera
  25759. * In scene unit
  25760. */
  25761. orthoRight: Nullable<number>;
  25762. /**
  25763. * Define the current limit on the bottom side for an orthographic camera
  25764. * In scene unit
  25765. */
  25766. orthoBottom: Nullable<number>;
  25767. /**
  25768. * Define the current limit on the top side for an orthographic camera
  25769. * In scene unit
  25770. */
  25771. orthoTop: Nullable<number>;
  25772. /**
  25773. * Field Of View is set in Radians. (default is 0.8)
  25774. */
  25775. fov: number;
  25776. /**
  25777. * Define the minimum distance the camera can see from.
  25778. * This is important to note that the depth buffer are not infinite and the closer it starts
  25779. * the more your scene might encounter depth fighting issue.
  25780. */
  25781. minZ: number;
  25782. /**
  25783. * Define the maximum distance the camera can see to.
  25784. * This is important to note that the depth buffer are not infinite and the further it end
  25785. * the more your scene might encounter depth fighting issue.
  25786. */
  25787. maxZ: number;
  25788. /**
  25789. * Define the default inertia of the camera.
  25790. * This helps giving a smooth feeling to the camera movement.
  25791. */
  25792. inertia: number;
  25793. /**
  25794. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25795. */
  25796. mode: number;
  25797. /**
  25798. * Define wether the camera is intermediate.
  25799. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25800. */
  25801. isIntermediate: boolean;
  25802. /**
  25803. * Define the viewport of the camera.
  25804. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25805. */
  25806. viewport: Viewport;
  25807. /**
  25808. * Restricts the camera to viewing objects with the same layerMask.
  25809. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25810. */
  25811. layerMask: number;
  25812. /**
  25813. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25814. */
  25815. fovMode: number;
  25816. /**
  25817. * Rig mode of the camera.
  25818. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25819. * This is normally controlled byt the camera themselves as internal use.
  25820. */
  25821. cameraRigMode: number;
  25822. /**
  25823. * Defines the distance between both "eyes" in case of a RIG
  25824. */
  25825. interaxialDistance: number;
  25826. /**
  25827. * Defines if stereoscopic rendering is done side by side or over under.
  25828. */
  25829. isStereoscopicSideBySide: boolean;
  25830. /**
  25831. * 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
  25832. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25833. * else in the scene. (Eg. security camera)
  25834. *
  25835. * 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)
  25836. */
  25837. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25838. /**
  25839. * When set, the camera will render to this render target instead of the default canvas
  25840. *
  25841. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25842. */
  25843. outputRenderTarget: Nullable<RenderTargetTexture>;
  25844. /**
  25845. * Observable triggered when the camera view matrix has changed.
  25846. */
  25847. onViewMatrixChangedObservable: Observable<Camera>;
  25848. /**
  25849. * Observable triggered when the camera Projection matrix has changed.
  25850. */
  25851. onProjectionMatrixChangedObservable: Observable<Camera>;
  25852. /**
  25853. * Observable triggered when the inputs have been processed.
  25854. */
  25855. onAfterCheckInputsObservable: Observable<Camera>;
  25856. /**
  25857. * Observable triggered when reset has been called and applied to the camera.
  25858. */
  25859. onRestoreStateObservable: Observable<Camera>;
  25860. /** @hidden */
  25861. _cameraRigParams: any;
  25862. /** @hidden */
  25863. _rigCameras: Camera[];
  25864. /** @hidden */
  25865. _rigPostProcess: Nullable<PostProcess>;
  25866. protected _webvrViewMatrix: Matrix;
  25867. /** @hidden */
  25868. _skipRendering: boolean;
  25869. /** @hidden */
  25870. _projectionMatrix: Matrix;
  25871. /** @hidden */
  25872. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25873. /** @hidden */
  25874. _activeMeshes: SmartArray<AbstractMesh>;
  25875. protected _globalPosition: Vector3;
  25876. /** @hidden */
  25877. _computedViewMatrix: Matrix;
  25878. private _doNotComputeProjectionMatrix;
  25879. private _transformMatrix;
  25880. private _frustumPlanes;
  25881. private _refreshFrustumPlanes;
  25882. private _storedFov;
  25883. private _stateStored;
  25884. /**
  25885. * Instantiates a new camera object.
  25886. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25887. * @see http://doc.babylonjs.com/features/cameras
  25888. * @param name Defines the name of the camera in the scene
  25889. * @param position Defines the position of the camera
  25890. * @param scene Defines the scene the camera belongs too
  25891. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25892. */
  25893. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25894. /**
  25895. * Store current camera state (fov, position, etc..)
  25896. * @returns the camera
  25897. */
  25898. storeState(): Camera;
  25899. /**
  25900. * Restores the camera state values if it has been stored. You must call storeState() first
  25901. */
  25902. protected _restoreStateValues(): boolean;
  25903. /**
  25904. * Restored camera state. You must call storeState() first.
  25905. * @returns true if restored and false otherwise
  25906. */
  25907. restoreState(): boolean;
  25908. /**
  25909. * Gets the class name of the camera.
  25910. * @returns the class name
  25911. */
  25912. getClassName(): string;
  25913. /** @hidden */
  25914. readonly _isCamera: boolean;
  25915. /**
  25916. * Gets a string representation of the camera useful for debug purpose.
  25917. * @param fullDetails Defines that a more verboe level of logging is required
  25918. * @returns the string representation
  25919. */
  25920. toString(fullDetails?: boolean): string;
  25921. /**
  25922. * Gets the current world space position of the camera.
  25923. */
  25924. readonly globalPosition: Vector3;
  25925. /**
  25926. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25927. * @returns the active meshe list
  25928. */
  25929. getActiveMeshes(): SmartArray<AbstractMesh>;
  25930. /**
  25931. * Check wether a mesh is part of the current active mesh list of the camera
  25932. * @param mesh Defines the mesh to check
  25933. * @returns true if active, false otherwise
  25934. */
  25935. isActiveMesh(mesh: Mesh): boolean;
  25936. /**
  25937. * Is this camera ready to be used/rendered
  25938. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25939. * @return true if the camera is ready
  25940. */
  25941. isReady(completeCheck?: boolean): boolean;
  25942. /** @hidden */
  25943. _initCache(): void;
  25944. /** @hidden */
  25945. _updateCache(ignoreParentClass?: boolean): void;
  25946. /** @hidden */
  25947. _isSynchronized(): boolean;
  25948. /** @hidden */
  25949. _isSynchronizedViewMatrix(): boolean;
  25950. /** @hidden */
  25951. _isSynchronizedProjectionMatrix(): boolean;
  25952. /**
  25953. * Attach the input controls to a specific dom element to get the input from.
  25954. * @param element Defines the element the controls should be listened from
  25955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25956. */
  25957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25958. /**
  25959. * Detach the current controls from the specified dom element.
  25960. * @param element Defines the element to stop listening the inputs from
  25961. */
  25962. detachControl(element: HTMLElement): void;
  25963. /**
  25964. * Update the camera state according to the different inputs gathered during the frame.
  25965. */
  25966. update(): void;
  25967. /** @hidden */
  25968. _checkInputs(): void;
  25969. /** @hidden */
  25970. readonly rigCameras: Camera[];
  25971. /**
  25972. * Gets the post process used by the rig cameras
  25973. */
  25974. readonly rigPostProcess: Nullable<PostProcess>;
  25975. /**
  25976. * Internal, gets the first post proces.
  25977. * @returns the first post process to be run on this camera.
  25978. */
  25979. _getFirstPostProcess(): Nullable<PostProcess>;
  25980. private _cascadePostProcessesToRigCams;
  25981. /**
  25982. * Attach a post process to the camera.
  25983. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25984. * @param postProcess The post process to attach to the camera
  25985. * @param insertAt The position of the post process in case several of them are in use in the scene
  25986. * @returns the position the post process has been inserted at
  25987. */
  25988. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25989. /**
  25990. * Detach a post process to the camera.
  25991. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25992. * @param postProcess The post process to detach from the camera
  25993. */
  25994. detachPostProcess(postProcess: PostProcess): void;
  25995. /**
  25996. * Gets the current world matrix of the camera
  25997. */
  25998. getWorldMatrix(): Matrix;
  25999. /** @hidden */
  26000. _getViewMatrix(): Matrix;
  26001. /**
  26002. * Gets the current view matrix of the camera.
  26003. * @param force forces the camera to recompute the matrix without looking at the cached state
  26004. * @returns the view matrix
  26005. */
  26006. getViewMatrix(force?: boolean): Matrix;
  26007. /**
  26008. * Freeze the projection matrix.
  26009. * It will prevent the cache check of the camera projection compute and can speed up perf
  26010. * if no parameter of the camera are meant to change
  26011. * @param projection Defines manually a projection if necessary
  26012. */
  26013. freezeProjectionMatrix(projection?: Matrix): void;
  26014. /**
  26015. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26016. */
  26017. unfreezeProjectionMatrix(): void;
  26018. /**
  26019. * Gets the current projection matrix of the camera.
  26020. * @param force forces the camera to recompute the matrix without looking at the cached state
  26021. * @returns the projection matrix
  26022. */
  26023. getProjectionMatrix(force?: boolean): Matrix;
  26024. /**
  26025. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26026. * @returns a Matrix
  26027. */
  26028. getTransformationMatrix(): Matrix;
  26029. private _updateFrustumPlanes;
  26030. /**
  26031. * Checks if a cullable object (mesh...) is in the camera frustum
  26032. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26033. * @param target The object to check
  26034. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26035. * @returns true if the object is in frustum otherwise false
  26036. */
  26037. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26038. /**
  26039. * Checks if a cullable object (mesh...) is in the camera frustum
  26040. * Unlike isInFrustum this cheks the full bounding box
  26041. * @param target The object to check
  26042. * @returns true if the object is in frustum otherwise false
  26043. */
  26044. isCompletelyInFrustum(target: ICullable): boolean;
  26045. /**
  26046. * Gets a ray in the forward direction from the camera.
  26047. * @param length Defines the length of the ray to create
  26048. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26049. * @param origin Defines the start point of the ray which defaults to the camera position
  26050. * @returns the forward ray
  26051. */
  26052. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26053. /**
  26054. * Releases resources associated with this node.
  26055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26057. */
  26058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26059. /** @hidden */
  26060. _isLeftCamera: boolean;
  26061. /**
  26062. * Gets the left camera of a rig setup in case of Rigged Camera
  26063. */
  26064. readonly isLeftCamera: boolean;
  26065. /** @hidden */
  26066. _isRightCamera: boolean;
  26067. /**
  26068. * Gets the right camera of a rig setup in case of Rigged Camera
  26069. */
  26070. readonly isRightCamera: boolean;
  26071. /**
  26072. * Gets the left camera of a rig setup in case of Rigged Camera
  26073. */
  26074. readonly leftCamera: Nullable<FreeCamera>;
  26075. /**
  26076. * Gets the right camera of a rig setup in case of Rigged Camera
  26077. */
  26078. readonly rightCamera: Nullable<FreeCamera>;
  26079. /**
  26080. * Gets the left camera target of a rig setup in case of Rigged Camera
  26081. * @returns the target position
  26082. */
  26083. getLeftTarget(): Nullable<Vector3>;
  26084. /**
  26085. * Gets the right camera target of a rig setup in case of Rigged Camera
  26086. * @returns the target position
  26087. */
  26088. getRightTarget(): Nullable<Vector3>;
  26089. /**
  26090. * @hidden
  26091. */
  26092. setCameraRigMode(mode: number, rigParams: any): void;
  26093. /** @hidden */
  26094. static _setStereoscopicRigMode(camera: Camera): void;
  26095. /** @hidden */
  26096. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26097. /** @hidden */
  26098. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26099. /** @hidden */
  26100. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26101. /** @hidden */
  26102. _getVRProjectionMatrix(): Matrix;
  26103. protected _updateCameraRotationMatrix(): void;
  26104. protected _updateWebVRCameraRotationMatrix(): void;
  26105. /**
  26106. * This function MUST be overwritten by the different WebVR cameras available.
  26107. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26108. * @hidden
  26109. */
  26110. _getWebVRProjectionMatrix(): Matrix;
  26111. /**
  26112. * This function MUST be overwritten by the different WebVR cameras available.
  26113. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26114. * @hidden
  26115. */
  26116. _getWebVRViewMatrix(): Matrix;
  26117. /** @hidden */
  26118. setCameraRigParameter(name: string, value: any): void;
  26119. /**
  26120. * needs to be overridden by children so sub has required properties to be copied
  26121. * @hidden
  26122. */
  26123. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26124. /**
  26125. * May need to be overridden by children
  26126. * @hidden
  26127. */
  26128. _updateRigCameras(): void;
  26129. /** @hidden */
  26130. _setupInputs(): void;
  26131. /**
  26132. * Serialiaze the camera setup to a json represention
  26133. * @returns the JSON representation
  26134. */
  26135. serialize(): any;
  26136. /**
  26137. * Clones the current camera.
  26138. * @param name The cloned camera name
  26139. * @returns the cloned camera
  26140. */
  26141. clone(name: string): Camera;
  26142. /**
  26143. * Gets the direction of the camera relative to a given local axis.
  26144. * @param localAxis Defines the reference axis to provide a relative direction.
  26145. * @return the direction
  26146. */
  26147. getDirection(localAxis: Vector3): Vector3;
  26148. /**
  26149. * Returns the current camera absolute rotation
  26150. */
  26151. readonly absoluteRotation: Quaternion;
  26152. /**
  26153. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26154. * @param localAxis Defines the reference axis to provide a relative direction.
  26155. * @param result Defines the vector to store the result in
  26156. */
  26157. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26158. /**
  26159. * Gets a camera constructor for a given camera type
  26160. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26161. * @param name The name of the camera the result will be able to instantiate
  26162. * @param scene The scene the result will construct the camera in
  26163. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26164. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26165. * @returns a factory method to construc the camera
  26166. */
  26167. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26168. /**
  26169. * Compute the world matrix of the camera.
  26170. * @returns the camera world matrix
  26171. */
  26172. computeWorldMatrix(): Matrix;
  26173. /**
  26174. * Parse a JSON and creates the camera from the parsed information
  26175. * @param parsedCamera The JSON to parse
  26176. * @param scene The scene to instantiate the camera in
  26177. * @returns the newly constructed camera
  26178. */
  26179. static Parse(parsedCamera: any, scene: Scene): Camera;
  26180. }
  26181. }
  26182. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26183. import { Nullable } from "babylonjs/types";
  26184. import { Scene } from "babylonjs/scene";
  26185. import { Vector4 } from "babylonjs/Maths/math.vector";
  26186. import { Mesh } from "babylonjs/Meshes/mesh";
  26187. /**
  26188. * Class containing static functions to help procedurally build meshes
  26189. */
  26190. export class DiscBuilder {
  26191. /**
  26192. * Creates a plane polygonal mesh. By default, this is a disc
  26193. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26194. * * 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
  26195. * * 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
  26196. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26197. * * 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
  26198. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26199. * @param name defines the name of the mesh
  26200. * @param options defines the options used to create the mesh
  26201. * @param scene defines the hosting scene
  26202. * @returns the plane polygonal mesh
  26203. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26204. */
  26205. static CreateDisc(name: string, options: {
  26206. radius?: number;
  26207. tessellation?: number;
  26208. arc?: number;
  26209. updatable?: boolean;
  26210. sideOrientation?: number;
  26211. frontUVs?: Vector4;
  26212. backUVs?: Vector4;
  26213. }, scene?: Nullable<Scene>): Mesh;
  26214. }
  26215. }
  26216. declare module "babylonjs/Particles/solidParticleSystem" {
  26217. import { Nullable } from "babylonjs/types";
  26218. import { Vector3 } from "babylonjs/Maths/math.vector";
  26219. import { Mesh } from "babylonjs/Meshes/mesh";
  26220. import { Scene, IDisposable } from "babylonjs/scene";
  26221. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26222. /**
  26223. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26224. *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.
  26225. * The SPS is also a particle system. It provides some methods to manage the particles.
  26226. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26227. *
  26228. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26229. */
  26230. export class SolidParticleSystem implements IDisposable {
  26231. /**
  26232. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26233. * Example : var p = SPS.particles[i];
  26234. */
  26235. particles: SolidParticle[];
  26236. /**
  26237. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26238. */
  26239. nbParticles: number;
  26240. /**
  26241. * If the particles must ever face the camera (default false). Useful for planar particles.
  26242. */
  26243. billboard: boolean;
  26244. /**
  26245. * Recompute normals when adding a shape
  26246. */
  26247. recomputeNormals: boolean;
  26248. /**
  26249. * This a counter ofr your own usage. It's not set by any SPS functions.
  26250. */
  26251. counter: number;
  26252. /**
  26253. * The SPS name. This name is also given to the underlying mesh.
  26254. */
  26255. name: string;
  26256. /**
  26257. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26258. */
  26259. mesh: Mesh;
  26260. /**
  26261. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26262. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26263. */
  26264. vars: any;
  26265. /**
  26266. * This array is populated when the SPS is set as 'pickable'.
  26267. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26268. * Each element of this array is an object `{idx: int, faceId: int}`.
  26269. * `idx` is the picked particle index in the `SPS.particles` array
  26270. * `faceId` is the picked face index counted within this particle.
  26271. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26272. */
  26273. pickedParticles: {
  26274. idx: number;
  26275. faceId: number;
  26276. }[];
  26277. /**
  26278. * This array is populated when `enableDepthSort` is set to true.
  26279. * Each element of this array is an instance of the class DepthSortedParticle.
  26280. */
  26281. depthSortedParticles: DepthSortedParticle[];
  26282. /**
  26283. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26284. * @hidden
  26285. */
  26286. _bSphereOnly: boolean;
  26287. /**
  26288. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26289. * @hidden
  26290. */
  26291. _bSphereRadiusFactor: number;
  26292. private _scene;
  26293. private _positions;
  26294. private _indices;
  26295. private _normals;
  26296. private _colors;
  26297. private _uvs;
  26298. private _indices32;
  26299. private _positions32;
  26300. private _normals32;
  26301. private _fixedNormal32;
  26302. private _colors32;
  26303. private _uvs32;
  26304. private _index;
  26305. private _updatable;
  26306. private _pickable;
  26307. private _isVisibilityBoxLocked;
  26308. private _alwaysVisible;
  26309. private _depthSort;
  26310. private _expandable;
  26311. private _shapeCounter;
  26312. private _copy;
  26313. private _color;
  26314. private _computeParticleColor;
  26315. private _computeParticleTexture;
  26316. private _computeParticleRotation;
  26317. private _computeParticleVertex;
  26318. private _computeBoundingBox;
  26319. private _depthSortParticles;
  26320. private _camera;
  26321. private _mustUnrotateFixedNormals;
  26322. private _particlesIntersect;
  26323. private _needs32Bits;
  26324. private _isNotBuilt;
  26325. private _lastParticleId;
  26326. private _idxOfId;
  26327. /**
  26328. * Creates a SPS (Solid Particle System) object.
  26329. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26330. * @param scene (Scene) is the scene in which the SPS is added.
  26331. * @param options defines the options of the sps e.g.
  26332. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26333. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26334. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26335. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26336. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26337. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26338. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26339. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26340. */
  26341. constructor(name: string, scene: Scene, options?: {
  26342. updatable?: boolean;
  26343. isPickable?: boolean;
  26344. enableDepthSort?: boolean;
  26345. particleIntersection?: boolean;
  26346. boundingSphereOnly?: boolean;
  26347. bSphereRadiusFactor?: number;
  26348. expandable?: boolean;
  26349. });
  26350. /**
  26351. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26352. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26353. * @returns the created mesh
  26354. */
  26355. buildMesh(): Mesh;
  26356. /**
  26357. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26358. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26359. * Thus the particles generated from `digest()` have their property `position` set yet.
  26360. * @param mesh ( Mesh ) is the mesh to be digested
  26361. * @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
  26362. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26363. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26364. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26365. * @returns the current SPS
  26366. */
  26367. digest(mesh: Mesh, options?: {
  26368. facetNb?: number;
  26369. number?: number;
  26370. delta?: number;
  26371. storage?: [];
  26372. }): SolidParticleSystem;
  26373. /**
  26374. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26375. * @hidden
  26376. */
  26377. private _unrotateFixedNormals;
  26378. /**
  26379. * Resets the temporary working copy particle
  26380. * @hidden
  26381. */
  26382. private _resetCopy;
  26383. /**
  26384. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26385. * @param p the current index in the positions array to be updated
  26386. * @param shape a Vector3 array, the shape geometry
  26387. * @param positions the positions array to be updated
  26388. * @param meshInd the shape indices array
  26389. * @param indices the indices array to be updated
  26390. * @param meshUV the shape uv array
  26391. * @param uvs the uv array to be updated
  26392. * @param meshCol the shape color array
  26393. * @param colors the color array to be updated
  26394. * @param meshNor the shape normals array
  26395. * @param normals the normals array to be updated
  26396. * @param idx the particle index
  26397. * @param idxInShape the particle index in its shape
  26398. * @param options the addShape() method passed options
  26399. * @hidden
  26400. */
  26401. private _meshBuilder;
  26402. /**
  26403. * Returns a shape Vector3 array from positions float array
  26404. * @param positions float array
  26405. * @returns a vector3 array
  26406. * @hidden
  26407. */
  26408. private _posToShape;
  26409. /**
  26410. * Returns a shapeUV array from a float uvs (array deep copy)
  26411. * @param uvs as a float array
  26412. * @returns a shapeUV array
  26413. * @hidden
  26414. */
  26415. private _uvsToShapeUV;
  26416. /**
  26417. * Adds a new particle object in the particles array
  26418. * @param idx particle index in particles array
  26419. * @param id particle id
  26420. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26421. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26422. * @param model particle ModelShape object
  26423. * @param shapeId model shape identifier
  26424. * @param idxInShape index of the particle in the current model
  26425. * @param bInfo model bounding info object
  26426. * @param storage target storage array, if any
  26427. * @hidden
  26428. */
  26429. private _addParticle;
  26430. /**
  26431. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26432. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26433. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26434. * @param nb (positive integer) the number of particles to be created from this model
  26435. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26436. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26437. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26438. * @returns the number of shapes in the system
  26439. */
  26440. addShape(mesh: Mesh, nb: number, options?: {
  26441. positionFunction?: any;
  26442. vertexFunction?: any;
  26443. storage?: [];
  26444. }): number;
  26445. /**
  26446. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26447. * @hidden
  26448. */
  26449. private _rebuildParticle;
  26450. /**
  26451. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26452. * @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.
  26453. * @returns the SPS.
  26454. */
  26455. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26456. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26457. * Returns an array with the removed particles.
  26458. * 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.
  26459. * The SPS can't be empty so at least one particle needs to remain in place.
  26460. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26461. * @param start index of the first particle to remove
  26462. * @param end index of the last particle to remove (included)
  26463. * @returns an array populated with the removed particles
  26464. */
  26465. removeParticles(start: number, end: number): SolidParticle[];
  26466. /**
  26467. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26468. * @param solidParticleArray an array populated with Solid Particles objects
  26469. * @returns the SPS
  26470. */
  26471. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26472. /**
  26473. * Creates a new particle and modifies the SPS mesh geometry :
  26474. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26475. * - calls _addParticle() to populate the particle array
  26476. * factorized code from addShape() and insertParticlesFromArray()
  26477. * @param idx particle index in the particles array
  26478. * @param i particle index in its shape
  26479. * @param modelShape particle ModelShape object
  26480. * @param shape shape vertex array
  26481. * @param meshInd shape indices array
  26482. * @param meshUV shape uv array
  26483. * @param meshCol shape color array
  26484. * @param meshNor shape normals array
  26485. * @param bbInfo shape bounding info
  26486. * @param storage target particle storage
  26487. * @options addShape() passed options
  26488. * @hidden
  26489. */
  26490. private _insertNewParticle;
  26491. /**
  26492. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26493. * This method calls `updateParticle()` for each particle of the SPS.
  26494. * For an animated SPS, it is usually called within the render loop.
  26495. * 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.
  26496. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26497. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26498. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26499. * @returns the SPS.
  26500. */
  26501. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26502. /**
  26503. * Disposes the SPS.
  26504. */
  26505. dispose(): void;
  26506. /**
  26507. * Returns a SolidParticle object from its identifier : particle.id
  26508. * @param id (integer) the particle Id
  26509. * @returns the searched particle or null if not found in the SPS.
  26510. */
  26511. getParticleById(id: number): Nullable<SolidParticle>;
  26512. /**
  26513. * Returns a new array populated with the particles having the passed shapeId.
  26514. * @param shapeId (integer) the shape identifier
  26515. * @returns a new solid particle array
  26516. */
  26517. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26518. /**
  26519. * Populates the passed array "ref" with the particles having the passed shapeId.
  26520. * @param shapeId the shape identifier
  26521. * @returns the SPS
  26522. * @param ref
  26523. */
  26524. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26525. /**
  26526. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26527. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26528. * @returns the SPS.
  26529. */
  26530. refreshVisibleSize(): SolidParticleSystem;
  26531. /**
  26532. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26533. * @param size the size (float) of the visibility box
  26534. * note : this doesn't lock the SPS mesh bounding box.
  26535. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26536. */
  26537. setVisibilityBox(size: number): void;
  26538. /**
  26539. * Gets whether the SPS as always visible or not
  26540. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26541. */
  26542. /**
  26543. * Sets the SPS as always visible or not
  26544. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26545. */
  26546. isAlwaysVisible: boolean;
  26547. /**
  26548. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26549. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26550. */
  26551. /**
  26552. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26553. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26554. */
  26555. isVisibilityBoxLocked: boolean;
  26556. /**
  26557. * Tells to `setParticles()` to compute the particle rotations or not.
  26558. * Default value : true. The SPS is faster when it's set to false.
  26559. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26560. */
  26561. /**
  26562. * Gets if `setParticles()` computes the particle rotations or not.
  26563. * Default value : true. The SPS is faster when it's set to false.
  26564. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26565. */
  26566. computeParticleRotation: boolean;
  26567. /**
  26568. * Tells to `setParticles()` to compute the particle colors or not.
  26569. * Default value : true. The SPS is faster when it's set to false.
  26570. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26571. */
  26572. /**
  26573. * Gets if `setParticles()` computes the particle colors or not.
  26574. * Default value : true. The SPS is faster when it's set to false.
  26575. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26576. */
  26577. computeParticleColor: boolean;
  26578. /**
  26579. * Gets if `setParticles()` computes the particle textures or not.
  26580. * Default value : true. The SPS is faster when it's set to false.
  26581. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26582. */
  26583. computeParticleTexture: boolean;
  26584. /**
  26585. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26586. * Default value : false. The SPS is faster when it's set to false.
  26587. * Note : the particle custom vertex positions aren't stored values.
  26588. */
  26589. /**
  26590. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26591. * Default value : false. The SPS is faster when it's set to false.
  26592. * Note : the particle custom vertex positions aren't stored values.
  26593. */
  26594. computeParticleVertex: boolean;
  26595. /**
  26596. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26597. */
  26598. /**
  26599. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26600. */
  26601. computeBoundingBox: boolean;
  26602. /**
  26603. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26604. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26605. * Default : `true`
  26606. */
  26607. /**
  26608. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26609. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26610. * Default : `true`
  26611. */
  26612. depthSortParticles: boolean;
  26613. /**
  26614. * Gets if the SPS is created as expandable at construction time.
  26615. * Default : `false`
  26616. */
  26617. readonly expandable: boolean;
  26618. /**
  26619. * This function does nothing. It may be overwritten to set all the particle first values.
  26620. * The SPS doesn't call this function, you may have to call it by your own.
  26621. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26622. */
  26623. initParticles(): void;
  26624. /**
  26625. * This function does nothing. It may be overwritten to recycle a particle.
  26626. * The SPS doesn't call this function, you may have to call it by your own.
  26627. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26628. * @param particle The particle to recycle
  26629. * @returns the recycled particle
  26630. */
  26631. recycleParticle(particle: SolidParticle): SolidParticle;
  26632. /**
  26633. * Updates a particle : this function should be overwritten by the user.
  26634. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26635. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26636. * @example : just set a particle position or velocity and recycle conditions
  26637. * @param particle The particle to update
  26638. * @returns the updated particle
  26639. */
  26640. updateParticle(particle: SolidParticle): SolidParticle;
  26641. /**
  26642. * Updates a vertex of a particle : it can be overwritten by the user.
  26643. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26644. * @param particle the current particle
  26645. * @param vertex the current index of the current particle
  26646. * @param pt the index of the current vertex in the particle shape
  26647. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26648. * @example : just set a vertex particle position
  26649. * @returns the updated vertex
  26650. */
  26651. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26652. /**
  26653. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26654. * This does nothing and may be overwritten by the user.
  26655. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26656. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26657. * @param update the boolean update value actually passed to setParticles()
  26658. */
  26659. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26660. /**
  26661. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26662. * This will be passed three parameters.
  26663. * This does nothing and may be overwritten by the user.
  26664. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26665. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26666. * @param update the boolean update value actually passed to setParticles()
  26667. */
  26668. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26669. }
  26670. }
  26671. declare module "babylonjs/Particles/solidParticle" {
  26672. import { Nullable } from "babylonjs/types";
  26673. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26674. import { Color4 } from "babylonjs/Maths/math.color";
  26675. import { Mesh } from "babylonjs/Meshes/mesh";
  26676. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26677. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26678. import { Plane } from "babylonjs/Maths/math.plane";
  26679. /**
  26680. * Represents one particle of a solid particle system.
  26681. */
  26682. export class SolidParticle {
  26683. /**
  26684. * particle global index
  26685. */
  26686. idx: number;
  26687. /**
  26688. * particle identifier
  26689. */
  26690. id: number;
  26691. /**
  26692. * The color of the particle
  26693. */
  26694. color: Nullable<Color4>;
  26695. /**
  26696. * The world space position of the particle.
  26697. */
  26698. position: Vector3;
  26699. /**
  26700. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26701. */
  26702. rotation: Vector3;
  26703. /**
  26704. * The world space rotation quaternion of the particle.
  26705. */
  26706. rotationQuaternion: Nullable<Quaternion>;
  26707. /**
  26708. * The scaling of the particle.
  26709. */
  26710. scaling: Vector3;
  26711. /**
  26712. * The uvs of the particle.
  26713. */
  26714. uvs: Vector4;
  26715. /**
  26716. * The current speed of the particle.
  26717. */
  26718. velocity: Vector3;
  26719. /**
  26720. * The pivot point in the particle local space.
  26721. */
  26722. pivot: Vector3;
  26723. /**
  26724. * Must the particle be translated from its pivot point in its local space ?
  26725. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26726. * Default : false
  26727. */
  26728. translateFromPivot: boolean;
  26729. /**
  26730. * Is the particle active or not ?
  26731. */
  26732. alive: boolean;
  26733. /**
  26734. * Is the particle visible or not ?
  26735. */
  26736. isVisible: boolean;
  26737. /**
  26738. * Index of this particle in the global "positions" array (Internal use)
  26739. * @hidden
  26740. */
  26741. _pos: number;
  26742. /**
  26743. * @hidden Index of this particle in the global "indices" array (Internal use)
  26744. */
  26745. _ind: number;
  26746. /**
  26747. * @hidden ModelShape of this particle (Internal use)
  26748. */
  26749. _model: ModelShape;
  26750. /**
  26751. * ModelShape id of this particle
  26752. */
  26753. shapeId: number;
  26754. /**
  26755. * Index of the particle in its shape id
  26756. */
  26757. idxInShape: number;
  26758. /**
  26759. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26760. */
  26761. _modelBoundingInfo: BoundingInfo;
  26762. /**
  26763. * @hidden Particle BoundingInfo object (Internal use)
  26764. */
  26765. _boundingInfo: BoundingInfo;
  26766. /**
  26767. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26768. */
  26769. _sps: SolidParticleSystem;
  26770. /**
  26771. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26772. */
  26773. _stillInvisible: boolean;
  26774. /**
  26775. * @hidden Last computed particle rotation matrix
  26776. */
  26777. _rotationMatrix: number[];
  26778. /**
  26779. * Parent particle Id, if any.
  26780. * Default null.
  26781. */
  26782. parentId: Nullable<number>;
  26783. /**
  26784. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26785. * The possible values are :
  26786. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26787. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26788. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26789. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26790. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26791. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26792. * */
  26793. cullingStrategy: number;
  26794. /**
  26795. * @hidden Internal global position in the SPS.
  26796. */
  26797. _globalPosition: Vector3;
  26798. /**
  26799. * Creates a Solid Particle object.
  26800. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26801. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26802. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26803. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26804. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26805. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26806. * @param shapeId (integer) is the model shape identifier in the SPS.
  26807. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26808. * @param sps defines the sps it is associated to
  26809. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26810. */
  26811. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26812. /**
  26813. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26814. * @param target the particle target
  26815. * @returns the current particle
  26816. */
  26817. copyToRef(target: SolidParticle): SolidParticle;
  26818. /**
  26819. * Legacy support, changed scale to scaling
  26820. */
  26821. /**
  26822. * Legacy support, changed scale to scaling
  26823. */
  26824. scale: Vector3;
  26825. /**
  26826. * Legacy support, changed quaternion to rotationQuaternion
  26827. */
  26828. /**
  26829. * Legacy support, changed quaternion to rotationQuaternion
  26830. */
  26831. quaternion: Nullable<Quaternion>;
  26832. /**
  26833. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26834. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26835. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26836. * @returns true if it intersects
  26837. */
  26838. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26839. /**
  26840. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26841. * A particle is in the frustum if its bounding box intersects the frustum
  26842. * @param frustumPlanes defines the frustum to test
  26843. * @returns true if the particle is in the frustum planes
  26844. */
  26845. isInFrustum(frustumPlanes: Plane[]): boolean;
  26846. /**
  26847. * get the rotation matrix of the particle
  26848. * @hidden
  26849. */
  26850. getRotationMatrix(m: Matrix): void;
  26851. }
  26852. /**
  26853. * Represents the shape of the model used by one particle of a solid particle system.
  26854. * SPS internal tool, don't use it manually.
  26855. */
  26856. export class ModelShape {
  26857. /**
  26858. * The shape id
  26859. * @hidden
  26860. */
  26861. shapeID: number;
  26862. /**
  26863. * flat array of model positions (internal use)
  26864. * @hidden
  26865. */
  26866. _shape: Vector3[];
  26867. /**
  26868. * flat array of model UVs (internal use)
  26869. * @hidden
  26870. */
  26871. _shapeUV: number[];
  26872. /**
  26873. * color array of the model
  26874. * @hidden
  26875. */
  26876. _shapeColors: number[];
  26877. /**
  26878. * indices array of the model
  26879. * @hidden
  26880. */
  26881. _indices: number[];
  26882. /**
  26883. * normals array of the model
  26884. * @hidden
  26885. */
  26886. _normals: number[];
  26887. /**
  26888. * length of the shape in the model indices array (internal use)
  26889. * @hidden
  26890. */
  26891. _indicesLength: number;
  26892. /**
  26893. * Custom position function (internal use)
  26894. * @hidden
  26895. */
  26896. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26897. /**
  26898. * Custom vertex function (internal use)
  26899. * @hidden
  26900. */
  26901. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26902. /**
  26903. * 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.
  26904. * SPS internal tool, don't use it manually.
  26905. * @hidden
  26906. */
  26907. 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>);
  26908. }
  26909. /**
  26910. * Represents a Depth Sorted Particle in the solid particle system.
  26911. */
  26912. export class DepthSortedParticle {
  26913. /**
  26914. * Index of the particle in the "indices" array
  26915. */
  26916. ind: number;
  26917. /**
  26918. * Length of the particle shape in the "indices" array
  26919. */
  26920. indicesLength: number;
  26921. /**
  26922. * Squared distance from the particle to the camera
  26923. */
  26924. sqDistance: number;
  26925. }
  26926. }
  26927. declare module "babylonjs/Collisions/meshCollisionData" {
  26928. import { Collider } from "babylonjs/Collisions/collider";
  26929. import { Vector3 } from "babylonjs/Maths/math.vector";
  26930. import { Nullable } from "babylonjs/types";
  26931. import { Observer } from "babylonjs/Misc/observable";
  26932. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26933. /**
  26934. * @hidden
  26935. */
  26936. export class _MeshCollisionData {
  26937. _checkCollisions: boolean;
  26938. _collisionMask: number;
  26939. _collisionGroup: number;
  26940. _collider: Nullable<Collider>;
  26941. _oldPositionForCollisions: Vector3;
  26942. _diffPositionForCollisions: Vector3;
  26943. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26944. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26945. }
  26946. }
  26947. declare module "babylonjs/Meshes/abstractMesh" {
  26948. import { Observable } from "babylonjs/Misc/observable";
  26949. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26950. import { Camera } from "babylonjs/Cameras/camera";
  26951. import { Scene, IDisposable } from "babylonjs/scene";
  26952. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26953. import { Node } from "babylonjs/node";
  26954. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26955. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26956. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26957. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26958. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26959. import { Material } from "babylonjs/Materials/material";
  26960. import { Light } from "babylonjs/Lights/light";
  26961. import { Skeleton } from "babylonjs/Bones/skeleton";
  26962. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26963. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26964. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26965. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26966. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26967. import { Plane } from "babylonjs/Maths/math.plane";
  26968. import { Ray } from "babylonjs/Culling/ray";
  26969. import { Collider } from "babylonjs/Collisions/collider";
  26970. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26971. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26972. /** @hidden */
  26973. class _FacetDataStorage {
  26974. facetPositions: Vector3[];
  26975. facetNormals: Vector3[];
  26976. facetPartitioning: number[][];
  26977. facetNb: number;
  26978. partitioningSubdivisions: number;
  26979. partitioningBBoxRatio: number;
  26980. facetDataEnabled: boolean;
  26981. facetParameters: any;
  26982. bbSize: Vector3;
  26983. subDiv: {
  26984. max: number;
  26985. X: number;
  26986. Y: number;
  26987. Z: number;
  26988. };
  26989. facetDepthSort: boolean;
  26990. facetDepthSortEnabled: boolean;
  26991. depthSortedIndices: IndicesArray;
  26992. depthSortedFacets: {
  26993. ind: number;
  26994. sqDistance: number;
  26995. }[];
  26996. facetDepthSortFunction: (f1: {
  26997. ind: number;
  26998. sqDistance: number;
  26999. }, f2: {
  27000. ind: number;
  27001. sqDistance: number;
  27002. }) => number;
  27003. facetDepthSortFrom: Vector3;
  27004. facetDepthSortOrigin: Vector3;
  27005. invertedMatrix: Matrix;
  27006. }
  27007. /**
  27008. * @hidden
  27009. **/
  27010. class _InternalAbstractMeshDataInfo {
  27011. _hasVertexAlpha: boolean;
  27012. _useVertexColors: boolean;
  27013. _numBoneInfluencers: number;
  27014. _applyFog: boolean;
  27015. _receiveShadows: boolean;
  27016. _facetData: _FacetDataStorage;
  27017. _visibility: number;
  27018. _skeleton: Nullable<Skeleton>;
  27019. _layerMask: number;
  27020. _computeBonesUsingShaders: boolean;
  27021. _isActive: boolean;
  27022. _onlyForInstances: boolean;
  27023. _isActiveIntermediate: boolean;
  27024. _onlyForInstancesIntermediate: boolean;
  27025. _actAsRegularMesh: boolean;
  27026. }
  27027. /**
  27028. * Class used to store all common mesh properties
  27029. */
  27030. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  27031. /** No occlusion */
  27032. static OCCLUSION_TYPE_NONE: number;
  27033. /** Occlusion set to optimisitic */
  27034. static OCCLUSION_TYPE_OPTIMISTIC: number;
  27035. /** Occlusion set to strict */
  27036. static OCCLUSION_TYPE_STRICT: number;
  27037. /** Use an accurante occlusion algorithm */
  27038. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  27039. /** Use a conservative occlusion algorithm */
  27040. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  27041. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  27042. * Test order :
  27043. * Is the bounding sphere outside the frustum ?
  27044. * If not, are the bounding box vertices outside the frustum ?
  27045. * It not, then the cullable object is in the frustum.
  27046. */
  27047. static readonly CULLINGSTRATEGY_STANDARD: number;
  27048. /** Culling strategy : Bounding Sphere Only.
  27049. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  27050. * It's also less accurate than the standard because some not visible objects can still be selected.
  27051. * Test : is the bounding sphere outside the frustum ?
  27052. * If not, then the cullable object is in the frustum.
  27053. */
  27054. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  27055. /** Culling strategy : Optimistic Inclusion.
  27056. * This in an inclusion test first, then the standard exclusion test.
  27057. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  27058. * 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.
  27059. * Anyway, it's as accurate as the standard strategy.
  27060. * Test :
  27061. * Is the cullable object bounding sphere center in the frustum ?
  27062. * If not, apply the default culling strategy.
  27063. */
  27064. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  27065. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  27066. * This in an inclusion test first, then the bounding sphere only exclusion test.
  27067. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  27068. * 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.
  27069. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  27070. * Test :
  27071. * Is the cullable object bounding sphere center in the frustum ?
  27072. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  27073. */
  27074. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  27075. /**
  27076. * No billboard
  27077. */
  27078. static readonly BILLBOARDMODE_NONE: number;
  27079. /** Billboard on X axis */
  27080. static readonly BILLBOARDMODE_X: number;
  27081. /** Billboard on Y axis */
  27082. static readonly BILLBOARDMODE_Y: number;
  27083. /** Billboard on Z axis */
  27084. static readonly BILLBOARDMODE_Z: number;
  27085. /** Billboard on all axes */
  27086. static readonly BILLBOARDMODE_ALL: number;
  27087. /** Billboard on using position instead of orientation */
  27088. static readonly BILLBOARDMODE_USE_POSITION: number;
  27089. /** @hidden */
  27090. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  27091. /**
  27092. * The culling strategy to use to check whether the mesh must be rendered or not.
  27093. * This value can be changed at any time and will be used on the next render mesh selection.
  27094. * The possible values are :
  27095. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  27096. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  27097. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  27098. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  27099. * Please read each static variable documentation to get details about the culling process.
  27100. * */
  27101. cullingStrategy: number;
  27102. /**
  27103. * Gets the number of facets in the mesh
  27104. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27105. */
  27106. readonly facetNb: number;
  27107. /**
  27108. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27109. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27110. */
  27111. partitioningSubdivisions: number;
  27112. /**
  27113. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27114. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27115. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27116. */
  27117. partitioningBBoxRatio: number;
  27118. /**
  27119. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27120. * Works only for updatable meshes.
  27121. * Doesn't work with multi-materials
  27122. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27123. */
  27124. mustDepthSortFacets: boolean;
  27125. /**
  27126. * The location (Vector3) where the facet depth sort must be computed from.
  27127. * By default, the active camera position.
  27128. * Used only when facet depth sort is enabled
  27129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27130. */
  27131. facetDepthSortFrom: Vector3;
  27132. /**
  27133. * gets a boolean indicating if facetData is enabled
  27134. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27135. */
  27136. readonly isFacetDataEnabled: boolean;
  27137. /** @hidden */
  27138. _updateNonUniformScalingState(value: boolean): boolean;
  27139. /**
  27140. * An event triggered when this mesh collides with another one
  27141. */
  27142. onCollideObservable: Observable<AbstractMesh>;
  27143. /** Set a function to call when this mesh collides with another one */
  27144. onCollide: () => void;
  27145. /**
  27146. * An event triggered when the collision's position changes
  27147. */
  27148. onCollisionPositionChangeObservable: Observable<Vector3>;
  27149. /** Set a function to call when the collision's position changes */
  27150. onCollisionPositionChange: () => void;
  27151. /**
  27152. * An event triggered when material is changed
  27153. */
  27154. onMaterialChangedObservable: Observable<AbstractMesh>;
  27155. /**
  27156. * Gets or sets the orientation for POV movement & rotation
  27157. */
  27158. definedFacingForward: boolean;
  27159. /** @hidden */
  27160. _occlusionQuery: Nullable<WebGLQuery>;
  27161. /** @hidden */
  27162. _renderingGroup: Nullable<RenderingGroup>;
  27163. /**
  27164. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27165. */
  27166. /**
  27167. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27168. */
  27169. visibility: number;
  27170. /** Gets or sets the alpha index used to sort transparent meshes
  27171. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27172. */
  27173. alphaIndex: number;
  27174. /**
  27175. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27176. */
  27177. isVisible: boolean;
  27178. /**
  27179. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27180. */
  27181. isPickable: boolean;
  27182. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27183. showSubMeshesBoundingBox: boolean;
  27184. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27185. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27186. */
  27187. isBlocker: boolean;
  27188. /**
  27189. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27190. */
  27191. enablePointerMoveEvents: boolean;
  27192. /**
  27193. * Specifies the rendering group id for this mesh (0 by default)
  27194. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27195. */
  27196. renderingGroupId: number;
  27197. private _material;
  27198. /** Gets or sets current material */
  27199. material: Nullable<Material>;
  27200. /**
  27201. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27202. * @see http://doc.babylonjs.com/babylon101/shadows
  27203. */
  27204. receiveShadows: boolean;
  27205. /** Defines color to use when rendering outline */
  27206. outlineColor: Color3;
  27207. /** Define width to use when rendering outline */
  27208. outlineWidth: number;
  27209. /** Defines color to use when rendering overlay */
  27210. overlayColor: Color3;
  27211. /** Defines alpha to use when rendering overlay */
  27212. overlayAlpha: number;
  27213. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27214. hasVertexAlpha: boolean;
  27215. /** 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) */
  27216. useVertexColors: boolean;
  27217. /**
  27218. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27219. */
  27220. computeBonesUsingShaders: boolean;
  27221. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27222. numBoneInfluencers: number;
  27223. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27224. applyFog: boolean;
  27225. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27226. useOctreeForRenderingSelection: boolean;
  27227. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27228. useOctreeForPicking: boolean;
  27229. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27230. useOctreeForCollisions: boolean;
  27231. /**
  27232. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27233. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27234. */
  27235. layerMask: number;
  27236. /**
  27237. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27238. */
  27239. alwaysSelectAsActiveMesh: boolean;
  27240. /**
  27241. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27242. */
  27243. doNotSyncBoundingInfo: boolean;
  27244. /**
  27245. * Gets or sets the current action manager
  27246. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27247. */
  27248. actionManager: Nullable<AbstractActionManager>;
  27249. private _meshCollisionData;
  27250. /**
  27251. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27252. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27253. */
  27254. ellipsoid: Vector3;
  27255. /**
  27256. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27257. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27258. */
  27259. ellipsoidOffset: Vector3;
  27260. /**
  27261. * Gets or sets a collision mask used to mask collisions (default is -1).
  27262. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27263. */
  27264. collisionMask: number;
  27265. /**
  27266. * Gets or sets the current collision group mask (-1 by default).
  27267. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27268. */
  27269. collisionGroup: number;
  27270. /**
  27271. * Defines edge width used when edgesRenderer is enabled
  27272. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27273. */
  27274. edgesWidth: number;
  27275. /**
  27276. * Defines edge color used when edgesRenderer is enabled
  27277. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27278. */
  27279. edgesColor: Color4;
  27280. /** @hidden */
  27281. _edgesRenderer: Nullable<IEdgesRenderer>;
  27282. /** @hidden */
  27283. _masterMesh: Nullable<AbstractMesh>;
  27284. /** @hidden */
  27285. _boundingInfo: Nullable<BoundingInfo>;
  27286. /** @hidden */
  27287. _renderId: number;
  27288. /**
  27289. * Gets or sets the list of subMeshes
  27290. * @see http://doc.babylonjs.com/how_to/multi_materials
  27291. */
  27292. subMeshes: SubMesh[];
  27293. /** @hidden */
  27294. _intersectionsInProgress: AbstractMesh[];
  27295. /** @hidden */
  27296. _unIndexed: boolean;
  27297. /** @hidden */
  27298. _lightSources: Light[];
  27299. /** Gets the list of lights affecting that mesh */
  27300. readonly lightSources: Light[];
  27301. /** @hidden */
  27302. readonly _positions: Nullable<Vector3[]>;
  27303. /** @hidden */
  27304. _waitingData: {
  27305. lods: Nullable<any>;
  27306. actions: Nullable<any>;
  27307. freezeWorldMatrix: Nullable<boolean>;
  27308. };
  27309. /** @hidden */
  27310. _bonesTransformMatrices: Nullable<Float32Array>;
  27311. /** @hidden */
  27312. _transformMatrixTexture: Nullable<RawTexture>;
  27313. /**
  27314. * Gets or sets a skeleton to apply skining transformations
  27315. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27316. */
  27317. skeleton: Nullable<Skeleton>;
  27318. /**
  27319. * An event triggered when the mesh is rebuilt.
  27320. */
  27321. onRebuildObservable: Observable<AbstractMesh>;
  27322. /**
  27323. * Creates a new AbstractMesh
  27324. * @param name defines the name of the mesh
  27325. * @param scene defines the hosting scene
  27326. */
  27327. constructor(name: string, scene?: Nullable<Scene>);
  27328. /**
  27329. * Returns the string "AbstractMesh"
  27330. * @returns "AbstractMesh"
  27331. */
  27332. getClassName(): string;
  27333. /**
  27334. * Gets a string representation of the current mesh
  27335. * @param fullDetails defines a boolean indicating if full details must be included
  27336. * @returns a string representation of the current mesh
  27337. */
  27338. toString(fullDetails?: boolean): string;
  27339. /**
  27340. * @hidden
  27341. */
  27342. protected _getEffectiveParent(): Nullable<Node>;
  27343. /** @hidden */
  27344. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27345. /** @hidden */
  27346. _rebuild(): void;
  27347. /** @hidden */
  27348. _resyncLightSources(): void;
  27349. /** @hidden */
  27350. _resyncLighSource(light: Light): void;
  27351. /** @hidden */
  27352. _unBindEffect(): void;
  27353. /** @hidden */
  27354. _removeLightSource(light: Light, dispose: boolean): void;
  27355. private _markSubMeshesAsDirty;
  27356. /** @hidden */
  27357. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27358. /** @hidden */
  27359. _markSubMeshesAsAttributesDirty(): void;
  27360. /** @hidden */
  27361. _markSubMeshesAsMiscDirty(): void;
  27362. /**
  27363. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27364. */
  27365. scaling: Vector3;
  27366. /**
  27367. * Returns true if the mesh is blocked. Implemented by child classes
  27368. */
  27369. readonly isBlocked: boolean;
  27370. /**
  27371. * Returns the mesh itself by default. Implemented by child classes
  27372. * @param camera defines the camera to use to pick the right LOD level
  27373. * @returns the currentAbstractMesh
  27374. */
  27375. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27376. /**
  27377. * Returns 0 by default. Implemented by child classes
  27378. * @returns an integer
  27379. */
  27380. getTotalVertices(): number;
  27381. /**
  27382. * Returns a positive integer : the total number of indices in this mesh geometry.
  27383. * @returns the numner of indices or zero if the mesh has no geometry.
  27384. */
  27385. getTotalIndices(): number;
  27386. /**
  27387. * Returns null by default. Implemented by child classes
  27388. * @returns null
  27389. */
  27390. getIndices(): Nullable<IndicesArray>;
  27391. /**
  27392. * Returns the array of the requested vertex data kind. Implemented by child classes
  27393. * @param kind defines the vertex data kind to use
  27394. * @returns null
  27395. */
  27396. getVerticesData(kind: string): Nullable<FloatArray>;
  27397. /**
  27398. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27399. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27400. * Note that a new underlying VertexBuffer object is created each call.
  27401. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27402. * @param kind defines vertex data kind:
  27403. * * VertexBuffer.PositionKind
  27404. * * VertexBuffer.UVKind
  27405. * * VertexBuffer.UV2Kind
  27406. * * VertexBuffer.UV3Kind
  27407. * * VertexBuffer.UV4Kind
  27408. * * VertexBuffer.UV5Kind
  27409. * * VertexBuffer.UV6Kind
  27410. * * VertexBuffer.ColorKind
  27411. * * VertexBuffer.MatricesIndicesKind
  27412. * * VertexBuffer.MatricesIndicesExtraKind
  27413. * * VertexBuffer.MatricesWeightsKind
  27414. * * VertexBuffer.MatricesWeightsExtraKind
  27415. * @param data defines the data source
  27416. * @param updatable defines if the data must be flagged as updatable (or static)
  27417. * @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
  27418. * @returns the current mesh
  27419. */
  27420. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27421. /**
  27422. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27423. * If the mesh has no geometry, it is simply returned as it is.
  27424. * @param kind defines vertex data kind:
  27425. * * VertexBuffer.PositionKind
  27426. * * VertexBuffer.UVKind
  27427. * * VertexBuffer.UV2Kind
  27428. * * VertexBuffer.UV3Kind
  27429. * * VertexBuffer.UV4Kind
  27430. * * VertexBuffer.UV5Kind
  27431. * * VertexBuffer.UV6Kind
  27432. * * VertexBuffer.ColorKind
  27433. * * VertexBuffer.MatricesIndicesKind
  27434. * * VertexBuffer.MatricesIndicesExtraKind
  27435. * * VertexBuffer.MatricesWeightsKind
  27436. * * VertexBuffer.MatricesWeightsExtraKind
  27437. * @param data defines the data source
  27438. * @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
  27439. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27440. * @returns the current mesh
  27441. */
  27442. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27443. /**
  27444. * Sets the mesh indices,
  27445. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27446. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27447. * @param totalVertices Defines the total number of vertices
  27448. * @returns the current mesh
  27449. */
  27450. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27451. /**
  27452. * Gets a boolean indicating if specific vertex data is present
  27453. * @param kind defines the vertex data kind to use
  27454. * @returns true is data kind is present
  27455. */
  27456. isVerticesDataPresent(kind: string): boolean;
  27457. /**
  27458. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27459. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27460. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27461. * @returns a BoundingInfo
  27462. */
  27463. getBoundingInfo(): BoundingInfo;
  27464. /**
  27465. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27466. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27467. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27468. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27469. * @returns the current mesh
  27470. */
  27471. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27472. /**
  27473. * Overwrite the current bounding info
  27474. * @param boundingInfo defines the new bounding info
  27475. * @returns the current mesh
  27476. */
  27477. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27478. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27479. readonly useBones: boolean;
  27480. /** @hidden */
  27481. _preActivate(): void;
  27482. /** @hidden */
  27483. _preActivateForIntermediateRendering(renderId: number): void;
  27484. /** @hidden */
  27485. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27486. /** @hidden */
  27487. _postActivate(): void;
  27488. /** @hidden */
  27489. _freeze(): void;
  27490. /** @hidden */
  27491. _unFreeze(): void;
  27492. /**
  27493. * Gets the current world matrix
  27494. * @returns a Matrix
  27495. */
  27496. getWorldMatrix(): Matrix;
  27497. /** @hidden */
  27498. _getWorldMatrixDeterminant(): number;
  27499. /**
  27500. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27501. */
  27502. readonly isAnInstance: boolean;
  27503. /**
  27504. * Gets a boolean indicating if this mesh has instances
  27505. */
  27506. readonly hasInstances: boolean;
  27507. /**
  27508. * Perform relative position change from the point of view of behind the front of the mesh.
  27509. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27510. * Supports definition of mesh facing forward or backward
  27511. * @param amountRight defines the distance on the right axis
  27512. * @param amountUp defines the distance on the up axis
  27513. * @param amountForward defines the distance on the forward axis
  27514. * @returns the current mesh
  27515. */
  27516. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27517. /**
  27518. * Calculate relative position change from the point of view of behind the front of the mesh.
  27519. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27520. * Supports definition of mesh facing forward or backward
  27521. * @param amountRight defines the distance on the right axis
  27522. * @param amountUp defines the distance on the up axis
  27523. * @param amountForward defines the distance on the forward axis
  27524. * @returns the new displacement vector
  27525. */
  27526. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27527. /**
  27528. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27529. * Supports definition of mesh facing forward or backward
  27530. * @param flipBack defines the flip
  27531. * @param twirlClockwise defines the twirl
  27532. * @param tiltRight defines the tilt
  27533. * @returns the current mesh
  27534. */
  27535. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27536. /**
  27537. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27538. * Supports definition of mesh facing forward or backward.
  27539. * @param flipBack defines the flip
  27540. * @param twirlClockwise defines the twirl
  27541. * @param tiltRight defines the tilt
  27542. * @returns the new rotation vector
  27543. */
  27544. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27545. /**
  27546. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27547. * This means the mesh underlying bounding box and sphere are recomputed.
  27548. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27549. * @returns the current mesh
  27550. */
  27551. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27552. /** @hidden */
  27553. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27554. /** @hidden */
  27555. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27556. /** @hidden */
  27557. _updateBoundingInfo(): AbstractMesh;
  27558. /** @hidden */
  27559. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27560. /** @hidden */
  27561. protected _afterComputeWorldMatrix(): void;
  27562. /** @hidden */
  27563. readonly _effectiveMesh: AbstractMesh;
  27564. /**
  27565. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27566. * A mesh is in the frustum if its bounding box intersects the frustum
  27567. * @param frustumPlanes defines the frustum to test
  27568. * @returns true if the mesh is in the frustum planes
  27569. */
  27570. isInFrustum(frustumPlanes: Plane[]): boolean;
  27571. /**
  27572. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27573. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27574. * @param frustumPlanes defines the frustum to test
  27575. * @returns true if the mesh is completely in the frustum planes
  27576. */
  27577. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27578. /**
  27579. * True if the mesh intersects another mesh or a SolidParticle object
  27580. * @param mesh defines a target mesh or SolidParticle to test
  27581. * @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)
  27582. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27583. * @returns true if there is an intersection
  27584. */
  27585. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27586. /**
  27587. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27588. * @param point defines the point to test
  27589. * @returns true if there is an intersection
  27590. */
  27591. intersectsPoint(point: Vector3): boolean;
  27592. /**
  27593. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27594. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27595. */
  27596. checkCollisions: boolean;
  27597. /**
  27598. * Gets Collider object used to compute collisions (not physics)
  27599. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27600. */
  27601. readonly collider: Nullable<Collider>;
  27602. /**
  27603. * Move the mesh using collision engine
  27604. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27605. * @param displacement defines the requested displacement vector
  27606. * @returns the current mesh
  27607. */
  27608. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27609. private _onCollisionPositionChange;
  27610. /** @hidden */
  27611. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27612. /** @hidden */
  27613. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27614. /** @hidden */
  27615. _checkCollision(collider: Collider): AbstractMesh;
  27616. /** @hidden */
  27617. _generatePointsArray(): boolean;
  27618. /**
  27619. * Checks if the passed Ray intersects with the mesh
  27620. * @param ray defines the ray to use
  27621. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27622. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27623. * @returns the picking info
  27624. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27625. */
  27626. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27627. /**
  27628. * Clones the current mesh
  27629. * @param name defines the mesh name
  27630. * @param newParent defines the new mesh parent
  27631. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27632. * @returns the new mesh
  27633. */
  27634. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27635. /**
  27636. * Disposes all the submeshes of the current meshnp
  27637. * @returns the current mesh
  27638. */
  27639. releaseSubMeshes(): AbstractMesh;
  27640. /**
  27641. * Releases resources associated with this abstract mesh.
  27642. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27643. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27644. */
  27645. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27646. /**
  27647. * Adds the passed mesh as a child to the current mesh
  27648. * @param mesh defines the child mesh
  27649. * @returns the current mesh
  27650. */
  27651. addChild(mesh: AbstractMesh): AbstractMesh;
  27652. /**
  27653. * Removes the passed mesh from the current mesh children list
  27654. * @param mesh defines the child mesh
  27655. * @returns the current mesh
  27656. */
  27657. removeChild(mesh: AbstractMesh): AbstractMesh;
  27658. /** @hidden */
  27659. private _initFacetData;
  27660. /**
  27661. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27662. * This method can be called within the render loop.
  27663. * 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
  27664. * @returns the current mesh
  27665. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27666. */
  27667. updateFacetData(): AbstractMesh;
  27668. /**
  27669. * Returns the facetLocalNormals array.
  27670. * The normals are expressed in the mesh local spac
  27671. * @returns an array of Vector3
  27672. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27673. */
  27674. getFacetLocalNormals(): Vector3[];
  27675. /**
  27676. * Returns the facetLocalPositions array.
  27677. * The facet positions are expressed in the mesh local space
  27678. * @returns an array of Vector3
  27679. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27680. */
  27681. getFacetLocalPositions(): Vector3[];
  27682. /**
  27683. * Returns the facetLocalPartioning array
  27684. * @returns an array of array of numbers
  27685. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27686. */
  27687. getFacetLocalPartitioning(): number[][];
  27688. /**
  27689. * Returns the i-th facet position in the world system.
  27690. * This method allocates a new Vector3 per call
  27691. * @param i defines the facet index
  27692. * @returns a new Vector3
  27693. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27694. */
  27695. getFacetPosition(i: number): Vector3;
  27696. /**
  27697. * Sets the reference Vector3 with the i-th facet position in the world system
  27698. * @param i defines the facet index
  27699. * @param ref defines the target vector
  27700. * @returns the current mesh
  27701. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27702. */
  27703. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27704. /**
  27705. * Returns the i-th facet normal in the world system.
  27706. * This method allocates a new Vector3 per call
  27707. * @param i defines the facet index
  27708. * @returns a new Vector3
  27709. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27710. */
  27711. getFacetNormal(i: number): Vector3;
  27712. /**
  27713. * Sets the reference Vector3 with the i-th facet normal in the world system
  27714. * @param i defines the facet index
  27715. * @param ref defines the target vector
  27716. * @returns the current mesh
  27717. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27718. */
  27719. getFacetNormalToRef(i: number, ref: Vector3): this;
  27720. /**
  27721. * 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)
  27722. * @param x defines x coordinate
  27723. * @param y defines y coordinate
  27724. * @param z defines z coordinate
  27725. * @returns the array of facet indexes
  27726. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27727. */
  27728. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27729. /**
  27730. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27731. * @param projected sets as the (x,y,z) world projection on the facet
  27732. * @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
  27733. * @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
  27734. * @param x defines x coordinate
  27735. * @param y defines y coordinate
  27736. * @param z defines z coordinate
  27737. * @returns the face index if found (or null instead)
  27738. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27739. */
  27740. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27741. /**
  27742. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27743. * @param projected sets as the (x,y,z) local projection on the facet
  27744. * @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
  27745. * @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
  27746. * @param x defines x coordinate
  27747. * @param y defines y coordinate
  27748. * @param z defines z coordinate
  27749. * @returns the face index if found (or null instead)
  27750. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27751. */
  27752. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27753. /**
  27754. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27755. * @returns the parameters
  27756. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27757. */
  27758. getFacetDataParameters(): any;
  27759. /**
  27760. * Disables the feature FacetData and frees the related memory
  27761. * @returns the current mesh
  27762. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27763. */
  27764. disableFacetData(): AbstractMesh;
  27765. /**
  27766. * Updates the AbstractMesh indices array
  27767. * @param indices defines the data source
  27768. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27769. * @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)
  27770. * @returns the current mesh
  27771. */
  27772. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27773. /**
  27774. * Creates new normals data for the mesh
  27775. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27776. * @returns the current mesh
  27777. */
  27778. createNormals(updatable: boolean): AbstractMesh;
  27779. /**
  27780. * Align the mesh with a normal
  27781. * @param normal defines the normal to use
  27782. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27783. * @returns the current mesh
  27784. */
  27785. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27786. /** @hidden */
  27787. _checkOcclusionQuery(): boolean;
  27788. /**
  27789. * Disables the mesh edge rendering mode
  27790. * @returns the currentAbstractMesh
  27791. */
  27792. disableEdgesRendering(): AbstractMesh;
  27793. /**
  27794. * Enables the edge rendering mode on the mesh.
  27795. * This mode makes the mesh edges visible
  27796. * @param epsilon defines the maximal distance between two angles to detect a face
  27797. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27798. * @returns the currentAbstractMesh
  27799. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27800. */
  27801. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27802. }
  27803. }
  27804. declare module "babylonjs/Actions/actionEvent" {
  27805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27806. import { Nullable } from "babylonjs/types";
  27807. import { Sprite } from "babylonjs/Sprites/sprite";
  27808. import { Scene } from "babylonjs/scene";
  27809. import { Vector2 } from "babylonjs/Maths/math.vector";
  27810. /**
  27811. * Interface used to define ActionEvent
  27812. */
  27813. export interface IActionEvent {
  27814. /** The mesh or sprite that triggered the action */
  27815. source: any;
  27816. /** The X mouse cursor position at the time of the event */
  27817. pointerX: number;
  27818. /** The Y mouse cursor position at the time of the event */
  27819. pointerY: number;
  27820. /** The mesh that is currently pointed at (can be null) */
  27821. meshUnderPointer: Nullable<AbstractMesh>;
  27822. /** the original (browser) event that triggered the ActionEvent */
  27823. sourceEvent?: any;
  27824. /** additional data for the event */
  27825. additionalData?: any;
  27826. }
  27827. /**
  27828. * ActionEvent is the event being sent when an action is triggered.
  27829. */
  27830. export class ActionEvent implements IActionEvent {
  27831. /** The mesh or sprite that triggered the action */
  27832. source: any;
  27833. /** The X mouse cursor position at the time of the event */
  27834. pointerX: number;
  27835. /** The Y mouse cursor position at the time of the event */
  27836. pointerY: number;
  27837. /** The mesh that is currently pointed at (can be null) */
  27838. meshUnderPointer: Nullable<AbstractMesh>;
  27839. /** the original (browser) event that triggered the ActionEvent */
  27840. sourceEvent?: any;
  27841. /** additional data for the event */
  27842. additionalData?: any;
  27843. /**
  27844. * Creates a new ActionEvent
  27845. * @param source The mesh or sprite that triggered the action
  27846. * @param pointerX The X mouse cursor position at the time of the event
  27847. * @param pointerY The Y mouse cursor position at the time of the event
  27848. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27849. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27850. * @param additionalData additional data for the event
  27851. */
  27852. constructor(
  27853. /** The mesh or sprite that triggered the action */
  27854. source: any,
  27855. /** The X mouse cursor position at the time of the event */
  27856. pointerX: number,
  27857. /** The Y mouse cursor position at the time of the event */
  27858. pointerY: number,
  27859. /** The mesh that is currently pointed at (can be null) */
  27860. meshUnderPointer: Nullable<AbstractMesh>,
  27861. /** the original (browser) event that triggered the ActionEvent */
  27862. sourceEvent?: any,
  27863. /** additional data for the event */
  27864. additionalData?: any);
  27865. /**
  27866. * Helper function to auto-create an ActionEvent from a source mesh.
  27867. * @param source The source mesh that triggered the event
  27868. * @param evt The original (browser) event
  27869. * @param additionalData additional data for the event
  27870. * @returns the new ActionEvent
  27871. */
  27872. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27873. /**
  27874. * Helper function to auto-create an ActionEvent from a source sprite
  27875. * @param source The source sprite that triggered the event
  27876. * @param scene Scene associated with the sprite
  27877. * @param evt The original (browser) event
  27878. * @param additionalData additional data for the event
  27879. * @returns the new ActionEvent
  27880. */
  27881. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27882. /**
  27883. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27884. * @param scene the scene where the event occurred
  27885. * @param evt The original (browser) event
  27886. * @returns the new ActionEvent
  27887. */
  27888. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27889. /**
  27890. * Helper function to auto-create an ActionEvent from a primitive
  27891. * @param prim defines the target primitive
  27892. * @param pointerPos defines the pointer position
  27893. * @param evt The original (browser) event
  27894. * @param additionalData additional data for the event
  27895. * @returns the new ActionEvent
  27896. */
  27897. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27898. }
  27899. }
  27900. declare module "babylonjs/Actions/abstractActionManager" {
  27901. import { IDisposable } from "babylonjs/scene";
  27902. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27903. import { IAction } from "babylonjs/Actions/action";
  27904. import { Nullable } from "babylonjs/types";
  27905. /**
  27906. * Abstract class used to decouple action Manager from scene and meshes.
  27907. * Do not instantiate.
  27908. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27909. */
  27910. export abstract class AbstractActionManager implements IDisposable {
  27911. /** Gets the list of active triggers */
  27912. static Triggers: {
  27913. [key: string]: number;
  27914. };
  27915. /** Gets the cursor to use when hovering items */
  27916. hoverCursor: string;
  27917. /** Gets the list of actions */
  27918. actions: IAction[];
  27919. /**
  27920. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27921. */
  27922. isRecursive: boolean;
  27923. /**
  27924. * Releases all associated resources
  27925. */
  27926. abstract dispose(): void;
  27927. /**
  27928. * Does this action manager has pointer triggers
  27929. */
  27930. abstract readonly hasPointerTriggers: boolean;
  27931. /**
  27932. * Does this action manager has pick triggers
  27933. */
  27934. abstract readonly hasPickTriggers: boolean;
  27935. /**
  27936. * Process a specific trigger
  27937. * @param trigger defines the trigger to process
  27938. * @param evt defines the event details to be processed
  27939. */
  27940. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27941. /**
  27942. * Does this action manager handles actions of any of the given triggers
  27943. * @param triggers defines the triggers to be tested
  27944. * @return a boolean indicating whether one (or more) of the triggers is handled
  27945. */
  27946. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27947. /**
  27948. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27949. * speed.
  27950. * @param triggerA defines the trigger to be tested
  27951. * @param triggerB defines the trigger to be tested
  27952. * @return a boolean indicating whether one (or more) of the triggers is handled
  27953. */
  27954. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27955. /**
  27956. * Does this action manager handles actions of a given trigger
  27957. * @param trigger defines the trigger to be tested
  27958. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27959. * @return whether the trigger is handled
  27960. */
  27961. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27962. /**
  27963. * Serialize this manager to a JSON object
  27964. * @param name defines the property name to store this manager
  27965. * @returns a JSON representation of this manager
  27966. */
  27967. abstract serialize(name: string): any;
  27968. /**
  27969. * Registers an action to this action manager
  27970. * @param action defines the action to be registered
  27971. * @return the action amended (prepared) after registration
  27972. */
  27973. abstract registerAction(action: IAction): Nullable<IAction>;
  27974. /**
  27975. * Unregisters an action to this action manager
  27976. * @param action defines the action to be unregistered
  27977. * @return a boolean indicating whether the action has been unregistered
  27978. */
  27979. abstract unregisterAction(action: IAction): Boolean;
  27980. /**
  27981. * Does exist one action manager with at least one trigger
  27982. **/
  27983. static readonly HasTriggers: boolean;
  27984. /**
  27985. * Does exist one action manager with at least one pick trigger
  27986. **/
  27987. static readonly HasPickTriggers: boolean;
  27988. /**
  27989. * Does exist one action manager that handles actions of a given trigger
  27990. * @param trigger defines the trigger to be tested
  27991. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27992. **/
  27993. static HasSpecificTrigger(trigger: number): boolean;
  27994. }
  27995. }
  27996. declare module "babylonjs/node" {
  27997. import { Scene } from "babylonjs/scene";
  27998. import { Nullable } from "babylonjs/types";
  27999. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  28000. import { Engine } from "babylonjs/Engines/engine";
  28001. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  28002. import { Observable } from "babylonjs/Misc/observable";
  28003. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28004. import { IInspectable } from "babylonjs/Misc/iInspectable";
  28005. import { Animatable } from "babylonjs/Animations/animatable";
  28006. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  28007. import { Animation } from "babylonjs/Animations/animation";
  28008. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28010. /**
  28011. * Defines how a node can be built from a string name.
  28012. */
  28013. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  28014. /**
  28015. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  28016. */
  28017. export class Node implements IBehaviorAware<Node> {
  28018. /** @hidden */
  28019. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  28020. private static _NodeConstructors;
  28021. /**
  28022. * Add a new node constructor
  28023. * @param type defines the type name of the node to construct
  28024. * @param constructorFunc defines the constructor function
  28025. */
  28026. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  28027. /**
  28028. * Returns a node constructor based on type name
  28029. * @param type defines the type name
  28030. * @param name defines the new node name
  28031. * @param scene defines the hosting scene
  28032. * @param options defines optional options to transmit to constructors
  28033. * @returns the new constructor or null
  28034. */
  28035. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  28036. /**
  28037. * Gets or sets the name of the node
  28038. */
  28039. name: string;
  28040. /**
  28041. * Gets or sets the id of the node
  28042. */
  28043. id: string;
  28044. /**
  28045. * Gets or sets the unique id of the node
  28046. */
  28047. uniqueId: number;
  28048. /**
  28049. * Gets or sets a string used to store user defined state for the node
  28050. */
  28051. state: string;
  28052. /**
  28053. * Gets or sets an object used to store user defined information for the node
  28054. */
  28055. metadata: any;
  28056. /**
  28057. * For internal use only. Please do not use.
  28058. */
  28059. reservedDataStore: any;
  28060. /**
  28061. * List of inspectable custom properties (used by the Inspector)
  28062. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  28063. */
  28064. inspectableCustomProperties: IInspectable[];
  28065. private _doNotSerialize;
  28066. /**
  28067. * Gets or sets a boolean used to define if the node must be serialized
  28068. */
  28069. doNotSerialize: boolean;
  28070. /** @hidden */
  28071. _isDisposed: boolean;
  28072. /**
  28073. * Gets a list of Animations associated with the node
  28074. */
  28075. animations: import("babylonjs/Animations/animation").Animation[];
  28076. protected _ranges: {
  28077. [name: string]: Nullable<AnimationRange>;
  28078. };
  28079. /**
  28080. * Callback raised when the node is ready to be used
  28081. */
  28082. onReady: Nullable<(node: Node) => void>;
  28083. private _isEnabled;
  28084. private _isParentEnabled;
  28085. private _isReady;
  28086. /** @hidden */
  28087. _currentRenderId: number;
  28088. private _parentUpdateId;
  28089. /** @hidden */
  28090. _childUpdateId: number;
  28091. /** @hidden */
  28092. _waitingParentId: Nullable<string>;
  28093. /** @hidden */
  28094. _scene: Scene;
  28095. /** @hidden */
  28096. _cache: any;
  28097. private _parentNode;
  28098. private _children;
  28099. /** @hidden */
  28100. _worldMatrix: Matrix;
  28101. /** @hidden */
  28102. _worldMatrixDeterminant: number;
  28103. /** @hidden */
  28104. _worldMatrixDeterminantIsDirty: boolean;
  28105. /** @hidden */
  28106. private _sceneRootNodesIndex;
  28107. /**
  28108. * Gets a boolean indicating if the node has been disposed
  28109. * @returns true if the node was disposed
  28110. */
  28111. isDisposed(): boolean;
  28112. /**
  28113. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28114. * @see https://doc.babylonjs.com/how_to/parenting
  28115. */
  28116. parent: Nullable<Node>;
  28117. /** @hidden */
  28118. _addToSceneRootNodes(): void;
  28119. /** @hidden */
  28120. _removeFromSceneRootNodes(): void;
  28121. private _animationPropertiesOverride;
  28122. /**
  28123. * Gets or sets the animation properties override
  28124. */
  28125. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28126. /**
  28127. * Gets a string idenfifying the name of the class
  28128. * @returns "Node" string
  28129. */
  28130. getClassName(): string;
  28131. /** @hidden */
  28132. readonly _isNode: boolean;
  28133. /**
  28134. * An event triggered when the mesh is disposed
  28135. */
  28136. onDisposeObservable: Observable<Node>;
  28137. private _onDisposeObserver;
  28138. /**
  28139. * Sets a callback that will be raised when the node will be disposed
  28140. */
  28141. onDispose: () => void;
  28142. /**
  28143. * Creates a new Node
  28144. * @param name the name and id to be given to this node
  28145. * @param scene the scene this node will be added to
  28146. */
  28147. constructor(name: string, scene?: Nullable<Scene>);
  28148. /**
  28149. * Gets the scene of the node
  28150. * @returns a scene
  28151. */
  28152. getScene(): Scene;
  28153. /**
  28154. * Gets the engine of the node
  28155. * @returns a Engine
  28156. */
  28157. getEngine(): Engine;
  28158. private _behaviors;
  28159. /**
  28160. * Attach a behavior to the node
  28161. * @see http://doc.babylonjs.com/features/behaviour
  28162. * @param behavior defines the behavior to attach
  28163. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28164. * @returns the current Node
  28165. */
  28166. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28167. /**
  28168. * Remove an attached behavior
  28169. * @see http://doc.babylonjs.com/features/behaviour
  28170. * @param behavior defines the behavior to attach
  28171. * @returns the current Node
  28172. */
  28173. removeBehavior(behavior: Behavior<Node>): Node;
  28174. /**
  28175. * Gets the list of attached behaviors
  28176. * @see http://doc.babylonjs.com/features/behaviour
  28177. */
  28178. readonly behaviors: Behavior<Node>[];
  28179. /**
  28180. * Gets an attached behavior by name
  28181. * @param name defines the name of the behavior to look for
  28182. * @see http://doc.babylonjs.com/features/behaviour
  28183. * @returns null if behavior was not found else the requested behavior
  28184. */
  28185. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28186. /**
  28187. * Returns the latest update of the World matrix
  28188. * @returns a Matrix
  28189. */
  28190. getWorldMatrix(): Matrix;
  28191. /** @hidden */
  28192. _getWorldMatrixDeterminant(): number;
  28193. /**
  28194. * Returns directly the latest state of the mesh World matrix.
  28195. * A Matrix is returned.
  28196. */
  28197. readonly worldMatrixFromCache: Matrix;
  28198. /** @hidden */
  28199. _initCache(): void;
  28200. /** @hidden */
  28201. updateCache(force?: boolean): void;
  28202. /** @hidden */
  28203. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28204. /** @hidden */
  28205. _updateCache(ignoreParentClass?: boolean): void;
  28206. /** @hidden */
  28207. _isSynchronized(): boolean;
  28208. /** @hidden */
  28209. _markSyncedWithParent(): void;
  28210. /** @hidden */
  28211. isSynchronizedWithParent(): boolean;
  28212. /** @hidden */
  28213. isSynchronized(): boolean;
  28214. /**
  28215. * Is this node ready to be used/rendered
  28216. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28217. * @return true if the node is ready
  28218. */
  28219. isReady(completeCheck?: boolean): boolean;
  28220. /**
  28221. * Is this node enabled?
  28222. * 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
  28223. * @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
  28224. * @return whether this node (and its parent) is enabled
  28225. */
  28226. isEnabled(checkAncestors?: boolean): boolean;
  28227. /** @hidden */
  28228. protected _syncParentEnabledState(): void;
  28229. /**
  28230. * Set the enabled state of this node
  28231. * @param value defines the new enabled state
  28232. */
  28233. setEnabled(value: boolean): void;
  28234. /**
  28235. * Is this node a descendant of the given node?
  28236. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28237. * @param ancestor defines the parent node to inspect
  28238. * @returns a boolean indicating if this node is a descendant of the given node
  28239. */
  28240. isDescendantOf(ancestor: Node): boolean;
  28241. /** @hidden */
  28242. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28243. /**
  28244. * Will return all nodes that have this node as ascendant
  28245. * @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
  28246. * @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
  28247. * @return all children nodes of all types
  28248. */
  28249. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28250. /**
  28251. * Get all child-meshes of this node
  28252. * @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)
  28253. * @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
  28254. * @returns an array of AbstractMesh
  28255. */
  28256. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28257. /**
  28258. * Get all direct children of this node
  28259. * @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
  28260. * @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)
  28261. * @returns an array of Node
  28262. */
  28263. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28264. /** @hidden */
  28265. _setReady(state: boolean): void;
  28266. /**
  28267. * Get an animation by name
  28268. * @param name defines the name of the animation to look for
  28269. * @returns null if not found else the requested animation
  28270. */
  28271. getAnimationByName(name: string): Nullable<Animation>;
  28272. /**
  28273. * Creates an animation range for this node
  28274. * @param name defines the name of the range
  28275. * @param from defines the starting key
  28276. * @param to defines the end key
  28277. */
  28278. createAnimationRange(name: string, from: number, to: number): void;
  28279. /**
  28280. * Delete a specific animation range
  28281. * @param name defines the name of the range to delete
  28282. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28283. */
  28284. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28285. /**
  28286. * Get an animation range by name
  28287. * @param name defines the name of the animation range to look for
  28288. * @returns null if not found else the requested animation range
  28289. */
  28290. getAnimationRange(name: string): Nullable<AnimationRange>;
  28291. /**
  28292. * Gets the list of all animation ranges defined on this node
  28293. * @returns an array
  28294. */
  28295. getAnimationRanges(): Nullable<AnimationRange>[];
  28296. /**
  28297. * Will start the animation sequence
  28298. * @param name defines the range frames for animation sequence
  28299. * @param loop defines if the animation should loop (false by default)
  28300. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28301. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28302. * @returns the object created for this animation. If range does not exist, it will return null
  28303. */
  28304. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28305. /**
  28306. * Serialize animation ranges into a JSON compatible object
  28307. * @returns serialization object
  28308. */
  28309. serializeAnimationRanges(): any;
  28310. /**
  28311. * Computes the world matrix of the node
  28312. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28313. * @returns the world matrix
  28314. */
  28315. computeWorldMatrix(force?: boolean): Matrix;
  28316. /**
  28317. * Releases resources associated with this node.
  28318. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28319. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28320. */
  28321. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28322. /**
  28323. * Parse animation range data from a serialization object and store them into a given node
  28324. * @param node defines where to store the animation ranges
  28325. * @param parsedNode defines the serialization object to read data from
  28326. * @param scene defines the hosting scene
  28327. */
  28328. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28329. /**
  28330. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28331. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28332. * @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
  28333. * @returns the new bounding vectors
  28334. */
  28335. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28336. min: Vector3;
  28337. max: Vector3;
  28338. };
  28339. }
  28340. }
  28341. declare module "babylonjs/Animations/animation" {
  28342. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28343. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28344. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28345. import { Nullable } from "babylonjs/types";
  28346. import { Scene } from "babylonjs/scene";
  28347. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28348. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28349. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28350. import { Node } from "babylonjs/node";
  28351. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28352. import { Size } from "babylonjs/Maths/math.size";
  28353. import { Animatable } from "babylonjs/Animations/animatable";
  28354. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28355. /**
  28356. * @hidden
  28357. */
  28358. export class _IAnimationState {
  28359. key: number;
  28360. repeatCount: number;
  28361. workValue?: any;
  28362. loopMode?: number;
  28363. offsetValue?: any;
  28364. highLimitValue?: any;
  28365. }
  28366. /**
  28367. * Class used to store any kind of animation
  28368. */
  28369. export class Animation {
  28370. /**Name of the animation */
  28371. name: string;
  28372. /**Property to animate */
  28373. targetProperty: string;
  28374. /**The frames per second of the animation */
  28375. framePerSecond: number;
  28376. /**The data type of the animation */
  28377. dataType: number;
  28378. /**The loop mode of the animation */
  28379. loopMode?: number | undefined;
  28380. /**Specifies if blending should be enabled */
  28381. enableBlending?: boolean | undefined;
  28382. /**
  28383. * Use matrix interpolation instead of using direct key value when animating matrices
  28384. */
  28385. static AllowMatricesInterpolation: boolean;
  28386. /**
  28387. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28388. */
  28389. static AllowMatrixDecomposeForInterpolation: boolean;
  28390. /**
  28391. * Stores the key frames of the animation
  28392. */
  28393. private _keys;
  28394. /**
  28395. * Stores the easing function of the animation
  28396. */
  28397. private _easingFunction;
  28398. /**
  28399. * @hidden Internal use only
  28400. */
  28401. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28402. /**
  28403. * The set of event that will be linked to this animation
  28404. */
  28405. private _events;
  28406. /**
  28407. * Stores an array of target property paths
  28408. */
  28409. targetPropertyPath: string[];
  28410. /**
  28411. * Stores the blending speed of the animation
  28412. */
  28413. blendingSpeed: number;
  28414. /**
  28415. * Stores the animation ranges for the animation
  28416. */
  28417. private _ranges;
  28418. /**
  28419. * @hidden Internal use
  28420. */
  28421. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28422. /**
  28423. * Sets up an animation
  28424. * @param property The property to animate
  28425. * @param animationType The animation type to apply
  28426. * @param framePerSecond The frames per second of the animation
  28427. * @param easingFunction The easing function used in the animation
  28428. * @returns The created animation
  28429. */
  28430. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28431. /**
  28432. * Create and start an animation on a node
  28433. * @param name defines the name of the global animation that will be run on all nodes
  28434. * @param node defines the root node where the animation will take place
  28435. * @param targetProperty defines property to animate
  28436. * @param framePerSecond defines the number of frame per second yo use
  28437. * @param totalFrame defines the number of frames in total
  28438. * @param from defines the initial value
  28439. * @param to defines the final value
  28440. * @param loopMode defines which loop mode you want to use (off by default)
  28441. * @param easingFunction defines the easing function to use (linear by default)
  28442. * @param onAnimationEnd defines the callback to call when animation end
  28443. * @returns the animatable created for this animation
  28444. */
  28445. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28446. /**
  28447. * Create and start an animation on a node and its descendants
  28448. * @param name defines the name of the global animation that will be run on all nodes
  28449. * @param node defines the root node where the animation will take place
  28450. * @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
  28451. * @param targetProperty defines property to animate
  28452. * @param framePerSecond defines the number of frame per second to use
  28453. * @param totalFrame defines the number of frames in total
  28454. * @param from defines the initial value
  28455. * @param to defines the final value
  28456. * @param loopMode defines which loop mode you want to use (off by default)
  28457. * @param easingFunction defines the easing function to use (linear by default)
  28458. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28459. * @returns the list of animatables created for all nodes
  28460. * @example https://www.babylonjs-playground.com/#MH0VLI
  28461. */
  28462. 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[]>;
  28463. /**
  28464. * Creates a new animation, merges it with the existing animations and starts it
  28465. * @param name Name of the animation
  28466. * @param node Node which contains the scene that begins the animations
  28467. * @param targetProperty Specifies which property to animate
  28468. * @param framePerSecond The frames per second of the animation
  28469. * @param totalFrame The total number of frames
  28470. * @param from The frame at the beginning of the animation
  28471. * @param to The frame at the end of the animation
  28472. * @param loopMode Specifies the loop mode of the animation
  28473. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28474. * @param onAnimationEnd Callback to run once the animation is complete
  28475. * @returns Nullable animation
  28476. */
  28477. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28478. /**
  28479. * Transition property of an host to the target Value
  28480. * @param property The property to transition
  28481. * @param targetValue The target Value of the property
  28482. * @param host The object where the property to animate belongs
  28483. * @param scene Scene used to run the animation
  28484. * @param frameRate Framerate (in frame/s) to use
  28485. * @param transition The transition type we want to use
  28486. * @param duration The duration of the animation, in milliseconds
  28487. * @param onAnimationEnd Callback trigger at the end of the animation
  28488. * @returns Nullable animation
  28489. */
  28490. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28491. /**
  28492. * Return the array of runtime animations currently using this animation
  28493. */
  28494. readonly runtimeAnimations: RuntimeAnimation[];
  28495. /**
  28496. * Specifies if any of the runtime animations are currently running
  28497. */
  28498. readonly hasRunningRuntimeAnimations: boolean;
  28499. /**
  28500. * Initializes the animation
  28501. * @param name Name of the animation
  28502. * @param targetProperty Property to animate
  28503. * @param framePerSecond The frames per second of the animation
  28504. * @param dataType The data type of the animation
  28505. * @param loopMode The loop mode of the animation
  28506. * @param enableBlending Specifies if blending should be enabled
  28507. */
  28508. constructor(
  28509. /**Name of the animation */
  28510. name: string,
  28511. /**Property to animate */
  28512. targetProperty: string,
  28513. /**The frames per second of the animation */
  28514. framePerSecond: number,
  28515. /**The data type of the animation */
  28516. dataType: number,
  28517. /**The loop mode of the animation */
  28518. loopMode?: number | undefined,
  28519. /**Specifies if blending should be enabled */
  28520. enableBlending?: boolean | undefined);
  28521. /**
  28522. * Converts the animation to a string
  28523. * @param fullDetails support for multiple levels of logging within scene loading
  28524. * @returns String form of the animation
  28525. */
  28526. toString(fullDetails?: boolean): string;
  28527. /**
  28528. * Add an event to this animation
  28529. * @param event Event to add
  28530. */
  28531. addEvent(event: AnimationEvent): void;
  28532. /**
  28533. * Remove all events found at the given frame
  28534. * @param frame The frame to remove events from
  28535. */
  28536. removeEvents(frame: number): void;
  28537. /**
  28538. * Retrieves all the events from the animation
  28539. * @returns Events from the animation
  28540. */
  28541. getEvents(): AnimationEvent[];
  28542. /**
  28543. * Creates an animation range
  28544. * @param name Name of the animation range
  28545. * @param from Starting frame of the animation range
  28546. * @param to Ending frame of the animation
  28547. */
  28548. createRange(name: string, from: number, to: number): void;
  28549. /**
  28550. * Deletes an animation range by name
  28551. * @param name Name of the animation range to delete
  28552. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28553. */
  28554. deleteRange(name: string, deleteFrames?: boolean): void;
  28555. /**
  28556. * Gets the animation range by name, or null if not defined
  28557. * @param name Name of the animation range
  28558. * @returns Nullable animation range
  28559. */
  28560. getRange(name: string): Nullable<AnimationRange>;
  28561. /**
  28562. * Gets the key frames from the animation
  28563. * @returns The key frames of the animation
  28564. */
  28565. getKeys(): Array<IAnimationKey>;
  28566. /**
  28567. * Gets the highest frame rate of the animation
  28568. * @returns Highest frame rate of the animation
  28569. */
  28570. getHighestFrame(): number;
  28571. /**
  28572. * Gets the easing function of the animation
  28573. * @returns Easing function of the animation
  28574. */
  28575. getEasingFunction(): IEasingFunction;
  28576. /**
  28577. * Sets the easing function of the animation
  28578. * @param easingFunction A custom mathematical formula for animation
  28579. */
  28580. setEasingFunction(easingFunction: EasingFunction): void;
  28581. /**
  28582. * Interpolates a scalar linearly
  28583. * @param startValue Start value of the animation curve
  28584. * @param endValue End value of the animation curve
  28585. * @param gradient Scalar amount to interpolate
  28586. * @returns Interpolated scalar value
  28587. */
  28588. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28589. /**
  28590. * Interpolates a scalar cubically
  28591. * @param startValue Start value of the animation curve
  28592. * @param outTangent End tangent of the animation
  28593. * @param endValue End value of the animation curve
  28594. * @param inTangent Start tangent of the animation curve
  28595. * @param gradient Scalar amount to interpolate
  28596. * @returns Interpolated scalar value
  28597. */
  28598. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28599. /**
  28600. * Interpolates a quaternion using a spherical linear interpolation
  28601. * @param startValue Start value of the animation curve
  28602. * @param endValue End value of the animation curve
  28603. * @param gradient Scalar amount to interpolate
  28604. * @returns Interpolated quaternion value
  28605. */
  28606. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28607. /**
  28608. * Interpolates a quaternion cubically
  28609. * @param startValue Start value of the animation curve
  28610. * @param outTangent End tangent of the animation curve
  28611. * @param endValue End value of the animation curve
  28612. * @param inTangent Start tangent of the animation curve
  28613. * @param gradient Scalar amount to interpolate
  28614. * @returns Interpolated quaternion value
  28615. */
  28616. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28617. /**
  28618. * Interpolates a Vector3 linearl
  28619. * @param startValue Start value of the animation curve
  28620. * @param endValue End value of the animation curve
  28621. * @param gradient Scalar amount to interpolate
  28622. * @returns Interpolated scalar value
  28623. */
  28624. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28625. /**
  28626. * Interpolates a Vector3 cubically
  28627. * @param startValue Start value of the animation curve
  28628. * @param outTangent End tangent of the animation
  28629. * @param endValue End value of the animation curve
  28630. * @param inTangent Start tangent of the animation curve
  28631. * @param gradient Scalar amount to interpolate
  28632. * @returns InterpolatedVector3 value
  28633. */
  28634. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28635. /**
  28636. * Interpolates a Vector2 linearly
  28637. * @param startValue Start value of the animation curve
  28638. * @param endValue End value of the animation curve
  28639. * @param gradient Scalar amount to interpolate
  28640. * @returns Interpolated Vector2 value
  28641. */
  28642. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28643. /**
  28644. * Interpolates a Vector2 cubically
  28645. * @param startValue Start value of the animation curve
  28646. * @param outTangent End tangent of the animation
  28647. * @param endValue End value of the animation curve
  28648. * @param inTangent Start tangent of the animation curve
  28649. * @param gradient Scalar amount to interpolate
  28650. * @returns Interpolated Vector2 value
  28651. */
  28652. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28653. /**
  28654. * Interpolates a size linearly
  28655. * @param startValue Start value of the animation curve
  28656. * @param endValue End value of the animation curve
  28657. * @param gradient Scalar amount to interpolate
  28658. * @returns Interpolated Size value
  28659. */
  28660. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28661. /**
  28662. * Interpolates a Color3 linearly
  28663. * @param startValue Start value of the animation curve
  28664. * @param endValue End value of the animation curve
  28665. * @param gradient Scalar amount to interpolate
  28666. * @returns Interpolated Color3 value
  28667. */
  28668. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28669. /**
  28670. * Interpolates a Color4 linearly
  28671. * @param startValue Start value of the animation curve
  28672. * @param endValue End value of the animation curve
  28673. * @param gradient Scalar amount to interpolate
  28674. * @returns Interpolated Color3 value
  28675. */
  28676. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28677. /**
  28678. * @hidden Internal use only
  28679. */
  28680. _getKeyValue(value: any): any;
  28681. /**
  28682. * @hidden Internal use only
  28683. */
  28684. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28685. /**
  28686. * Defines the function to use to interpolate matrices
  28687. * @param startValue defines the start matrix
  28688. * @param endValue defines the end matrix
  28689. * @param gradient defines the gradient between both matrices
  28690. * @param result defines an optional target matrix where to store the interpolation
  28691. * @returns the interpolated matrix
  28692. */
  28693. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28694. /**
  28695. * Makes a copy of the animation
  28696. * @returns Cloned animation
  28697. */
  28698. clone(): Animation;
  28699. /**
  28700. * Sets the key frames of the animation
  28701. * @param values The animation key frames to set
  28702. */
  28703. setKeys(values: Array<IAnimationKey>): void;
  28704. /**
  28705. * Serializes the animation to an object
  28706. * @returns Serialized object
  28707. */
  28708. serialize(): any;
  28709. /**
  28710. * Float animation type
  28711. */
  28712. static readonly ANIMATIONTYPE_FLOAT: number;
  28713. /**
  28714. * Vector3 animation type
  28715. */
  28716. static readonly ANIMATIONTYPE_VECTOR3: number;
  28717. /**
  28718. * Quaternion animation type
  28719. */
  28720. static readonly ANIMATIONTYPE_QUATERNION: number;
  28721. /**
  28722. * Matrix animation type
  28723. */
  28724. static readonly ANIMATIONTYPE_MATRIX: number;
  28725. /**
  28726. * Color3 animation type
  28727. */
  28728. static readonly ANIMATIONTYPE_COLOR3: number;
  28729. /**
  28730. * Color3 animation type
  28731. */
  28732. static readonly ANIMATIONTYPE_COLOR4: number;
  28733. /**
  28734. * Vector2 animation type
  28735. */
  28736. static readonly ANIMATIONTYPE_VECTOR2: number;
  28737. /**
  28738. * Size animation type
  28739. */
  28740. static readonly ANIMATIONTYPE_SIZE: number;
  28741. /**
  28742. * Relative Loop Mode
  28743. */
  28744. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28745. /**
  28746. * Cycle Loop Mode
  28747. */
  28748. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28749. /**
  28750. * Constant Loop Mode
  28751. */
  28752. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28753. /** @hidden */
  28754. static _UniversalLerp(left: any, right: any, amount: number): any;
  28755. /**
  28756. * Parses an animation object and creates an animation
  28757. * @param parsedAnimation Parsed animation object
  28758. * @returns Animation object
  28759. */
  28760. static Parse(parsedAnimation: any): Animation;
  28761. /**
  28762. * Appends the serialized animations from the source animations
  28763. * @param source Source containing the animations
  28764. * @param destination Target to store the animations
  28765. */
  28766. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28767. }
  28768. }
  28769. declare module "babylonjs/Animations/animatable.interface" {
  28770. import { Nullable } from "babylonjs/types";
  28771. import { Animation } from "babylonjs/Animations/animation";
  28772. /**
  28773. * Interface containing an array of animations
  28774. */
  28775. export interface IAnimatable {
  28776. /**
  28777. * Array of animations
  28778. */
  28779. animations: Nullable<Array<Animation>>;
  28780. }
  28781. }
  28782. declare module "babylonjs/Materials/fresnelParameters" {
  28783. import { Color3 } from "babylonjs/Maths/math.color";
  28784. /**
  28785. * This represents all the required information to add a fresnel effect on a material:
  28786. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28787. */
  28788. export class FresnelParameters {
  28789. private _isEnabled;
  28790. /**
  28791. * Define if the fresnel effect is enable or not.
  28792. */
  28793. isEnabled: boolean;
  28794. /**
  28795. * Define the color used on edges (grazing angle)
  28796. */
  28797. leftColor: Color3;
  28798. /**
  28799. * Define the color used on center
  28800. */
  28801. rightColor: Color3;
  28802. /**
  28803. * Define bias applied to computed fresnel term
  28804. */
  28805. bias: number;
  28806. /**
  28807. * Defined the power exponent applied to fresnel term
  28808. */
  28809. power: number;
  28810. /**
  28811. * Clones the current fresnel and its valuues
  28812. * @returns a clone fresnel configuration
  28813. */
  28814. clone(): FresnelParameters;
  28815. /**
  28816. * Serializes the current fresnel parameters to a JSON representation.
  28817. * @return the JSON serialization
  28818. */
  28819. serialize(): any;
  28820. /**
  28821. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28822. * @param parsedFresnelParameters Define the JSON representation
  28823. * @returns the parsed parameters
  28824. */
  28825. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28826. }
  28827. }
  28828. declare module "babylonjs/Misc/decorators" {
  28829. import { Nullable } from "babylonjs/types";
  28830. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28831. import { Scene } from "babylonjs/scene";
  28832. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28833. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28834. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28835. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28836. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28837. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28838. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28839. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28840. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28841. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28842. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28843. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28844. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28845. /**
  28846. * Decorator used to define property that can be serialized as reference to a camera
  28847. * @param sourceName defines the name of the property to decorate
  28848. */
  28849. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28850. /**
  28851. * Class used to help serialization objects
  28852. */
  28853. export class SerializationHelper {
  28854. /** @hidden */
  28855. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28856. /** @hidden */
  28857. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28858. /** @hidden */
  28859. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28860. /** @hidden */
  28861. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28862. /**
  28863. * Appends the serialized animations from the source animations
  28864. * @param source Source containing the animations
  28865. * @param destination Target to store the animations
  28866. */
  28867. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28868. /**
  28869. * Static function used to serialized a specific entity
  28870. * @param entity defines the entity to serialize
  28871. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28872. * @returns a JSON compatible object representing the serialization of the entity
  28873. */
  28874. static Serialize<T>(entity: T, serializationObject?: any): any;
  28875. /**
  28876. * Creates a new entity from a serialization data object
  28877. * @param creationFunction defines a function used to instanciated the new entity
  28878. * @param source defines the source serialization data
  28879. * @param scene defines the hosting scene
  28880. * @param rootUrl defines the root url for resources
  28881. * @returns a new entity
  28882. */
  28883. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28884. /**
  28885. * Clones an object
  28886. * @param creationFunction defines the function used to instanciate the new object
  28887. * @param source defines the source object
  28888. * @returns the cloned object
  28889. */
  28890. static Clone<T>(creationFunction: () => T, source: T): T;
  28891. /**
  28892. * Instanciates a new object based on a source one (some data will be shared between both object)
  28893. * @param creationFunction defines the function used to instanciate the new object
  28894. * @param source defines the source object
  28895. * @returns the new object
  28896. */
  28897. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28898. }
  28899. }
  28900. declare module "babylonjs/Misc/guid" {
  28901. /**
  28902. * Class used to manipulate GUIDs
  28903. */
  28904. export class GUID {
  28905. /**
  28906. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28907. * Be aware Math.random() could cause collisions, but:
  28908. * "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"
  28909. * @returns a pseudo random id
  28910. */
  28911. static RandomId(): string;
  28912. }
  28913. }
  28914. declare module "babylonjs/Materials/Textures/baseTexture" {
  28915. import { Observable } from "babylonjs/Misc/observable";
  28916. import { Nullable } from "babylonjs/types";
  28917. import { Scene } from "babylonjs/scene";
  28918. import { Matrix } from "babylonjs/Maths/math.vector";
  28919. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28920. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28921. import { ISize } from "babylonjs/Maths/math.size";
  28922. /**
  28923. * Base class of all the textures in babylon.
  28924. * It groups all the common properties the materials, post process, lights... might need
  28925. * in order to make a correct use of the texture.
  28926. */
  28927. export class BaseTexture implements IAnimatable {
  28928. /**
  28929. * Default anisotropic filtering level for the application.
  28930. * It is set to 4 as a good tradeoff between perf and quality.
  28931. */
  28932. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28933. /**
  28934. * Gets or sets the unique id of the texture
  28935. */
  28936. uniqueId: number;
  28937. /**
  28938. * Define the name of the texture.
  28939. */
  28940. name: string;
  28941. /**
  28942. * Gets or sets an object used to store user defined information.
  28943. */
  28944. metadata: any;
  28945. /**
  28946. * For internal use only. Please do not use.
  28947. */
  28948. reservedDataStore: any;
  28949. private _hasAlpha;
  28950. /**
  28951. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28952. */
  28953. hasAlpha: boolean;
  28954. /**
  28955. * Defines if the alpha value should be determined via the rgb values.
  28956. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28957. */
  28958. getAlphaFromRGB: boolean;
  28959. /**
  28960. * Intensity or strength of the texture.
  28961. * It is commonly used by materials to fine tune the intensity of the texture
  28962. */
  28963. level: number;
  28964. /**
  28965. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28966. * This is part of the texture as textures usually maps to one uv set.
  28967. */
  28968. coordinatesIndex: number;
  28969. private _coordinatesMode;
  28970. /**
  28971. * How a texture is mapped.
  28972. *
  28973. * | Value | Type | Description |
  28974. * | ----- | ----------------------------------- | ----------- |
  28975. * | 0 | EXPLICIT_MODE | |
  28976. * | 1 | SPHERICAL_MODE | |
  28977. * | 2 | PLANAR_MODE | |
  28978. * | 3 | CUBIC_MODE | |
  28979. * | 4 | PROJECTION_MODE | |
  28980. * | 5 | SKYBOX_MODE | |
  28981. * | 6 | INVCUBIC_MODE | |
  28982. * | 7 | EQUIRECTANGULAR_MODE | |
  28983. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28984. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28985. */
  28986. coordinatesMode: number;
  28987. /**
  28988. * | Value | Type | Description |
  28989. * | ----- | ------------------ | ----------- |
  28990. * | 0 | CLAMP_ADDRESSMODE | |
  28991. * | 1 | WRAP_ADDRESSMODE | |
  28992. * | 2 | MIRROR_ADDRESSMODE | |
  28993. */
  28994. wrapU: number;
  28995. /**
  28996. * | Value | Type | Description |
  28997. * | ----- | ------------------ | ----------- |
  28998. * | 0 | CLAMP_ADDRESSMODE | |
  28999. * | 1 | WRAP_ADDRESSMODE | |
  29000. * | 2 | MIRROR_ADDRESSMODE | |
  29001. */
  29002. wrapV: number;
  29003. /**
  29004. * | Value | Type | Description |
  29005. * | ----- | ------------------ | ----------- |
  29006. * | 0 | CLAMP_ADDRESSMODE | |
  29007. * | 1 | WRAP_ADDRESSMODE | |
  29008. * | 2 | MIRROR_ADDRESSMODE | |
  29009. */
  29010. wrapR: number;
  29011. /**
  29012. * With compliant hardware and browser (supporting anisotropic filtering)
  29013. * this defines the level of anisotropic filtering in the texture.
  29014. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  29015. */
  29016. anisotropicFilteringLevel: number;
  29017. /**
  29018. * Define if the texture is a cube texture or if false a 2d texture.
  29019. */
  29020. isCube: boolean;
  29021. /**
  29022. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  29023. */
  29024. is3D: boolean;
  29025. /**
  29026. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  29027. */
  29028. is2DArray: boolean;
  29029. /**
  29030. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  29031. * HDR texture are usually stored in linear space.
  29032. * This only impacts the PBR and Background materials
  29033. */
  29034. gammaSpace: boolean;
  29035. /**
  29036. * Gets or sets whether or not the texture contains RGBD data.
  29037. */
  29038. isRGBD: boolean;
  29039. /**
  29040. * Is Z inverted in the texture (useful in a cube texture).
  29041. */
  29042. invertZ: boolean;
  29043. /**
  29044. * Are mip maps generated for this texture or not.
  29045. */
  29046. readonly noMipmap: boolean;
  29047. /**
  29048. * @hidden
  29049. */
  29050. lodLevelInAlpha: boolean;
  29051. /**
  29052. * With prefiltered texture, defined the offset used during the prefiltering steps.
  29053. */
  29054. lodGenerationOffset: number;
  29055. /**
  29056. * With prefiltered texture, defined the scale used during the prefiltering steps.
  29057. */
  29058. lodGenerationScale: number;
  29059. /**
  29060. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  29061. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  29062. * average roughness values.
  29063. */
  29064. linearSpecularLOD: boolean;
  29065. /**
  29066. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  29067. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  29068. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  29069. */
  29070. irradianceTexture: Nullable<BaseTexture>;
  29071. /**
  29072. * Define if the texture is a render target.
  29073. */
  29074. isRenderTarget: boolean;
  29075. /**
  29076. * Define the unique id of the texture in the scene.
  29077. */
  29078. readonly uid: string;
  29079. /**
  29080. * Return a string representation of the texture.
  29081. * @returns the texture as a string
  29082. */
  29083. toString(): string;
  29084. /**
  29085. * Get the class name of the texture.
  29086. * @returns "BaseTexture"
  29087. */
  29088. getClassName(): string;
  29089. /**
  29090. * Define the list of animation attached to the texture.
  29091. */
  29092. animations: import("babylonjs/Animations/animation").Animation[];
  29093. /**
  29094. * An event triggered when the texture is disposed.
  29095. */
  29096. onDisposeObservable: Observable<BaseTexture>;
  29097. private _onDisposeObserver;
  29098. /**
  29099. * Callback triggered when the texture has been disposed.
  29100. * Kept for back compatibility, you can use the onDisposeObservable instead.
  29101. */
  29102. onDispose: () => void;
  29103. /**
  29104. * Define the current state of the loading sequence when in delayed load mode.
  29105. */
  29106. delayLoadState: number;
  29107. private _scene;
  29108. /** @hidden */
  29109. _texture: Nullable<InternalTexture>;
  29110. private _uid;
  29111. /**
  29112. * Define if the texture is preventinga material to render or not.
  29113. * If not and the texture is not ready, the engine will use a default black texture instead.
  29114. */
  29115. readonly isBlocking: boolean;
  29116. /**
  29117. * Instantiates a new BaseTexture.
  29118. * Base class of all the textures in babylon.
  29119. * It groups all the common properties the materials, post process, lights... might need
  29120. * in order to make a correct use of the texture.
  29121. * @param scene Define the scene the texture blongs to
  29122. */
  29123. constructor(scene: Nullable<Scene>);
  29124. /**
  29125. * Get the scene the texture belongs to.
  29126. * @returns the scene or null if undefined
  29127. */
  29128. getScene(): Nullable<Scene>;
  29129. /**
  29130. * Get the texture transform matrix used to offset tile the texture for istance.
  29131. * @returns the transformation matrix
  29132. */
  29133. getTextureMatrix(): Matrix;
  29134. /**
  29135. * Get the texture reflection matrix used to rotate/transform the reflection.
  29136. * @returns the reflection matrix
  29137. */
  29138. getReflectionTextureMatrix(): Matrix;
  29139. /**
  29140. * Get the underlying lower level texture from Babylon.
  29141. * @returns the insternal texture
  29142. */
  29143. getInternalTexture(): Nullable<InternalTexture>;
  29144. /**
  29145. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29146. * @returns true if ready or not blocking
  29147. */
  29148. isReadyOrNotBlocking(): boolean;
  29149. /**
  29150. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29151. * @returns true if fully ready
  29152. */
  29153. isReady(): boolean;
  29154. private _cachedSize;
  29155. /**
  29156. * Get the size of the texture.
  29157. * @returns the texture size.
  29158. */
  29159. getSize(): ISize;
  29160. /**
  29161. * Get the base size of the texture.
  29162. * It can be different from the size if the texture has been resized for POT for instance
  29163. * @returns the base size
  29164. */
  29165. getBaseSize(): ISize;
  29166. /**
  29167. * Update the sampling mode of the texture.
  29168. * Default is Trilinear mode.
  29169. *
  29170. * | Value | Type | Description |
  29171. * | ----- | ------------------ | ----------- |
  29172. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29173. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29174. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29175. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29176. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29177. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29178. * | 7 | NEAREST_LINEAR | |
  29179. * | 8 | NEAREST_NEAREST | |
  29180. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29181. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29182. * | 11 | LINEAR_LINEAR | |
  29183. * | 12 | LINEAR_NEAREST | |
  29184. *
  29185. * > _mag_: magnification filter (close to the viewer)
  29186. * > _min_: minification filter (far from the viewer)
  29187. * > _mip_: filter used between mip map levels
  29188. *@param samplingMode Define the new sampling mode of the texture
  29189. */
  29190. updateSamplingMode(samplingMode: number): void;
  29191. /**
  29192. * Scales the texture if is `canRescale()`
  29193. * @param ratio the resize factor we want to use to rescale
  29194. */
  29195. scale(ratio: number): void;
  29196. /**
  29197. * Get if the texture can rescale.
  29198. */
  29199. readonly canRescale: boolean;
  29200. /** @hidden */
  29201. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29202. /** @hidden */
  29203. _rebuild(): void;
  29204. /**
  29205. * Triggers the load sequence in delayed load mode.
  29206. */
  29207. delayLoad(): void;
  29208. /**
  29209. * Clones the texture.
  29210. * @returns the cloned texture
  29211. */
  29212. clone(): Nullable<BaseTexture>;
  29213. /**
  29214. * Get the texture underlying type (INT, FLOAT...)
  29215. */
  29216. readonly textureType: number;
  29217. /**
  29218. * Get the texture underlying format (RGB, RGBA...)
  29219. */
  29220. readonly textureFormat: number;
  29221. /**
  29222. * Indicates that textures need to be re-calculated for all materials
  29223. */
  29224. protected _markAllSubMeshesAsTexturesDirty(): void;
  29225. /**
  29226. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29227. * This will returns an RGBA array buffer containing either in values (0-255) or
  29228. * float values (0-1) depending of the underlying buffer type.
  29229. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29230. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29231. * @param buffer defines a user defined buffer to fill with data (can be null)
  29232. * @returns The Array buffer containing the pixels data.
  29233. */
  29234. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29235. /**
  29236. * Release and destroy the underlying lower level texture aka internalTexture.
  29237. */
  29238. releaseInternalTexture(): void;
  29239. /** @hidden */
  29240. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29241. /** @hidden */
  29242. readonly _lodTextureMid: Nullable<BaseTexture>;
  29243. /** @hidden */
  29244. readonly _lodTextureLow: Nullable<BaseTexture>;
  29245. /**
  29246. * Dispose the texture and release its associated resources.
  29247. */
  29248. dispose(): void;
  29249. /**
  29250. * Serialize the texture into a JSON representation that can be parsed later on.
  29251. * @returns the JSON representation of the texture
  29252. */
  29253. serialize(): any;
  29254. /**
  29255. * Helper function to be called back once a list of texture contains only ready textures.
  29256. * @param textures Define the list of textures to wait for
  29257. * @param callback Define the callback triggered once the entire list will be ready
  29258. */
  29259. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29260. }
  29261. }
  29262. declare module "babylonjs/Materials/effect" {
  29263. import { Observable } from "babylonjs/Misc/observable";
  29264. import { Nullable } from "babylonjs/types";
  29265. import { IDisposable } from "babylonjs/scene";
  29266. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29267. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29268. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29269. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29270. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29271. import { Engine } from "babylonjs/Engines/engine";
  29272. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29273. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29274. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29275. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29276. /**
  29277. * Options to be used when creating an effect.
  29278. */
  29279. export interface IEffectCreationOptions {
  29280. /**
  29281. * Atrributes that will be used in the shader.
  29282. */
  29283. attributes: string[];
  29284. /**
  29285. * Uniform varible names that will be set in the shader.
  29286. */
  29287. uniformsNames: string[];
  29288. /**
  29289. * Uniform buffer variable names that will be set in the shader.
  29290. */
  29291. uniformBuffersNames: string[];
  29292. /**
  29293. * Sampler texture variable names that will be set in the shader.
  29294. */
  29295. samplers: string[];
  29296. /**
  29297. * Define statements that will be set in the shader.
  29298. */
  29299. defines: any;
  29300. /**
  29301. * Possible fallbacks for this effect to improve performance when needed.
  29302. */
  29303. fallbacks: Nullable<IEffectFallbacks>;
  29304. /**
  29305. * Callback that will be called when the shader is compiled.
  29306. */
  29307. onCompiled: Nullable<(effect: Effect) => void>;
  29308. /**
  29309. * Callback that will be called if an error occurs during shader compilation.
  29310. */
  29311. onError: Nullable<(effect: Effect, errors: string) => void>;
  29312. /**
  29313. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29314. */
  29315. indexParameters?: any;
  29316. /**
  29317. * Max number of lights that can be used in the shader.
  29318. */
  29319. maxSimultaneousLights?: number;
  29320. /**
  29321. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29322. */
  29323. transformFeedbackVaryings?: Nullable<string[]>;
  29324. }
  29325. /**
  29326. * Effect containing vertex and fragment shader that can be executed on an object.
  29327. */
  29328. export class Effect implements IDisposable {
  29329. /**
  29330. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29331. */
  29332. static ShadersRepository: string;
  29333. /**
  29334. * Name of the effect.
  29335. */
  29336. name: any;
  29337. /**
  29338. * String container all the define statements that should be set on the shader.
  29339. */
  29340. defines: string;
  29341. /**
  29342. * Callback that will be called when the shader is compiled.
  29343. */
  29344. onCompiled: Nullable<(effect: Effect) => void>;
  29345. /**
  29346. * Callback that will be called if an error occurs during shader compilation.
  29347. */
  29348. onError: Nullable<(effect: Effect, errors: string) => void>;
  29349. /**
  29350. * Callback that will be called when effect is bound.
  29351. */
  29352. onBind: Nullable<(effect: Effect) => void>;
  29353. /**
  29354. * Unique ID of the effect.
  29355. */
  29356. uniqueId: number;
  29357. /**
  29358. * Observable that will be called when the shader is compiled.
  29359. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29360. */
  29361. onCompileObservable: Observable<Effect>;
  29362. /**
  29363. * Observable that will be called if an error occurs during shader compilation.
  29364. */
  29365. onErrorObservable: Observable<Effect>;
  29366. /** @hidden */
  29367. _onBindObservable: Nullable<Observable<Effect>>;
  29368. /**
  29369. * Observable that will be called when effect is bound.
  29370. */
  29371. readonly onBindObservable: Observable<Effect>;
  29372. /** @hidden */
  29373. _bonesComputationForcedToCPU: boolean;
  29374. private static _uniqueIdSeed;
  29375. private _engine;
  29376. private _uniformBuffersNames;
  29377. private _uniformsNames;
  29378. private _samplerList;
  29379. private _samplers;
  29380. private _isReady;
  29381. private _compilationError;
  29382. private _allFallbacksProcessed;
  29383. private _attributesNames;
  29384. private _attributes;
  29385. private _uniforms;
  29386. /**
  29387. * Key for the effect.
  29388. * @hidden
  29389. */
  29390. _key: string;
  29391. private _indexParameters;
  29392. private _fallbacks;
  29393. private _vertexSourceCode;
  29394. private _fragmentSourceCode;
  29395. private _vertexSourceCodeOverride;
  29396. private _fragmentSourceCodeOverride;
  29397. private _transformFeedbackVaryings;
  29398. /**
  29399. * Compiled shader to webGL program.
  29400. * @hidden
  29401. */
  29402. _pipelineContext: Nullable<IPipelineContext>;
  29403. private _valueCache;
  29404. private static _baseCache;
  29405. /**
  29406. * Instantiates an effect.
  29407. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29408. * @param baseName Name of the effect.
  29409. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29410. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29411. * @param samplers List of sampler variables that will be passed to the shader.
  29412. * @param engine Engine to be used to render the effect
  29413. * @param defines Define statements to be added to the shader.
  29414. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29415. * @param onCompiled Callback that will be called when the shader is compiled.
  29416. * @param onError Callback that will be called if an error occurs during shader compilation.
  29417. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29418. */
  29419. 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);
  29420. private _useFinalCode;
  29421. /**
  29422. * Unique key for this effect
  29423. */
  29424. readonly key: string;
  29425. /**
  29426. * If the effect has been compiled and prepared.
  29427. * @returns if the effect is compiled and prepared.
  29428. */
  29429. isReady(): boolean;
  29430. private _isReadyInternal;
  29431. /**
  29432. * The engine the effect was initialized with.
  29433. * @returns the engine.
  29434. */
  29435. getEngine(): Engine;
  29436. /**
  29437. * The pipeline context for this effect
  29438. * @returns the associated pipeline context
  29439. */
  29440. getPipelineContext(): Nullable<IPipelineContext>;
  29441. /**
  29442. * The set of names of attribute variables for the shader.
  29443. * @returns An array of attribute names.
  29444. */
  29445. getAttributesNames(): string[];
  29446. /**
  29447. * Returns the attribute at the given index.
  29448. * @param index The index of the attribute.
  29449. * @returns The location of the attribute.
  29450. */
  29451. getAttributeLocation(index: number): number;
  29452. /**
  29453. * Returns the attribute based on the name of the variable.
  29454. * @param name of the attribute to look up.
  29455. * @returns the attribute location.
  29456. */
  29457. getAttributeLocationByName(name: string): number;
  29458. /**
  29459. * The number of attributes.
  29460. * @returns the numnber of attributes.
  29461. */
  29462. getAttributesCount(): number;
  29463. /**
  29464. * Gets the index of a uniform variable.
  29465. * @param uniformName of the uniform to look up.
  29466. * @returns the index.
  29467. */
  29468. getUniformIndex(uniformName: string): number;
  29469. /**
  29470. * Returns the attribute based on the name of the variable.
  29471. * @param uniformName of the uniform to look up.
  29472. * @returns the location of the uniform.
  29473. */
  29474. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29475. /**
  29476. * Returns an array of sampler variable names
  29477. * @returns The array of sampler variable neames.
  29478. */
  29479. getSamplers(): string[];
  29480. /**
  29481. * The error from the last compilation.
  29482. * @returns the error string.
  29483. */
  29484. getCompilationError(): string;
  29485. /**
  29486. * Gets a boolean indicating that all fallbacks were used during compilation
  29487. * @returns true if all fallbacks were used
  29488. */
  29489. allFallbacksProcessed(): boolean;
  29490. /**
  29491. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29492. * @param func The callback to be used.
  29493. */
  29494. executeWhenCompiled(func: (effect: Effect) => void): void;
  29495. private _checkIsReady;
  29496. private _loadShader;
  29497. /**
  29498. * Recompiles the webGL program
  29499. * @param vertexSourceCode The source code for the vertex shader.
  29500. * @param fragmentSourceCode The source code for the fragment shader.
  29501. * @param onCompiled Callback called when completed.
  29502. * @param onError Callback called on error.
  29503. * @hidden
  29504. */
  29505. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29506. /**
  29507. * Prepares the effect
  29508. * @hidden
  29509. */
  29510. _prepareEffect(): void;
  29511. private _processCompilationErrors;
  29512. /**
  29513. * Checks if the effect is supported. (Must be called after compilation)
  29514. */
  29515. readonly isSupported: boolean;
  29516. /**
  29517. * Binds a texture to the engine to be used as output of the shader.
  29518. * @param channel Name of the output variable.
  29519. * @param texture Texture to bind.
  29520. * @hidden
  29521. */
  29522. _bindTexture(channel: string, texture: InternalTexture): void;
  29523. /**
  29524. * Sets a texture on the engine to be used in the shader.
  29525. * @param channel Name of the sampler variable.
  29526. * @param texture Texture to set.
  29527. */
  29528. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29529. /**
  29530. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29531. * @param channel Name of the sampler variable.
  29532. * @param texture Texture to set.
  29533. */
  29534. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29535. /**
  29536. * Sets an array of textures on the engine to be used in the shader.
  29537. * @param channel Name of the variable.
  29538. * @param textures Textures to set.
  29539. */
  29540. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29541. /**
  29542. * 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)
  29543. * @param channel Name of the sampler variable.
  29544. * @param postProcess Post process to get the input texture from.
  29545. */
  29546. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29547. /**
  29548. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29549. * 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)
  29550. * @param channel Name of the sampler variable.
  29551. * @param postProcess Post process to get the output texture from.
  29552. */
  29553. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29554. /** @hidden */
  29555. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29556. /** @hidden */
  29557. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29558. /** @hidden */
  29559. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29560. /** @hidden */
  29561. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29562. /**
  29563. * Binds a buffer to a uniform.
  29564. * @param buffer Buffer to bind.
  29565. * @param name Name of the uniform variable to bind to.
  29566. */
  29567. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29568. /**
  29569. * Binds block to a uniform.
  29570. * @param blockName Name of the block to bind.
  29571. * @param index Index to bind.
  29572. */
  29573. bindUniformBlock(blockName: string, index: number): void;
  29574. /**
  29575. * Sets an interger value on a uniform variable.
  29576. * @param uniformName Name of the variable.
  29577. * @param value Value to be set.
  29578. * @returns this effect.
  29579. */
  29580. setInt(uniformName: string, value: number): Effect;
  29581. /**
  29582. * Sets an int array on a uniform variable.
  29583. * @param uniformName Name of the variable.
  29584. * @param array array to be set.
  29585. * @returns this effect.
  29586. */
  29587. setIntArray(uniformName: string, array: Int32Array): Effect;
  29588. /**
  29589. * 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)
  29590. * @param uniformName Name of the variable.
  29591. * @param array array to be set.
  29592. * @returns this effect.
  29593. */
  29594. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29595. /**
  29596. * 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)
  29597. * @param uniformName Name of the variable.
  29598. * @param array array to be set.
  29599. * @returns this effect.
  29600. */
  29601. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29602. /**
  29603. * 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)
  29604. * @param uniformName Name of the variable.
  29605. * @param array array to be set.
  29606. * @returns this effect.
  29607. */
  29608. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29609. /**
  29610. * Sets an float array on a uniform variable.
  29611. * @param uniformName Name of the variable.
  29612. * @param array array to be set.
  29613. * @returns this effect.
  29614. */
  29615. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29616. /**
  29617. * 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)
  29618. * @param uniformName Name of the variable.
  29619. * @param array array to be set.
  29620. * @returns this effect.
  29621. */
  29622. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29623. /**
  29624. * 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)
  29625. * @param uniformName Name of the variable.
  29626. * @param array array to be set.
  29627. * @returns this effect.
  29628. */
  29629. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29630. /**
  29631. * 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)
  29632. * @param uniformName Name of the variable.
  29633. * @param array array to be set.
  29634. * @returns this effect.
  29635. */
  29636. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29637. /**
  29638. * Sets an array on a uniform variable.
  29639. * @param uniformName Name of the variable.
  29640. * @param array array to be set.
  29641. * @returns this effect.
  29642. */
  29643. setArray(uniformName: string, array: number[]): Effect;
  29644. /**
  29645. * 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)
  29646. * @param uniformName Name of the variable.
  29647. * @param array array to be set.
  29648. * @returns this effect.
  29649. */
  29650. setArray2(uniformName: string, array: number[]): Effect;
  29651. /**
  29652. * 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)
  29653. * @param uniformName Name of the variable.
  29654. * @param array array to be set.
  29655. * @returns this effect.
  29656. */
  29657. setArray3(uniformName: string, array: number[]): Effect;
  29658. /**
  29659. * 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)
  29660. * @param uniformName Name of the variable.
  29661. * @param array array to be set.
  29662. * @returns this effect.
  29663. */
  29664. setArray4(uniformName: string, array: number[]): Effect;
  29665. /**
  29666. * Sets matrices on a uniform variable.
  29667. * @param uniformName Name of the variable.
  29668. * @param matrices matrices to be set.
  29669. * @returns this effect.
  29670. */
  29671. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29672. /**
  29673. * Sets matrix on a uniform variable.
  29674. * @param uniformName Name of the variable.
  29675. * @param matrix matrix to be set.
  29676. * @returns this effect.
  29677. */
  29678. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29679. /**
  29680. * 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)
  29681. * @param uniformName Name of the variable.
  29682. * @param matrix matrix to be set.
  29683. * @returns this effect.
  29684. */
  29685. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29686. /**
  29687. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29688. * @param uniformName Name of the variable.
  29689. * @param matrix matrix to be set.
  29690. * @returns this effect.
  29691. */
  29692. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29693. /**
  29694. * Sets a float on a uniform variable.
  29695. * @param uniformName Name of the variable.
  29696. * @param value value to be set.
  29697. * @returns this effect.
  29698. */
  29699. setFloat(uniformName: string, value: number): Effect;
  29700. /**
  29701. * Sets a boolean on a uniform variable.
  29702. * @param uniformName Name of the variable.
  29703. * @param bool value to be set.
  29704. * @returns this effect.
  29705. */
  29706. setBool(uniformName: string, bool: boolean): Effect;
  29707. /**
  29708. * Sets a Vector2 on a uniform variable.
  29709. * @param uniformName Name of the variable.
  29710. * @param vector2 vector2 to be set.
  29711. * @returns this effect.
  29712. */
  29713. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29714. /**
  29715. * Sets a float2 on a uniform variable.
  29716. * @param uniformName Name of the variable.
  29717. * @param x First float in float2.
  29718. * @param y Second float in float2.
  29719. * @returns this effect.
  29720. */
  29721. setFloat2(uniformName: string, x: number, y: number): Effect;
  29722. /**
  29723. * Sets a Vector3 on a uniform variable.
  29724. * @param uniformName Name of the variable.
  29725. * @param vector3 Value to be set.
  29726. * @returns this effect.
  29727. */
  29728. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29729. /**
  29730. * Sets a float3 on a uniform variable.
  29731. * @param uniformName Name of the variable.
  29732. * @param x First float in float3.
  29733. * @param y Second float in float3.
  29734. * @param z Third float in float3.
  29735. * @returns this effect.
  29736. */
  29737. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29738. /**
  29739. * Sets a Vector4 on a uniform variable.
  29740. * @param uniformName Name of the variable.
  29741. * @param vector4 Value to be set.
  29742. * @returns this effect.
  29743. */
  29744. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29745. /**
  29746. * Sets a float4 on a uniform variable.
  29747. * @param uniformName Name of the variable.
  29748. * @param x First float in float4.
  29749. * @param y Second float in float4.
  29750. * @param z Third float in float4.
  29751. * @param w Fourth float in float4.
  29752. * @returns this effect.
  29753. */
  29754. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29755. /**
  29756. * Sets a Color3 on a uniform variable.
  29757. * @param uniformName Name of the variable.
  29758. * @param color3 Value to be set.
  29759. * @returns this effect.
  29760. */
  29761. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29762. /**
  29763. * Sets a Color4 on a uniform variable.
  29764. * @param uniformName Name of the variable.
  29765. * @param color3 Value to be set.
  29766. * @param alpha Alpha value to be set.
  29767. * @returns this effect.
  29768. */
  29769. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29770. /**
  29771. * Sets a Color4 on a uniform variable
  29772. * @param uniformName defines the name of the variable
  29773. * @param color4 defines the value to be set
  29774. * @returns this effect.
  29775. */
  29776. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29777. /** Release all associated resources */
  29778. dispose(): void;
  29779. /**
  29780. * This function will add a new shader to the shader store
  29781. * @param name the name of the shader
  29782. * @param pixelShader optional pixel shader content
  29783. * @param vertexShader optional vertex shader content
  29784. */
  29785. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29786. /**
  29787. * Store of each shader (The can be looked up using effect.key)
  29788. */
  29789. static ShadersStore: {
  29790. [key: string]: string;
  29791. };
  29792. /**
  29793. * Store of each included file for a shader (The can be looked up using effect.key)
  29794. */
  29795. static IncludesShadersStore: {
  29796. [key: string]: string;
  29797. };
  29798. /**
  29799. * Resets the cache of effects.
  29800. */
  29801. static ResetCache(): void;
  29802. }
  29803. }
  29804. declare module "babylonjs/Engines/engineCapabilities" {
  29805. /**
  29806. * Interface used to describe the capabilities of the engine relatively to the current browser
  29807. */
  29808. export interface EngineCapabilities {
  29809. /** Maximum textures units per fragment shader */
  29810. maxTexturesImageUnits: number;
  29811. /** Maximum texture units per vertex shader */
  29812. maxVertexTextureImageUnits: number;
  29813. /** Maximum textures units in the entire pipeline */
  29814. maxCombinedTexturesImageUnits: number;
  29815. /** Maximum texture size */
  29816. maxTextureSize: number;
  29817. /** Maximum texture samples */
  29818. maxSamples?: number;
  29819. /** Maximum cube texture size */
  29820. maxCubemapTextureSize: number;
  29821. /** Maximum render texture size */
  29822. maxRenderTextureSize: number;
  29823. /** Maximum number of vertex attributes */
  29824. maxVertexAttribs: number;
  29825. /** Maximum number of varyings */
  29826. maxVaryingVectors: number;
  29827. /** Maximum number of uniforms per vertex shader */
  29828. maxVertexUniformVectors: number;
  29829. /** Maximum number of uniforms per fragment shader */
  29830. maxFragmentUniformVectors: number;
  29831. /** Defines if standard derivates (dx/dy) are supported */
  29832. standardDerivatives: boolean;
  29833. /** Defines if s3tc texture compression is supported */
  29834. s3tc?: WEBGL_compressed_texture_s3tc;
  29835. /** Defines if pvrtc texture compression is supported */
  29836. pvrtc: any;
  29837. /** Defines if etc1 texture compression is supported */
  29838. etc1: any;
  29839. /** Defines if etc2 texture compression is supported */
  29840. etc2: any;
  29841. /** Defines if astc texture compression is supported */
  29842. astc: any;
  29843. /** Defines if float textures are supported */
  29844. textureFloat: boolean;
  29845. /** Defines if vertex array objects are supported */
  29846. vertexArrayObject: boolean;
  29847. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29848. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29849. /** Gets the maximum level of anisotropy supported */
  29850. maxAnisotropy: number;
  29851. /** Defines if instancing is supported */
  29852. instancedArrays: boolean;
  29853. /** Defines if 32 bits indices are supported */
  29854. uintIndices: boolean;
  29855. /** Defines if high precision shaders are supported */
  29856. highPrecisionShaderSupported: boolean;
  29857. /** Defines if depth reading in the fragment shader is supported */
  29858. fragmentDepthSupported: boolean;
  29859. /** Defines if float texture linear filtering is supported*/
  29860. textureFloatLinearFiltering: boolean;
  29861. /** Defines if rendering to float textures is supported */
  29862. textureFloatRender: boolean;
  29863. /** Defines if half float textures are supported*/
  29864. textureHalfFloat: boolean;
  29865. /** Defines if half float texture linear filtering is supported*/
  29866. textureHalfFloatLinearFiltering: boolean;
  29867. /** Defines if rendering to half float textures is supported */
  29868. textureHalfFloatRender: boolean;
  29869. /** Defines if textureLOD shader command is supported */
  29870. textureLOD: boolean;
  29871. /** Defines if draw buffers extension is supported */
  29872. drawBuffersExtension: boolean;
  29873. /** Defines if depth textures are supported */
  29874. depthTextureExtension: boolean;
  29875. /** Defines if float color buffer are supported */
  29876. colorBufferFloat: boolean;
  29877. /** Gets disjoint timer query extension (null if not supported) */
  29878. timerQuery?: EXT_disjoint_timer_query;
  29879. /** Defines if timestamp can be used with timer query */
  29880. canUseTimestampForTimerQuery: boolean;
  29881. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29882. multiview?: any;
  29883. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  29884. oculusMultiview?: any;
  29885. /** Function used to let the system compiles shaders in background */
  29886. parallelShaderCompile?: {
  29887. COMPLETION_STATUS_KHR: number;
  29888. };
  29889. /** Max number of texture samples for MSAA */
  29890. maxMSAASamples: number;
  29891. /** Defines if the blend min max extension is supported */
  29892. blendMinMax: boolean;
  29893. }
  29894. }
  29895. declare module "babylonjs/States/depthCullingState" {
  29896. import { Nullable } from "babylonjs/types";
  29897. /**
  29898. * @hidden
  29899. **/
  29900. export class DepthCullingState {
  29901. private _isDepthTestDirty;
  29902. private _isDepthMaskDirty;
  29903. private _isDepthFuncDirty;
  29904. private _isCullFaceDirty;
  29905. private _isCullDirty;
  29906. private _isZOffsetDirty;
  29907. private _isFrontFaceDirty;
  29908. private _depthTest;
  29909. private _depthMask;
  29910. private _depthFunc;
  29911. private _cull;
  29912. private _cullFace;
  29913. private _zOffset;
  29914. private _frontFace;
  29915. /**
  29916. * Initializes the state.
  29917. */
  29918. constructor();
  29919. readonly isDirty: boolean;
  29920. zOffset: number;
  29921. cullFace: Nullable<number>;
  29922. cull: Nullable<boolean>;
  29923. depthFunc: Nullable<number>;
  29924. depthMask: boolean;
  29925. depthTest: boolean;
  29926. frontFace: Nullable<number>;
  29927. reset(): void;
  29928. apply(gl: WebGLRenderingContext): void;
  29929. }
  29930. }
  29931. declare module "babylonjs/States/stencilState" {
  29932. /**
  29933. * @hidden
  29934. **/
  29935. export class StencilState {
  29936. /** 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 */
  29937. static readonly ALWAYS: number;
  29938. /** Passed to stencilOperation to specify that stencil value must be kept */
  29939. static readonly KEEP: number;
  29940. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29941. static readonly REPLACE: number;
  29942. private _isStencilTestDirty;
  29943. private _isStencilMaskDirty;
  29944. private _isStencilFuncDirty;
  29945. private _isStencilOpDirty;
  29946. private _stencilTest;
  29947. private _stencilMask;
  29948. private _stencilFunc;
  29949. private _stencilFuncRef;
  29950. private _stencilFuncMask;
  29951. private _stencilOpStencilFail;
  29952. private _stencilOpDepthFail;
  29953. private _stencilOpStencilDepthPass;
  29954. readonly isDirty: boolean;
  29955. stencilFunc: number;
  29956. stencilFuncRef: number;
  29957. stencilFuncMask: number;
  29958. stencilOpStencilFail: number;
  29959. stencilOpDepthFail: number;
  29960. stencilOpStencilDepthPass: number;
  29961. stencilMask: number;
  29962. stencilTest: boolean;
  29963. constructor();
  29964. reset(): void;
  29965. apply(gl: WebGLRenderingContext): void;
  29966. }
  29967. }
  29968. declare module "babylonjs/States/alphaCullingState" {
  29969. /**
  29970. * @hidden
  29971. **/
  29972. export class AlphaState {
  29973. private _isAlphaBlendDirty;
  29974. private _isBlendFunctionParametersDirty;
  29975. private _isBlendEquationParametersDirty;
  29976. private _isBlendConstantsDirty;
  29977. private _alphaBlend;
  29978. private _blendFunctionParameters;
  29979. private _blendEquationParameters;
  29980. private _blendConstants;
  29981. /**
  29982. * Initializes the state.
  29983. */
  29984. constructor();
  29985. readonly isDirty: boolean;
  29986. alphaBlend: boolean;
  29987. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29988. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29989. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29990. reset(): void;
  29991. apply(gl: WebGLRenderingContext): void;
  29992. }
  29993. }
  29994. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29995. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29996. /** @hidden */
  29997. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29998. attributeProcessor(attribute: string): string;
  29999. varyingProcessor(varying: string, isFragment: boolean): string;
  30000. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30001. }
  30002. }
  30003. declare module "babylonjs/Engines/instancingAttributeInfo" {
  30004. /**
  30005. * Interface for attribute information associated with buffer instanciation
  30006. */
  30007. export interface InstancingAttributeInfo {
  30008. /**
  30009. * Index/offset of the attribute in the vertex shader
  30010. */
  30011. index: number;
  30012. /**
  30013. * size of the attribute, 1, 2, 3 or 4
  30014. */
  30015. attributeSize: number;
  30016. /**
  30017. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30018. * default is FLOAT
  30019. */
  30020. attributeType: number;
  30021. /**
  30022. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30023. */
  30024. normalized: boolean;
  30025. /**
  30026. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30027. */
  30028. offset: number;
  30029. /**
  30030. * Name of the GLSL attribute, for debugging purpose only
  30031. */
  30032. attributeName: string;
  30033. }
  30034. }
  30035. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  30036. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30037. import { Nullable } from "babylonjs/types";
  30038. module "babylonjs/Engines/thinEngine" {
  30039. interface ThinEngine {
  30040. /**
  30041. * Update a video texture
  30042. * @param texture defines the texture to update
  30043. * @param video defines the video element to use
  30044. * @param invertY defines if data must be stored with Y axis inverted
  30045. */
  30046. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  30047. }
  30048. }
  30049. }
  30050. declare module "babylonjs/Materials/Textures/videoTexture" {
  30051. import { Observable } from "babylonjs/Misc/observable";
  30052. import { Nullable } from "babylonjs/types";
  30053. import { Scene } from "babylonjs/scene";
  30054. import { Texture } from "babylonjs/Materials/Textures/texture";
  30055. import "babylonjs/Engines/Extensions/engine.videoTexture";
  30056. /**
  30057. * Settings for finer control over video usage
  30058. */
  30059. export interface VideoTextureSettings {
  30060. /**
  30061. * Applies `autoplay` to video, if specified
  30062. */
  30063. autoPlay?: boolean;
  30064. /**
  30065. * Applies `loop` to video, if specified
  30066. */
  30067. loop?: boolean;
  30068. /**
  30069. * Automatically updates internal texture from video at every frame in the render loop
  30070. */
  30071. autoUpdateTexture: boolean;
  30072. /**
  30073. * Image src displayed during the video loading or until the user interacts with the video.
  30074. */
  30075. poster?: string;
  30076. }
  30077. /**
  30078. * If you want to display a video in your scene, this is the special texture for that.
  30079. * This special texture works similar to other textures, with the exception of a few parameters.
  30080. * @see https://doc.babylonjs.com/how_to/video_texture
  30081. */
  30082. export class VideoTexture extends Texture {
  30083. /**
  30084. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30085. */
  30086. readonly autoUpdateTexture: boolean;
  30087. /**
  30088. * The video instance used by the texture internally
  30089. */
  30090. readonly video: HTMLVideoElement;
  30091. private _onUserActionRequestedObservable;
  30092. /**
  30093. * Event triggerd when a dom action is required by the user to play the video.
  30094. * This happens due to recent changes in browser policies preventing video to auto start.
  30095. */
  30096. readonly onUserActionRequestedObservable: Observable<Texture>;
  30097. private _generateMipMaps;
  30098. private _engine;
  30099. private _stillImageCaptured;
  30100. private _displayingPosterTexture;
  30101. private _settings;
  30102. private _createInternalTextureOnEvent;
  30103. private _frameId;
  30104. /**
  30105. * Creates a video texture.
  30106. * If you want to display a video in your scene, this is the special texture for that.
  30107. * This special texture works similar to other textures, with the exception of a few parameters.
  30108. * @see https://doc.babylonjs.com/how_to/video_texture
  30109. * @param name optional name, will detect from video source, if not defined
  30110. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30111. * @param scene is obviously the current scene.
  30112. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30113. * @param invertY is false by default but can be used to invert video on Y axis
  30114. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30115. * @param settings allows finer control over video usage
  30116. */
  30117. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30118. private _getName;
  30119. private _getVideo;
  30120. private _createInternalTexture;
  30121. private reset;
  30122. /**
  30123. * @hidden Internal method to initiate `update`.
  30124. */
  30125. _rebuild(): void;
  30126. /**
  30127. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30128. */
  30129. update(): void;
  30130. /**
  30131. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30132. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30133. */
  30134. updateTexture(isVisible: boolean): void;
  30135. protected _updateInternalTexture: () => void;
  30136. /**
  30137. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30138. * @param url New url.
  30139. */
  30140. updateURL(url: string): void;
  30141. /**
  30142. * Dispose the texture and release its associated resources.
  30143. */
  30144. dispose(): void;
  30145. /**
  30146. * Creates a video texture straight from a stream.
  30147. * @param scene Define the scene the texture should be created in
  30148. * @param stream Define the stream the texture should be created from
  30149. * @returns The created video texture as a promise
  30150. */
  30151. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30152. /**
  30153. * Creates a video texture straight from your WebCam video feed.
  30154. * @param scene Define the scene the texture should be created in
  30155. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30156. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30157. * @returns The created video texture as a promise
  30158. */
  30159. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30160. minWidth: number;
  30161. maxWidth: number;
  30162. minHeight: number;
  30163. maxHeight: number;
  30164. deviceId: string;
  30165. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30166. /**
  30167. * Creates a video texture straight from your WebCam video feed.
  30168. * @param scene Define the scene the texture should be created in
  30169. * @param onReady Define a callback to triggered once the texture will be ready
  30170. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30171. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30172. */
  30173. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30174. minWidth: number;
  30175. maxWidth: number;
  30176. minHeight: number;
  30177. maxHeight: number;
  30178. deviceId: string;
  30179. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30180. }
  30181. }
  30182. declare module "babylonjs/Engines/thinEngine" {
  30183. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30184. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30185. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30186. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30187. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30188. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30189. import { Observable } from "babylonjs/Misc/observable";
  30190. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30191. import { StencilState } from "babylonjs/States/stencilState";
  30192. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30193. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30194. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30195. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30196. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30197. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30198. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30199. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30200. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30201. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30202. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30203. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30204. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30205. /**
  30206. * Defines the interface used by objects working like Scene
  30207. * @hidden
  30208. */
  30209. interface ISceneLike {
  30210. _addPendingData(data: any): void;
  30211. _removePendingData(data: any): void;
  30212. offlineProvider: IOfflineProvider;
  30213. }
  30214. /** Interface defining initialization parameters for Engine class */
  30215. export interface EngineOptions extends WebGLContextAttributes {
  30216. /**
  30217. * Defines if the engine should no exceed a specified device ratio
  30218. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30219. */
  30220. limitDeviceRatio?: number;
  30221. /**
  30222. * Defines if webvr should be enabled automatically
  30223. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30224. */
  30225. autoEnableWebVR?: boolean;
  30226. /**
  30227. * Defines if webgl2 should be turned off even if supported
  30228. * @see http://doc.babylonjs.com/features/webgl2
  30229. */
  30230. disableWebGL2Support?: boolean;
  30231. /**
  30232. * Defines if webaudio should be initialized as well
  30233. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30234. */
  30235. audioEngine?: boolean;
  30236. /**
  30237. * Defines if animations should run using a deterministic lock step
  30238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30239. */
  30240. deterministicLockstep?: boolean;
  30241. /** Defines the maximum steps to use with deterministic lock step mode */
  30242. lockstepMaxSteps?: number;
  30243. /**
  30244. * Defines that engine should ignore context lost events
  30245. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30246. */
  30247. doNotHandleContextLost?: boolean;
  30248. /**
  30249. * Defines that engine should ignore modifying touch action attribute and style
  30250. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30251. */
  30252. doNotHandleTouchAction?: boolean;
  30253. /**
  30254. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30255. */
  30256. useHighPrecisionFloats?: boolean;
  30257. }
  30258. /**
  30259. * The base engine class (root of all engines)
  30260. */
  30261. export class ThinEngine {
  30262. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30263. static ExceptionList: ({
  30264. key: string;
  30265. capture: string;
  30266. captureConstraint: number;
  30267. targets: string[];
  30268. } | {
  30269. key: string;
  30270. capture: null;
  30271. captureConstraint: null;
  30272. targets: string[];
  30273. })[];
  30274. /** @hidden */
  30275. static _TextureLoaders: IInternalTextureLoader[];
  30276. /**
  30277. * Returns the current npm package of the sdk
  30278. */
  30279. static readonly NpmPackage: string;
  30280. /**
  30281. * Returns the current version of the framework
  30282. */
  30283. static readonly Version: string;
  30284. /**
  30285. * Returns a string describing the current engine
  30286. */
  30287. readonly description: string;
  30288. /**
  30289. * Gets or sets the epsilon value used by collision engine
  30290. */
  30291. static CollisionsEpsilon: number;
  30292. /**
  30293. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30294. */
  30295. static ShadersRepository: string;
  30296. /** @hidden */
  30297. _shaderProcessor: IShaderProcessor;
  30298. /**
  30299. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30300. */
  30301. forcePOTTextures: boolean;
  30302. /**
  30303. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30304. */
  30305. isFullscreen: boolean;
  30306. /**
  30307. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30308. */
  30309. cullBackFaces: boolean;
  30310. /**
  30311. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30312. */
  30313. renderEvenInBackground: boolean;
  30314. /**
  30315. * Gets or sets a boolean indicating that cache can be kept between frames
  30316. */
  30317. preventCacheWipeBetweenFrames: boolean;
  30318. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30319. validateShaderPrograms: boolean;
  30320. /**
  30321. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30322. */
  30323. disableUniformBuffers: boolean;
  30324. /** @hidden */
  30325. _uniformBuffers: UniformBuffer[];
  30326. /**
  30327. * Gets a boolean indicating that the engine supports uniform buffers
  30328. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30329. */
  30330. readonly supportsUniformBuffers: boolean;
  30331. /** @hidden */
  30332. _gl: WebGLRenderingContext;
  30333. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30334. protected _windowIsBackground: boolean;
  30335. protected _webGLVersion: number;
  30336. protected _creationOptions: EngineOptions;
  30337. protected _highPrecisionShadersAllowed: boolean;
  30338. /** @hidden */
  30339. readonly _shouldUseHighPrecisionShader: boolean;
  30340. /**
  30341. * Gets a boolean indicating that only power of 2 textures are supported
  30342. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30343. */
  30344. readonly needPOTTextures: boolean;
  30345. /** @hidden */
  30346. _badOS: boolean;
  30347. /** @hidden */
  30348. _badDesktopOS: boolean;
  30349. private _hardwareScalingLevel;
  30350. /** @hidden */
  30351. _caps: EngineCapabilities;
  30352. private _isStencilEnable;
  30353. protected _colorWrite: boolean;
  30354. private _glVersion;
  30355. private _glRenderer;
  30356. private _glVendor;
  30357. /** @hidden */
  30358. _videoTextureSupported: boolean;
  30359. protected _renderingQueueLaunched: boolean;
  30360. protected _activeRenderLoops: (() => void)[];
  30361. /**
  30362. * Observable signaled when a context lost event is raised
  30363. */
  30364. onContextLostObservable: Observable<ThinEngine>;
  30365. /**
  30366. * Observable signaled when a context restored event is raised
  30367. */
  30368. onContextRestoredObservable: Observable<ThinEngine>;
  30369. private _onContextLost;
  30370. private _onContextRestored;
  30371. protected _contextWasLost: boolean;
  30372. /** @hidden */
  30373. _doNotHandleContextLost: boolean;
  30374. /**
  30375. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30376. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30377. */
  30378. doNotHandleContextLost: boolean;
  30379. /**
  30380. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30381. */
  30382. disableVertexArrayObjects: boolean;
  30383. /** @hidden */
  30384. protected _depthCullingState: DepthCullingState;
  30385. /** @hidden */
  30386. protected _stencilState: StencilState;
  30387. /** @hidden */
  30388. protected _alphaState: AlphaState;
  30389. /** @hidden */
  30390. _internalTexturesCache: InternalTexture[];
  30391. /** @hidden */
  30392. protected _activeChannel: number;
  30393. private _currentTextureChannel;
  30394. /** @hidden */
  30395. protected _boundTexturesCache: {
  30396. [key: string]: Nullable<InternalTexture>;
  30397. };
  30398. /** @hidden */
  30399. protected _currentEffect: Nullable<Effect>;
  30400. /** @hidden */
  30401. protected _currentProgram: Nullable<WebGLProgram>;
  30402. private _compiledEffects;
  30403. private _vertexAttribArraysEnabled;
  30404. /** @hidden */
  30405. protected _cachedViewport: Nullable<IViewportLike>;
  30406. private _cachedVertexArrayObject;
  30407. /** @hidden */
  30408. protected _cachedVertexBuffers: any;
  30409. /** @hidden */
  30410. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30411. /** @hidden */
  30412. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30413. /** @hidden */
  30414. _currentRenderTarget: Nullable<InternalTexture>;
  30415. private _uintIndicesCurrentlySet;
  30416. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30417. /** @hidden */
  30418. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30419. private _currentBufferPointers;
  30420. private _currentInstanceLocations;
  30421. private _currentInstanceBuffers;
  30422. private _textureUnits;
  30423. /** @hidden */
  30424. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30425. /** @hidden */
  30426. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30427. /** @hidden */
  30428. _boundRenderFunction: any;
  30429. private _vaoRecordInProgress;
  30430. private _mustWipeVertexAttributes;
  30431. private _emptyTexture;
  30432. private _emptyCubeTexture;
  30433. private _emptyTexture3D;
  30434. private _emptyTexture2DArray;
  30435. /** @hidden */
  30436. _frameHandler: number;
  30437. private _nextFreeTextureSlots;
  30438. private _maxSimultaneousTextures;
  30439. private _activeRequests;
  30440. protected _texturesSupported: string[];
  30441. /** @hidden */
  30442. _textureFormatInUse: Nullable<string>;
  30443. protected readonly _supportsHardwareTextureRescaling: boolean;
  30444. /**
  30445. * Gets the list of texture formats supported
  30446. */
  30447. readonly texturesSupported: Array<string>;
  30448. /**
  30449. * Gets the list of texture formats in use
  30450. */
  30451. readonly textureFormatInUse: Nullable<string>;
  30452. /**
  30453. * Gets the current viewport
  30454. */
  30455. readonly currentViewport: Nullable<IViewportLike>;
  30456. /**
  30457. * Gets the default empty texture
  30458. */
  30459. readonly emptyTexture: InternalTexture;
  30460. /**
  30461. * Gets the default empty 3D texture
  30462. */
  30463. readonly emptyTexture3D: InternalTexture;
  30464. /**
  30465. * Gets the default empty 2D array texture
  30466. */
  30467. readonly emptyTexture2DArray: InternalTexture;
  30468. /**
  30469. * Gets the default empty cube texture
  30470. */
  30471. readonly emptyCubeTexture: InternalTexture;
  30472. /**
  30473. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30474. */
  30475. readonly premultipliedAlpha: boolean;
  30476. /**
  30477. * Observable event triggered before each texture is initialized
  30478. */
  30479. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30480. /**
  30481. * Creates a new engine
  30482. * @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
  30483. * @param antialias defines enable antialiasing (default: false)
  30484. * @param options defines further options to be sent to the getContext() function
  30485. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30486. */
  30487. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30488. private _rebuildInternalTextures;
  30489. private _rebuildEffects;
  30490. /**
  30491. * Gets a boolean indicating if all created effects are ready
  30492. * @returns true if all effects are ready
  30493. */
  30494. areAllEffectsReady(): boolean;
  30495. protected _rebuildBuffers(): void;
  30496. private _initGLContext;
  30497. /**
  30498. * Gets version of the current webGL context
  30499. */
  30500. readonly webGLVersion: number;
  30501. /**
  30502. * Gets a string idenfifying the name of the class
  30503. * @returns "Engine" string
  30504. */
  30505. getClassName(): string;
  30506. /**
  30507. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30508. */
  30509. readonly isStencilEnable: boolean;
  30510. /** @hidden */
  30511. _prepareWorkingCanvas(): void;
  30512. /**
  30513. * Reset the texture cache to empty state
  30514. */
  30515. resetTextureCache(): void;
  30516. /**
  30517. * Gets an object containing information about the current webGL context
  30518. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30519. */
  30520. getGlInfo(): {
  30521. vendor: string;
  30522. renderer: string;
  30523. version: string;
  30524. };
  30525. /**
  30526. * Defines the hardware scaling level.
  30527. * By default the hardware scaling level is computed from the window device ratio.
  30528. * 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.
  30529. * @param level defines the level to use
  30530. */
  30531. setHardwareScalingLevel(level: number): void;
  30532. /**
  30533. * Gets the current hardware scaling level.
  30534. * By default the hardware scaling level is computed from the window device ratio.
  30535. * 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.
  30536. * @returns a number indicating the current hardware scaling level
  30537. */
  30538. getHardwareScalingLevel(): number;
  30539. /**
  30540. * Gets the list of loaded textures
  30541. * @returns an array containing all loaded textures
  30542. */
  30543. getLoadedTexturesCache(): InternalTexture[];
  30544. /**
  30545. * Gets the object containing all engine capabilities
  30546. * @returns the EngineCapabilities object
  30547. */
  30548. getCaps(): EngineCapabilities;
  30549. /**
  30550. * stop executing a render loop function and remove it from the execution array
  30551. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30552. */
  30553. stopRenderLoop(renderFunction?: () => void): void;
  30554. /** @hidden */
  30555. _renderLoop(): void;
  30556. /**
  30557. * Gets the HTML canvas attached with the current webGL context
  30558. * @returns a HTML canvas
  30559. */
  30560. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30561. /**
  30562. * Gets host window
  30563. * @returns the host window object
  30564. */
  30565. getHostWindow(): Nullable<Window>;
  30566. /**
  30567. * Gets the current render width
  30568. * @param useScreen defines if screen size must be used (or the current render target if any)
  30569. * @returns a number defining the current render width
  30570. */
  30571. getRenderWidth(useScreen?: boolean): number;
  30572. /**
  30573. * Gets the current render height
  30574. * @param useScreen defines if screen size must be used (or the current render target if any)
  30575. * @returns a number defining the current render height
  30576. */
  30577. getRenderHeight(useScreen?: boolean): number;
  30578. /**
  30579. * Can be used to override the current requestAnimationFrame requester.
  30580. * @hidden
  30581. */
  30582. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30583. /**
  30584. * Register and execute a render loop. The engine can have more than one render function
  30585. * @param renderFunction defines the function to continuously execute
  30586. */
  30587. runRenderLoop(renderFunction: () => void): void;
  30588. /**
  30589. * Clear the current render buffer or the current render target (if any is set up)
  30590. * @param color defines the color to use
  30591. * @param backBuffer defines if the back buffer must be cleared
  30592. * @param depth defines if the depth buffer must be cleared
  30593. * @param stencil defines if the stencil buffer must be cleared
  30594. */
  30595. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30596. private _viewportCached;
  30597. /** @hidden */
  30598. _viewport(x: number, y: number, width: number, height: number): void;
  30599. /**
  30600. * Set the WebGL's viewport
  30601. * @param viewport defines the viewport element to be used
  30602. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30603. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30604. */
  30605. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30606. /**
  30607. * Begin a new frame
  30608. */
  30609. beginFrame(): void;
  30610. /**
  30611. * Enf the current frame
  30612. */
  30613. endFrame(): void;
  30614. /**
  30615. * Resize the view according to the canvas' size
  30616. */
  30617. resize(): void;
  30618. /**
  30619. * Force a specific size of the canvas
  30620. * @param width defines the new canvas' width
  30621. * @param height defines the new canvas' height
  30622. */
  30623. setSize(width: number, height: number): void;
  30624. /**
  30625. * Binds the frame buffer to the specified texture.
  30626. * @param texture The texture to render to or null for the default canvas
  30627. * @param faceIndex The face of the texture to render to in case of cube texture
  30628. * @param requiredWidth The width of the target to render to
  30629. * @param requiredHeight The height of the target to render to
  30630. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30631. * @param depthStencilTexture The depth stencil texture to use to render
  30632. * @param lodLevel defines le lod level to bind to the frame buffer
  30633. */
  30634. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30635. /** @hidden */
  30636. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30637. /**
  30638. * Unbind the current render target texture from the webGL context
  30639. * @param texture defines the render target texture to unbind
  30640. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30641. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30642. */
  30643. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30644. /**
  30645. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30646. */
  30647. flushFramebuffer(): void;
  30648. /**
  30649. * Unbind the current render target and bind the default framebuffer
  30650. */
  30651. restoreDefaultFramebuffer(): void;
  30652. /** @hidden */
  30653. protected _resetVertexBufferBinding(): void;
  30654. /**
  30655. * Creates a vertex buffer
  30656. * @param data the data for the vertex buffer
  30657. * @returns the new WebGL static buffer
  30658. */
  30659. createVertexBuffer(data: DataArray): DataBuffer;
  30660. private _createVertexBuffer;
  30661. /**
  30662. * Creates a dynamic vertex buffer
  30663. * @param data the data for the dynamic vertex buffer
  30664. * @returns the new WebGL dynamic buffer
  30665. */
  30666. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30667. protected _resetIndexBufferBinding(): void;
  30668. /**
  30669. * Creates a new index buffer
  30670. * @param indices defines the content of the index buffer
  30671. * @param updatable defines if the index buffer must be updatable
  30672. * @returns a new webGL buffer
  30673. */
  30674. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30675. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30676. /**
  30677. * Bind a webGL buffer to the webGL context
  30678. * @param buffer defines the buffer to bind
  30679. */
  30680. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30681. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30682. private bindBuffer;
  30683. /**
  30684. * update the bound buffer with the given data
  30685. * @param data defines the data to update
  30686. */
  30687. updateArrayBuffer(data: Float32Array): void;
  30688. private _vertexAttribPointer;
  30689. private _bindIndexBufferWithCache;
  30690. private _bindVertexBuffersAttributes;
  30691. /**
  30692. * Records a vertex array object
  30693. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30694. * @param vertexBuffers defines the list of vertex buffers to store
  30695. * @param indexBuffer defines the index buffer to store
  30696. * @param effect defines the effect to store
  30697. * @returns the new vertex array object
  30698. */
  30699. recordVertexArrayObject(vertexBuffers: {
  30700. [key: string]: VertexBuffer;
  30701. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30702. /**
  30703. * Bind a specific vertex array object
  30704. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30705. * @param vertexArrayObject defines the vertex array object to bind
  30706. * @param indexBuffer defines the index buffer to bind
  30707. */
  30708. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30709. /**
  30710. * Bind webGl buffers directly to the webGL context
  30711. * @param vertexBuffer defines the vertex buffer to bind
  30712. * @param indexBuffer defines the index buffer to bind
  30713. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30714. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30715. * @param effect defines the effect associated with the vertex buffer
  30716. */
  30717. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30718. private _unbindVertexArrayObject;
  30719. /**
  30720. * Bind a list of vertex buffers to the webGL context
  30721. * @param vertexBuffers defines the list of vertex buffers to bind
  30722. * @param indexBuffer defines the index buffer to bind
  30723. * @param effect defines the effect associated with the vertex buffers
  30724. */
  30725. bindBuffers(vertexBuffers: {
  30726. [key: string]: Nullable<VertexBuffer>;
  30727. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30728. /**
  30729. * Unbind all instance attributes
  30730. */
  30731. unbindInstanceAttributes(): void;
  30732. /**
  30733. * Release and free the memory of a vertex array object
  30734. * @param vao defines the vertex array object to delete
  30735. */
  30736. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30737. /** @hidden */
  30738. _releaseBuffer(buffer: DataBuffer): boolean;
  30739. protected _deleteBuffer(buffer: DataBuffer): void;
  30740. /**
  30741. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30742. * @param instancesBuffer defines the webGL buffer to update and bind
  30743. * @param data defines the data to store in the buffer
  30744. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30745. */
  30746. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30747. /**
  30748. * Apply all cached states (depth, culling, stencil and alpha)
  30749. */
  30750. applyStates(): void;
  30751. /**
  30752. * Send a draw order
  30753. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30754. * @param indexStart defines the starting index
  30755. * @param indexCount defines the number of index to draw
  30756. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30757. */
  30758. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30759. /**
  30760. * Draw a list of points
  30761. * @param verticesStart defines the index of first vertex to draw
  30762. * @param verticesCount defines the count of vertices to draw
  30763. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30764. */
  30765. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30766. /**
  30767. * Draw a list of unindexed primitives
  30768. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30769. * @param verticesStart defines the index of first vertex to draw
  30770. * @param verticesCount defines the count of vertices to draw
  30771. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30772. */
  30773. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30774. /**
  30775. * Draw a list of indexed primitives
  30776. * @param fillMode defines the primitive to use
  30777. * @param indexStart defines the starting index
  30778. * @param indexCount defines the number of index to draw
  30779. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30780. */
  30781. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30782. /**
  30783. * Draw a list of unindexed primitives
  30784. * @param fillMode defines the primitive to use
  30785. * @param verticesStart defines the index of first vertex to draw
  30786. * @param verticesCount defines the count of vertices to draw
  30787. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30788. */
  30789. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30790. private _drawMode;
  30791. /** @hidden */
  30792. protected _reportDrawCall(): void;
  30793. /** @hidden */
  30794. _releaseEffect(effect: Effect): void;
  30795. /** @hidden */
  30796. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30797. /**
  30798. * Create a new effect (used to store vertex/fragment shaders)
  30799. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30800. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30801. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30802. * @param samplers defines an array of string used to represent textures
  30803. * @param defines defines the string containing the defines to use to compile the shaders
  30804. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30805. * @param onCompiled defines a function to call when the effect creation is successful
  30806. * @param onError defines a function to call when the effect creation has failed
  30807. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30808. * @returns the new Effect
  30809. */
  30810. 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;
  30811. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30812. private _compileShader;
  30813. private _compileRawShader;
  30814. /**
  30815. * Directly creates a webGL program
  30816. * @param pipelineContext defines the pipeline context to attach to
  30817. * @param vertexCode defines the vertex shader code to use
  30818. * @param fragmentCode defines the fragment shader code to use
  30819. * @param context defines the webGL context to use (if not set, the current one will be used)
  30820. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30821. * @returns the new webGL program
  30822. */
  30823. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30824. /**
  30825. * Creates a webGL program
  30826. * @param pipelineContext defines the pipeline context to attach to
  30827. * @param vertexCode defines the vertex shader code to use
  30828. * @param fragmentCode defines the fragment shader code to use
  30829. * @param defines defines the string containing the defines to use to compile the shaders
  30830. * @param context defines the webGL context to use (if not set, the current one will be used)
  30831. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30832. * @returns the new webGL program
  30833. */
  30834. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30835. /**
  30836. * Creates a new pipeline context
  30837. * @returns the new pipeline
  30838. */
  30839. createPipelineContext(): IPipelineContext;
  30840. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30841. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30842. /** @hidden */
  30843. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30844. /** @hidden */
  30845. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30846. /** @hidden */
  30847. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30848. /**
  30849. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30850. * @param pipelineContext defines the pipeline context to use
  30851. * @param uniformsNames defines the list of uniform names
  30852. * @returns an array of webGL uniform locations
  30853. */
  30854. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30855. /**
  30856. * Gets the lsit of active attributes for a given webGL program
  30857. * @param pipelineContext defines the pipeline context to use
  30858. * @param attributesNames defines the list of attribute names to get
  30859. * @returns an array of indices indicating the offset of each attribute
  30860. */
  30861. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30862. /**
  30863. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30864. * @param effect defines the effect to activate
  30865. */
  30866. enableEffect(effect: Nullable<Effect>): void;
  30867. /**
  30868. * Set the value of an uniform to a number (int)
  30869. * @param uniform defines the webGL uniform location where to store the value
  30870. * @param value defines the int number to store
  30871. */
  30872. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30873. /**
  30874. * Set the value of an uniform to an array of int32
  30875. * @param uniform defines the webGL uniform location where to store the value
  30876. * @param array defines the array of int32 to store
  30877. */
  30878. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30879. /**
  30880. * Set the value of an uniform to an array of int32 (stored as vec2)
  30881. * @param uniform defines the webGL uniform location where to store the value
  30882. * @param array defines the array of int32 to store
  30883. */
  30884. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30885. /**
  30886. * Set the value of an uniform to an array of int32 (stored as vec3)
  30887. * @param uniform defines the webGL uniform location where to store the value
  30888. * @param array defines the array of int32 to store
  30889. */
  30890. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30891. /**
  30892. * Set the value of an uniform to an array of int32 (stored as vec4)
  30893. * @param uniform defines the webGL uniform location where to store the value
  30894. * @param array defines the array of int32 to store
  30895. */
  30896. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30897. /**
  30898. * Set the value of an uniform to an array of number
  30899. * @param uniform defines the webGL uniform location where to store the value
  30900. * @param array defines the array of number to store
  30901. */
  30902. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30903. /**
  30904. * Set the value of an uniform to an array of number (stored as vec2)
  30905. * @param uniform defines the webGL uniform location where to store the value
  30906. * @param array defines the array of number to store
  30907. */
  30908. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30909. /**
  30910. * Set the value of an uniform to an array of number (stored as vec3)
  30911. * @param uniform defines the webGL uniform location where to store the value
  30912. * @param array defines the array of number to store
  30913. */
  30914. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30915. /**
  30916. * Set the value of an uniform to an array of number (stored as vec4)
  30917. * @param uniform defines the webGL uniform location where to store the value
  30918. * @param array defines the array of number to store
  30919. */
  30920. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30921. /**
  30922. * Set the value of an uniform to an array of float32 (stored as matrices)
  30923. * @param uniform defines the webGL uniform location where to store the value
  30924. * @param matrices defines the array of float32 to store
  30925. */
  30926. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30927. /**
  30928. * Set the value of an uniform to a matrix (3x3)
  30929. * @param uniform defines the webGL uniform location where to store the value
  30930. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30931. */
  30932. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30933. /**
  30934. * Set the value of an uniform to a matrix (2x2)
  30935. * @param uniform defines the webGL uniform location where to store the value
  30936. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30937. */
  30938. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30939. /**
  30940. * Set the value of an uniform to a number (float)
  30941. * @param uniform defines the webGL uniform location where to store the value
  30942. * @param value defines the float number to store
  30943. */
  30944. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30945. /**
  30946. * Set the value of an uniform to a vec2
  30947. * @param uniform defines the webGL uniform location where to store the value
  30948. * @param x defines the 1st component of the value
  30949. * @param y defines the 2nd component of the value
  30950. */
  30951. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30952. /**
  30953. * Set the value of an uniform to a vec3
  30954. * @param uniform defines the webGL uniform location where to store the value
  30955. * @param x defines the 1st component of the value
  30956. * @param y defines the 2nd component of the value
  30957. * @param z defines the 3rd component of the value
  30958. */
  30959. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30960. /**
  30961. * Set the value of an uniform to a vec4
  30962. * @param uniform defines the webGL uniform location where to store the value
  30963. * @param x defines the 1st component of the value
  30964. * @param y defines the 2nd component of the value
  30965. * @param z defines the 3rd component of the value
  30966. * @param w defines the 4th component of the value
  30967. */
  30968. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30969. /**
  30970. * Gets the depth culling state manager
  30971. */
  30972. readonly depthCullingState: DepthCullingState;
  30973. /**
  30974. * Gets the alpha state manager
  30975. */
  30976. readonly alphaState: AlphaState;
  30977. /**
  30978. * Gets the stencil state manager
  30979. */
  30980. readonly stencilState: StencilState;
  30981. /**
  30982. * Clears the list of texture accessible through engine.
  30983. * This can help preventing texture load conflict due to name collision.
  30984. */
  30985. clearInternalTexturesCache(): void;
  30986. /**
  30987. * Force the entire cache to be cleared
  30988. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30989. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30990. */
  30991. wipeCaches(bruteForce?: boolean): void;
  30992. /** @hidden */
  30993. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30994. min: number;
  30995. mag: number;
  30996. };
  30997. /** @hidden */
  30998. _createTexture(): WebGLTexture;
  30999. /**
  31000. * Usually called from Texture.ts.
  31001. * Passed information to create a WebGLTexture
  31002. * @param urlArg defines a value which contains one of the following:
  31003. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31004. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  31005. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  31006. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  31007. * @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)
  31008. * @param scene needed for loading to the correct scene
  31009. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  31010. * @param onLoad optional callback to be called upon successful completion
  31011. * @param onError optional callback to be called upon failure
  31012. * @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
  31013. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  31014. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  31015. * @param forcedExtension defines the extension to use to pick the right loader
  31016. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  31017. * @param mimeType defines an optional mime type
  31018. * @returns a InternalTexture for assignment back into BABYLON.Texture
  31019. */
  31020. 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;
  31021. /**
  31022. * @hidden
  31023. */
  31024. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  31025. /**
  31026. * Creates a raw texture
  31027. * @param data defines the data to store in the texture
  31028. * @param width defines the width of the texture
  31029. * @param height defines the height of the texture
  31030. * @param format defines the format of the data
  31031. * @param generateMipMaps defines if the engine should generate the mip levels
  31032. * @param invertY defines if data must be stored with Y axis inverted
  31033. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  31034. * @param compression defines the compression used (null by default)
  31035. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  31036. * @returns the raw texture inside an InternalTexture
  31037. */
  31038. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  31039. /**
  31040. * Creates a new raw cube texture
  31041. * @param data defines the array of data to use to create each face
  31042. * @param size defines the size of the textures
  31043. * @param format defines the format of the data
  31044. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  31045. * @param generateMipMaps defines if the engine should generate the mip levels
  31046. * @param invertY defines if data must be stored with Y axis inverted
  31047. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31048. * @param compression defines the compression used (null by default)
  31049. * @returns the cube texture as an InternalTexture
  31050. */
  31051. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  31052. /**
  31053. * Creates a new raw 3D texture
  31054. * @param data defines the data used to create the texture
  31055. * @param width defines the width of the texture
  31056. * @param height defines the height of the texture
  31057. * @param depth defines the depth of the texture
  31058. * @param format defines the format of the texture
  31059. * @param generateMipMaps defines if the engine must generate mip levels
  31060. * @param invertY defines if data must be stored with Y axis inverted
  31061. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31062. * @param compression defines the compressed used (can be null)
  31063. * @param textureType defines the compressed used (can be null)
  31064. * @returns a new raw 3D texture (stored in an InternalTexture)
  31065. */
  31066. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31067. /**
  31068. * Creates a new raw 2D array texture
  31069. * @param data defines the data used to create the texture
  31070. * @param width defines the width of the texture
  31071. * @param height defines the height of the texture
  31072. * @param depth defines the number of layers of the texture
  31073. * @param format defines the format of the texture
  31074. * @param generateMipMaps defines if the engine must generate mip levels
  31075. * @param invertY defines if data must be stored with Y axis inverted
  31076. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  31077. * @param compression defines the compressed used (can be null)
  31078. * @param textureType defines the compressed used (can be null)
  31079. * @returns a new raw 2D array texture (stored in an InternalTexture)
  31080. */
  31081. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  31082. private _unpackFlipYCached;
  31083. /**
  31084. * In case you are sharing the context with other applications, it might
  31085. * be interested to not cache the unpack flip y state to ensure a consistent
  31086. * value would be set.
  31087. */
  31088. enableUnpackFlipYCached: boolean;
  31089. /** @hidden */
  31090. _unpackFlipY(value: boolean): void;
  31091. /** @hidden */
  31092. _getUnpackAlignement(): number;
  31093. /**
  31094. * Update the sampling mode of a given texture
  31095. * @param samplingMode defines the required sampling mode
  31096. * @param texture defines the texture to update
  31097. */
  31098. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  31099. /** @hidden */
  31100. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  31101. width: number;
  31102. height: number;
  31103. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  31104. /** @hidden */
  31105. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31106. /** @hidden */
  31107. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31108. /** @hidden */
  31109. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31110. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31111. private _prepareWebGLTexture;
  31112. /** @hidden */
  31113. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31114. /** @hidden */
  31115. _releaseFramebufferObjects(texture: InternalTexture): void;
  31116. /** @hidden */
  31117. _releaseTexture(texture: InternalTexture): void;
  31118. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31119. protected _setProgram(program: WebGLProgram): void;
  31120. protected _boundUniforms: {
  31121. [key: number]: WebGLUniformLocation;
  31122. };
  31123. /**
  31124. * Binds an effect to the webGL context
  31125. * @param effect defines the effect to bind
  31126. */
  31127. bindSamplers(effect: Effect): void;
  31128. private _activateCurrentTexture;
  31129. /** @hidden */
  31130. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31131. /** @hidden */
  31132. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31133. /**
  31134. * Unbind all textures from the webGL context
  31135. */
  31136. unbindAllTextures(): void;
  31137. /**
  31138. * Sets a texture to the according uniform.
  31139. * @param channel The texture channel
  31140. * @param uniform The uniform to set
  31141. * @param texture The texture to apply
  31142. */
  31143. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31144. private _bindSamplerUniformToChannel;
  31145. private _getTextureWrapMode;
  31146. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31147. /**
  31148. * Sets an array of texture to the webGL context
  31149. * @param channel defines the channel where the texture array must be set
  31150. * @param uniform defines the associated uniform location
  31151. * @param textures defines the array of textures to bind
  31152. */
  31153. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31154. /** @hidden */
  31155. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31156. private _setTextureParameterFloat;
  31157. private _setTextureParameterInteger;
  31158. /**
  31159. * Unbind all vertex attributes from the webGL context
  31160. */
  31161. unbindAllAttributes(): void;
  31162. /**
  31163. * 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
  31164. */
  31165. releaseEffects(): void;
  31166. /**
  31167. * Dispose and release all associated resources
  31168. */
  31169. dispose(): void;
  31170. /**
  31171. * Attach a new callback raised when context lost event is fired
  31172. * @param callback defines the callback to call
  31173. */
  31174. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31175. /**
  31176. * Attach a new callback raised when context restored event is fired
  31177. * @param callback defines the callback to call
  31178. */
  31179. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31180. /**
  31181. * Get the current error code of the webGL context
  31182. * @returns the error code
  31183. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31184. */
  31185. getError(): number;
  31186. private _canRenderToFloatFramebuffer;
  31187. private _canRenderToHalfFloatFramebuffer;
  31188. private _canRenderToFramebuffer;
  31189. /** @hidden */
  31190. _getWebGLTextureType(type: number): number;
  31191. /** @hidden */
  31192. _getInternalFormat(format: number): number;
  31193. /** @hidden */
  31194. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31195. /** @hidden */
  31196. _getRGBAMultiSampleBufferFormat(type: number): number;
  31197. /** @hidden */
  31198. _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;
  31199. /**
  31200. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31201. * @returns true if the engine can be created
  31202. * @ignorenaming
  31203. */
  31204. static isSupported(): boolean;
  31205. /**
  31206. * Find the next highest power of two.
  31207. * @param x Number to start search from.
  31208. * @return Next highest power of two.
  31209. */
  31210. static CeilingPOT(x: number): number;
  31211. /**
  31212. * Find the next lowest power of two.
  31213. * @param x Number to start search from.
  31214. * @return Next lowest power of two.
  31215. */
  31216. static FloorPOT(x: number): number;
  31217. /**
  31218. * Find the nearest power of two.
  31219. * @param x Number to start search from.
  31220. * @return Next nearest power of two.
  31221. */
  31222. static NearestPOT(x: number): number;
  31223. /**
  31224. * Get the closest exponent of two
  31225. * @param value defines the value to approximate
  31226. * @param max defines the maximum value to return
  31227. * @param mode defines how to define the closest value
  31228. * @returns closest exponent of two of the given value
  31229. */
  31230. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31231. /**
  31232. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31233. * @param func - the function to be called
  31234. * @param requester - the object that will request the next frame. Falls back to window.
  31235. * @returns frame number
  31236. */
  31237. static QueueNewFrame(func: () => void, requester?: any): number;
  31238. }
  31239. }
  31240. declare module "babylonjs/Maths/sphericalPolynomial" {
  31241. import { Vector3 } from "babylonjs/Maths/math.vector";
  31242. import { Color3 } from "babylonjs/Maths/math.color";
  31243. /**
  31244. * Class representing spherical harmonics coefficients to the 3rd degree
  31245. */
  31246. export class SphericalHarmonics {
  31247. /**
  31248. * Defines whether or not the harmonics have been prescaled for rendering.
  31249. */
  31250. preScaled: boolean;
  31251. /**
  31252. * The l0,0 coefficients of the spherical harmonics
  31253. */
  31254. l00: Vector3;
  31255. /**
  31256. * The l1,-1 coefficients of the spherical harmonics
  31257. */
  31258. l1_1: Vector3;
  31259. /**
  31260. * The l1,0 coefficients of the spherical harmonics
  31261. */
  31262. l10: Vector3;
  31263. /**
  31264. * The l1,1 coefficients of the spherical harmonics
  31265. */
  31266. l11: Vector3;
  31267. /**
  31268. * The l2,-2 coefficients of the spherical harmonics
  31269. */
  31270. l2_2: Vector3;
  31271. /**
  31272. * The l2,-1 coefficients of the spherical harmonics
  31273. */
  31274. l2_1: Vector3;
  31275. /**
  31276. * The l2,0 coefficients of the spherical harmonics
  31277. */
  31278. l20: Vector3;
  31279. /**
  31280. * The l2,1 coefficients of the spherical harmonics
  31281. */
  31282. l21: Vector3;
  31283. /**
  31284. * The l2,2 coefficients of the spherical harmonics
  31285. */
  31286. l22: Vector3;
  31287. /**
  31288. * Adds a light to the spherical harmonics
  31289. * @param direction the direction of the light
  31290. * @param color the color of the light
  31291. * @param deltaSolidAngle the delta solid angle of the light
  31292. */
  31293. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31294. /**
  31295. * Scales the spherical harmonics by the given amount
  31296. * @param scale the amount to scale
  31297. */
  31298. scaleInPlace(scale: number): void;
  31299. /**
  31300. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31301. *
  31302. * ```
  31303. * E_lm = A_l * L_lm
  31304. * ```
  31305. *
  31306. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31307. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31308. * the scaling factors are given in equation 9.
  31309. */
  31310. convertIncidentRadianceToIrradiance(): void;
  31311. /**
  31312. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31313. *
  31314. * ```
  31315. * L = (1/pi) * E * rho
  31316. * ```
  31317. *
  31318. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31319. */
  31320. convertIrradianceToLambertianRadiance(): void;
  31321. /**
  31322. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31323. * required operations at run time.
  31324. *
  31325. * This is simply done by scaling back the SH with Ylm constants parameter.
  31326. * The trigonometric part being applied by the shader at run time.
  31327. */
  31328. preScaleForRendering(): void;
  31329. /**
  31330. * Constructs a spherical harmonics from an array.
  31331. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31332. * @returns the spherical harmonics
  31333. */
  31334. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31335. /**
  31336. * Gets the spherical harmonics from polynomial
  31337. * @param polynomial the spherical polynomial
  31338. * @returns the spherical harmonics
  31339. */
  31340. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31341. }
  31342. /**
  31343. * Class representing spherical polynomial coefficients to the 3rd degree
  31344. */
  31345. export class SphericalPolynomial {
  31346. private _harmonics;
  31347. /**
  31348. * The spherical harmonics used to create the polynomials.
  31349. */
  31350. readonly preScaledHarmonics: SphericalHarmonics;
  31351. /**
  31352. * The x coefficients of the spherical polynomial
  31353. */
  31354. x: Vector3;
  31355. /**
  31356. * The y coefficients of the spherical polynomial
  31357. */
  31358. y: Vector3;
  31359. /**
  31360. * The z coefficients of the spherical polynomial
  31361. */
  31362. z: Vector3;
  31363. /**
  31364. * The xx coefficients of the spherical polynomial
  31365. */
  31366. xx: Vector3;
  31367. /**
  31368. * The yy coefficients of the spherical polynomial
  31369. */
  31370. yy: Vector3;
  31371. /**
  31372. * The zz coefficients of the spherical polynomial
  31373. */
  31374. zz: Vector3;
  31375. /**
  31376. * The xy coefficients of the spherical polynomial
  31377. */
  31378. xy: Vector3;
  31379. /**
  31380. * The yz coefficients of the spherical polynomial
  31381. */
  31382. yz: Vector3;
  31383. /**
  31384. * The zx coefficients of the spherical polynomial
  31385. */
  31386. zx: Vector3;
  31387. /**
  31388. * Adds an ambient color to the spherical polynomial
  31389. * @param color the color to add
  31390. */
  31391. addAmbient(color: Color3): void;
  31392. /**
  31393. * Scales the spherical polynomial by the given amount
  31394. * @param scale the amount to scale
  31395. */
  31396. scaleInPlace(scale: number): void;
  31397. /**
  31398. * Gets the spherical polynomial from harmonics
  31399. * @param harmonics the spherical harmonics
  31400. * @returns the spherical polynomial
  31401. */
  31402. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31403. /**
  31404. * Constructs a spherical polynomial from an array.
  31405. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31406. * @returns the spherical polynomial
  31407. */
  31408. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31409. }
  31410. }
  31411. declare module "babylonjs/Materials/Textures/internalTexture" {
  31412. import { Observable } from "babylonjs/Misc/observable";
  31413. import { Nullable, int } from "babylonjs/types";
  31414. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31415. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31416. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31417. /**
  31418. * Defines the source of the internal texture
  31419. */
  31420. export enum InternalTextureSource {
  31421. /**
  31422. * The source of the texture data is unknown
  31423. */
  31424. Unknown = 0,
  31425. /**
  31426. * Texture data comes from an URL
  31427. */
  31428. Url = 1,
  31429. /**
  31430. * Texture data is only used for temporary storage
  31431. */
  31432. Temp = 2,
  31433. /**
  31434. * Texture data comes from raw data (ArrayBuffer)
  31435. */
  31436. Raw = 3,
  31437. /**
  31438. * Texture content is dynamic (video or dynamic texture)
  31439. */
  31440. Dynamic = 4,
  31441. /**
  31442. * Texture content is generated by rendering to it
  31443. */
  31444. RenderTarget = 5,
  31445. /**
  31446. * Texture content is part of a multi render target process
  31447. */
  31448. MultiRenderTarget = 6,
  31449. /**
  31450. * Texture data comes from a cube data file
  31451. */
  31452. Cube = 7,
  31453. /**
  31454. * Texture data comes from a raw cube data
  31455. */
  31456. CubeRaw = 8,
  31457. /**
  31458. * Texture data come from a prefiltered cube data file
  31459. */
  31460. CubePrefiltered = 9,
  31461. /**
  31462. * Texture content is raw 3D data
  31463. */
  31464. Raw3D = 10,
  31465. /**
  31466. * Texture content is raw 2D array data
  31467. */
  31468. Raw2DArray = 11,
  31469. /**
  31470. * Texture content is a depth texture
  31471. */
  31472. Depth = 12,
  31473. /**
  31474. * Texture data comes from a raw cube data encoded with RGBD
  31475. */
  31476. CubeRawRGBD = 13
  31477. }
  31478. /**
  31479. * Class used to store data associated with WebGL texture data for the engine
  31480. * This class should not be used directly
  31481. */
  31482. export class InternalTexture {
  31483. /** @hidden */
  31484. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31485. /**
  31486. * Defines if the texture is ready
  31487. */
  31488. isReady: boolean;
  31489. /**
  31490. * Defines if the texture is a cube texture
  31491. */
  31492. isCube: boolean;
  31493. /**
  31494. * Defines if the texture contains 3D data
  31495. */
  31496. is3D: boolean;
  31497. /**
  31498. * Defines if the texture contains 2D array data
  31499. */
  31500. is2DArray: boolean;
  31501. /**
  31502. * Defines if the texture contains multiview data
  31503. */
  31504. isMultiview: boolean;
  31505. /**
  31506. * Gets the URL used to load this texture
  31507. */
  31508. url: string;
  31509. /**
  31510. * Gets the sampling mode of the texture
  31511. */
  31512. samplingMode: number;
  31513. /**
  31514. * Gets a boolean indicating if the texture needs mipmaps generation
  31515. */
  31516. generateMipMaps: boolean;
  31517. /**
  31518. * Gets the number of samples used by the texture (WebGL2+ only)
  31519. */
  31520. samples: number;
  31521. /**
  31522. * Gets the type of the texture (int, float...)
  31523. */
  31524. type: number;
  31525. /**
  31526. * Gets the format of the texture (RGB, RGBA...)
  31527. */
  31528. format: number;
  31529. /**
  31530. * Observable called when the texture is loaded
  31531. */
  31532. onLoadedObservable: Observable<InternalTexture>;
  31533. /**
  31534. * Gets the width of the texture
  31535. */
  31536. width: number;
  31537. /**
  31538. * Gets the height of the texture
  31539. */
  31540. height: number;
  31541. /**
  31542. * Gets the depth of the texture
  31543. */
  31544. depth: number;
  31545. /**
  31546. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31547. */
  31548. baseWidth: number;
  31549. /**
  31550. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31551. */
  31552. baseHeight: number;
  31553. /**
  31554. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31555. */
  31556. baseDepth: number;
  31557. /**
  31558. * Gets a boolean indicating if the texture is inverted on Y axis
  31559. */
  31560. invertY: boolean;
  31561. /** @hidden */
  31562. _invertVScale: boolean;
  31563. /** @hidden */
  31564. _associatedChannel: number;
  31565. /** @hidden */
  31566. _source: InternalTextureSource;
  31567. /** @hidden */
  31568. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31569. /** @hidden */
  31570. _bufferView: Nullable<ArrayBufferView>;
  31571. /** @hidden */
  31572. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31573. /** @hidden */
  31574. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31575. /** @hidden */
  31576. _size: number;
  31577. /** @hidden */
  31578. _extension: string;
  31579. /** @hidden */
  31580. _files: Nullable<string[]>;
  31581. /** @hidden */
  31582. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31583. /** @hidden */
  31584. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31585. /** @hidden */
  31586. _framebuffer: Nullable<WebGLFramebuffer>;
  31587. /** @hidden */
  31588. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31589. /** @hidden */
  31590. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31591. /** @hidden */
  31592. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31593. /** @hidden */
  31594. _attachments: Nullable<number[]>;
  31595. /** @hidden */
  31596. _cachedCoordinatesMode: Nullable<number>;
  31597. /** @hidden */
  31598. _cachedWrapU: Nullable<number>;
  31599. /** @hidden */
  31600. _cachedWrapV: Nullable<number>;
  31601. /** @hidden */
  31602. _cachedWrapR: Nullable<number>;
  31603. /** @hidden */
  31604. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31605. /** @hidden */
  31606. _isDisabled: boolean;
  31607. /** @hidden */
  31608. _compression: Nullable<string>;
  31609. /** @hidden */
  31610. _generateStencilBuffer: boolean;
  31611. /** @hidden */
  31612. _generateDepthBuffer: boolean;
  31613. /** @hidden */
  31614. _comparisonFunction: number;
  31615. /** @hidden */
  31616. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31617. /** @hidden */
  31618. _lodGenerationScale: number;
  31619. /** @hidden */
  31620. _lodGenerationOffset: number;
  31621. /** @hidden */
  31622. _colorTextureArray: Nullable<WebGLTexture>;
  31623. /** @hidden */
  31624. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31625. /** @hidden */
  31626. _lodTextureHigh: Nullable<BaseTexture>;
  31627. /** @hidden */
  31628. _lodTextureMid: Nullable<BaseTexture>;
  31629. /** @hidden */
  31630. _lodTextureLow: Nullable<BaseTexture>;
  31631. /** @hidden */
  31632. _isRGBD: boolean;
  31633. /** @hidden */
  31634. _linearSpecularLOD: boolean;
  31635. /** @hidden */
  31636. _irradianceTexture: Nullable<BaseTexture>;
  31637. /** @hidden */
  31638. _webGLTexture: Nullable<WebGLTexture>;
  31639. /** @hidden */
  31640. _references: number;
  31641. private _engine;
  31642. /**
  31643. * Gets the Engine the texture belongs to.
  31644. * @returns The babylon engine
  31645. */
  31646. getEngine(): ThinEngine;
  31647. /**
  31648. * Gets the data source type of the texture
  31649. */
  31650. readonly source: InternalTextureSource;
  31651. /**
  31652. * Creates a new InternalTexture
  31653. * @param engine defines the engine to use
  31654. * @param source defines the type of data that will be used
  31655. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31656. */
  31657. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31658. /**
  31659. * Increments the number of references (ie. the number of Texture that point to it)
  31660. */
  31661. incrementReferences(): void;
  31662. /**
  31663. * Change the size of the texture (not the size of the content)
  31664. * @param width defines the new width
  31665. * @param height defines the new height
  31666. * @param depth defines the new depth (1 by default)
  31667. */
  31668. updateSize(width: int, height: int, depth?: int): void;
  31669. /** @hidden */
  31670. _rebuild(): void;
  31671. /** @hidden */
  31672. _swapAndDie(target: InternalTexture): void;
  31673. /**
  31674. * Dispose the current allocated resources
  31675. */
  31676. dispose(): void;
  31677. }
  31678. }
  31679. declare module "babylonjs/Audio/analyser" {
  31680. import { Scene } from "babylonjs/scene";
  31681. /**
  31682. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31683. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31684. */
  31685. export class Analyser {
  31686. /**
  31687. * Gets or sets the smoothing
  31688. * @ignorenaming
  31689. */
  31690. SMOOTHING: number;
  31691. /**
  31692. * Gets or sets the FFT table size
  31693. * @ignorenaming
  31694. */
  31695. FFT_SIZE: number;
  31696. /**
  31697. * Gets or sets the bar graph amplitude
  31698. * @ignorenaming
  31699. */
  31700. BARGRAPHAMPLITUDE: number;
  31701. /**
  31702. * Gets or sets the position of the debug canvas
  31703. * @ignorenaming
  31704. */
  31705. DEBUGCANVASPOS: {
  31706. x: number;
  31707. y: number;
  31708. };
  31709. /**
  31710. * Gets or sets the debug canvas size
  31711. * @ignorenaming
  31712. */
  31713. DEBUGCANVASSIZE: {
  31714. width: number;
  31715. height: number;
  31716. };
  31717. private _byteFreqs;
  31718. private _byteTime;
  31719. private _floatFreqs;
  31720. private _webAudioAnalyser;
  31721. private _debugCanvas;
  31722. private _debugCanvasContext;
  31723. private _scene;
  31724. private _registerFunc;
  31725. private _audioEngine;
  31726. /**
  31727. * Creates a new analyser
  31728. * @param scene defines hosting scene
  31729. */
  31730. constructor(scene: Scene);
  31731. /**
  31732. * Get the number of data values you will have to play with for the visualization
  31733. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31734. * @returns a number
  31735. */
  31736. getFrequencyBinCount(): number;
  31737. /**
  31738. * Gets the current frequency data as a byte array
  31739. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31740. * @returns a Uint8Array
  31741. */
  31742. getByteFrequencyData(): Uint8Array;
  31743. /**
  31744. * Gets the current waveform as a byte array
  31745. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31746. * @returns a Uint8Array
  31747. */
  31748. getByteTimeDomainData(): Uint8Array;
  31749. /**
  31750. * Gets the current frequency data as a float array
  31751. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31752. * @returns a Float32Array
  31753. */
  31754. getFloatFrequencyData(): Float32Array;
  31755. /**
  31756. * Renders the debug canvas
  31757. */
  31758. drawDebugCanvas(): void;
  31759. /**
  31760. * Stops rendering the debug canvas and removes it
  31761. */
  31762. stopDebugCanvas(): void;
  31763. /**
  31764. * Connects two audio nodes
  31765. * @param inputAudioNode defines first node to connect
  31766. * @param outputAudioNode defines second node to connect
  31767. */
  31768. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31769. /**
  31770. * Releases all associated resources
  31771. */
  31772. dispose(): void;
  31773. }
  31774. }
  31775. declare module "babylonjs/Audio/audioEngine" {
  31776. import { IDisposable } from "babylonjs/scene";
  31777. import { Analyser } from "babylonjs/Audio/analyser";
  31778. import { Nullable } from "babylonjs/types";
  31779. import { Observable } from "babylonjs/Misc/observable";
  31780. /**
  31781. * This represents an audio engine and it is responsible
  31782. * to play, synchronize and analyse sounds throughout the application.
  31783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31784. */
  31785. export interface IAudioEngine extends IDisposable {
  31786. /**
  31787. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31788. */
  31789. readonly canUseWebAudio: boolean;
  31790. /**
  31791. * Gets the current AudioContext if available.
  31792. */
  31793. readonly audioContext: Nullable<AudioContext>;
  31794. /**
  31795. * The master gain node defines the global audio volume of your audio engine.
  31796. */
  31797. readonly masterGain: GainNode;
  31798. /**
  31799. * Gets whether or not mp3 are supported by your browser.
  31800. */
  31801. readonly isMP3supported: boolean;
  31802. /**
  31803. * Gets whether or not ogg are supported by your browser.
  31804. */
  31805. readonly isOGGsupported: boolean;
  31806. /**
  31807. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31808. * @ignoreNaming
  31809. */
  31810. WarnedWebAudioUnsupported: boolean;
  31811. /**
  31812. * Defines if the audio engine relies on a custom unlocked button.
  31813. * In this case, the embedded button will not be displayed.
  31814. */
  31815. useCustomUnlockedButton: boolean;
  31816. /**
  31817. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31818. */
  31819. readonly unlocked: boolean;
  31820. /**
  31821. * Event raised when audio has been unlocked on the browser.
  31822. */
  31823. onAudioUnlockedObservable: Observable<AudioEngine>;
  31824. /**
  31825. * Event raised when audio has been locked on the browser.
  31826. */
  31827. onAudioLockedObservable: Observable<AudioEngine>;
  31828. /**
  31829. * Flags the audio engine in Locked state.
  31830. * This happens due to new browser policies preventing audio to autoplay.
  31831. */
  31832. lock(): void;
  31833. /**
  31834. * Unlocks the audio engine once a user action has been done on the dom.
  31835. * This is helpful to resume play once browser policies have been satisfied.
  31836. */
  31837. unlock(): void;
  31838. }
  31839. /**
  31840. * This represents the default audio engine used in babylon.
  31841. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31842. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31843. */
  31844. export class AudioEngine implements IAudioEngine {
  31845. private _audioContext;
  31846. private _audioContextInitialized;
  31847. private _muteButton;
  31848. private _hostElement;
  31849. /**
  31850. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31851. */
  31852. canUseWebAudio: boolean;
  31853. /**
  31854. * The master gain node defines the global audio volume of your audio engine.
  31855. */
  31856. masterGain: GainNode;
  31857. /**
  31858. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31859. * @ignoreNaming
  31860. */
  31861. WarnedWebAudioUnsupported: boolean;
  31862. /**
  31863. * Gets whether or not mp3 are supported by your browser.
  31864. */
  31865. isMP3supported: boolean;
  31866. /**
  31867. * Gets whether or not ogg are supported by your browser.
  31868. */
  31869. isOGGsupported: boolean;
  31870. /**
  31871. * Gets whether audio has been unlocked on the device.
  31872. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31873. * a user interaction has happened.
  31874. */
  31875. unlocked: boolean;
  31876. /**
  31877. * Defines if the audio engine relies on a custom unlocked button.
  31878. * In this case, the embedded button will not be displayed.
  31879. */
  31880. useCustomUnlockedButton: boolean;
  31881. /**
  31882. * Event raised when audio has been unlocked on the browser.
  31883. */
  31884. onAudioUnlockedObservable: Observable<AudioEngine>;
  31885. /**
  31886. * Event raised when audio has been locked on the browser.
  31887. */
  31888. onAudioLockedObservable: Observable<AudioEngine>;
  31889. /**
  31890. * Gets the current AudioContext if available.
  31891. */
  31892. readonly audioContext: Nullable<AudioContext>;
  31893. private _connectedAnalyser;
  31894. /**
  31895. * Instantiates a new audio engine.
  31896. *
  31897. * There should be only one per page as some browsers restrict the number
  31898. * of audio contexts you can create.
  31899. * @param hostElement defines the host element where to display the mute icon if necessary
  31900. */
  31901. constructor(hostElement?: Nullable<HTMLElement>);
  31902. /**
  31903. * Flags the audio engine in Locked state.
  31904. * This happens due to new browser policies preventing audio to autoplay.
  31905. */
  31906. lock(): void;
  31907. /**
  31908. * Unlocks the audio engine once a user action has been done on the dom.
  31909. * This is helpful to resume play once browser policies have been satisfied.
  31910. */
  31911. unlock(): void;
  31912. private _resumeAudioContext;
  31913. private _initializeAudioContext;
  31914. private _tryToRun;
  31915. private _triggerRunningState;
  31916. private _triggerSuspendedState;
  31917. private _displayMuteButton;
  31918. private _moveButtonToTopLeft;
  31919. private _onResize;
  31920. private _hideMuteButton;
  31921. /**
  31922. * Destroy and release the resources associated with the audio ccontext.
  31923. */
  31924. dispose(): void;
  31925. /**
  31926. * Gets the global volume sets on the master gain.
  31927. * @returns the global volume if set or -1 otherwise
  31928. */
  31929. getGlobalVolume(): number;
  31930. /**
  31931. * Sets the global volume of your experience (sets on the master gain).
  31932. * @param newVolume Defines the new global volume of the application
  31933. */
  31934. setGlobalVolume(newVolume: number): void;
  31935. /**
  31936. * Connect the audio engine to an audio analyser allowing some amazing
  31937. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31939. * @param analyser The analyser to connect to the engine
  31940. */
  31941. connectToAnalyser(analyser: Analyser): void;
  31942. }
  31943. }
  31944. declare module "babylonjs/Loading/loadingScreen" {
  31945. /**
  31946. * Interface used to present a loading screen while loading a scene
  31947. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31948. */
  31949. export interface ILoadingScreen {
  31950. /**
  31951. * Function called to display the loading screen
  31952. */
  31953. displayLoadingUI: () => void;
  31954. /**
  31955. * Function called to hide the loading screen
  31956. */
  31957. hideLoadingUI: () => void;
  31958. /**
  31959. * Gets or sets the color to use for the background
  31960. */
  31961. loadingUIBackgroundColor: string;
  31962. /**
  31963. * Gets or sets the text to display while loading
  31964. */
  31965. loadingUIText: string;
  31966. }
  31967. /**
  31968. * Class used for the default loading screen
  31969. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31970. */
  31971. export class DefaultLoadingScreen implements ILoadingScreen {
  31972. private _renderingCanvas;
  31973. private _loadingText;
  31974. private _loadingDivBackgroundColor;
  31975. private _loadingDiv;
  31976. private _loadingTextDiv;
  31977. /** Gets or sets the logo url to use for the default loading screen */
  31978. static DefaultLogoUrl: string;
  31979. /** Gets or sets the spinner url to use for the default loading screen */
  31980. static DefaultSpinnerUrl: string;
  31981. /**
  31982. * Creates a new default loading screen
  31983. * @param _renderingCanvas defines the canvas used to render the scene
  31984. * @param _loadingText defines the default text to display
  31985. * @param _loadingDivBackgroundColor defines the default background color
  31986. */
  31987. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31988. /**
  31989. * Function called to display the loading screen
  31990. */
  31991. displayLoadingUI(): void;
  31992. /**
  31993. * Function called to hide the loading screen
  31994. */
  31995. hideLoadingUI(): void;
  31996. /**
  31997. * Gets or sets the text to display while loading
  31998. */
  31999. loadingUIText: string;
  32000. /**
  32001. * Gets or sets the color to use for the background
  32002. */
  32003. loadingUIBackgroundColor: string;
  32004. private _resizeLoadingUI;
  32005. }
  32006. }
  32007. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  32008. /**
  32009. * Interface for any object that can request an animation frame
  32010. */
  32011. export interface ICustomAnimationFrameRequester {
  32012. /**
  32013. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  32014. */
  32015. renderFunction?: Function;
  32016. /**
  32017. * Called to request the next frame to render to
  32018. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  32019. */
  32020. requestAnimationFrame: Function;
  32021. /**
  32022. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  32023. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  32024. */
  32025. requestID?: number;
  32026. }
  32027. }
  32028. declare module "babylonjs/Misc/performanceMonitor" {
  32029. /**
  32030. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  32031. */
  32032. export class PerformanceMonitor {
  32033. private _enabled;
  32034. private _rollingFrameTime;
  32035. private _lastFrameTimeMs;
  32036. /**
  32037. * constructor
  32038. * @param frameSampleSize The number of samples required to saturate the sliding window
  32039. */
  32040. constructor(frameSampleSize?: number);
  32041. /**
  32042. * Samples current frame
  32043. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  32044. */
  32045. sampleFrame(timeMs?: number): void;
  32046. /**
  32047. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32048. */
  32049. readonly averageFrameTime: number;
  32050. /**
  32051. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  32052. */
  32053. readonly averageFrameTimeVariance: number;
  32054. /**
  32055. * Returns the frame time of the most recent frame
  32056. */
  32057. readonly instantaneousFrameTime: number;
  32058. /**
  32059. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  32060. */
  32061. readonly averageFPS: number;
  32062. /**
  32063. * Returns the average framerate in frames per second using the most recent frame time
  32064. */
  32065. readonly instantaneousFPS: number;
  32066. /**
  32067. * Returns true if enough samples have been taken to completely fill the sliding window
  32068. */
  32069. readonly isSaturated: boolean;
  32070. /**
  32071. * Enables contributions to the sliding window sample set
  32072. */
  32073. enable(): void;
  32074. /**
  32075. * Disables contributions to the sliding window sample set
  32076. * Samples will not be interpolated over the disabled period
  32077. */
  32078. disable(): void;
  32079. /**
  32080. * Returns true if sampling is enabled
  32081. */
  32082. readonly isEnabled: boolean;
  32083. /**
  32084. * Resets performance monitor
  32085. */
  32086. reset(): void;
  32087. }
  32088. /**
  32089. * RollingAverage
  32090. *
  32091. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  32092. */
  32093. export class RollingAverage {
  32094. /**
  32095. * Current average
  32096. */
  32097. average: number;
  32098. /**
  32099. * Current variance
  32100. */
  32101. variance: number;
  32102. protected _samples: Array<number>;
  32103. protected _sampleCount: number;
  32104. protected _pos: number;
  32105. protected _m2: number;
  32106. /**
  32107. * constructor
  32108. * @param length The number of samples required to saturate the sliding window
  32109. */
  32110. constructor(length: number);
  32111. /**
  32112. * Adds a sample to the sample set
  32113. * @param v The sample value
  32114. */
  32115. add(v: number): void;
  32116. /**
  32117. * Returns previously added values or null if outside of history or outside the sliding window domain
  32118. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32119. * @return Value previously recorded with add() or null if outside of range
  32120. */
  32121. history(i: number): number;
  32122. /**
  32123. * Returns true if enough samples have been taken to completely fill the sliding window
  32124. * @return true if sample-set saturated
  32125. */
  32126. isSaturated(): boolean;
  32127. /**
  32128. * Resets the rolling average (equivalent to 0 samples taken so far)
  32129. */
  32130. reset(): void;
  32131. /**
  32132. * Wraps a value around the sample range boundaries
  32133. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32134. * @return Wrapped position in sample range
  32135. */
  32136. protected _wrapPosition(i: number): number;
  32137. }
  32138. }
  32139. declare module "babylonjs/Misc/perfCounter" {
  32140. /**
  32141. * This class is used to track a performance counter which is number based.
  32142. * The user has access to many properties which give statistics of different nature.
  32143. *
  32144. * The implementer can track two kinds of Performance Counter: time and count.
  32145. * 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.
  32146. * 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.
  32147. */
  32148. export class PerfCounter {
  32149. /**
  32150. * Gets or sets a global boolean to turn on and off all the counters
  32151. */
  32152. static Enabled: boolean;
  32153. /**
  32154. * Returns the smallest value ever
  32155. */
  32156. readonly min: number;
  32157. /**
  32158. * Returns the biggest value ever
  32159. */
  32160. readonly max: number;
  32161. /**
  32162. * Returns the average value since the performance counter is running
  32163. */
  32164. readonly average: number;
  32165. /**
  32166. * Returns the average value of the last second the counter was monitored
  32167. */
  32168. readonly lastSecAverage: number;
  32169. /**
  32170. * Returns the current value
  32171. */
  32172. readonly current: number;
  32173. /**
  32174. * Gets the accumulated total
  32175. */
  32176. readonly total: number;
  32177. /**
  32178. * Gets the total value count
  32179. */
  32180. readonly count: number;
  32181. /**
  32182. * Creates a new counter
  32183. */
  32184. constructor();
  32185. /**
  32186. * Call this method to start monitoring a new frame.
  32187. * 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.
  32188. */
  32189. fetchNewFrame(): void;
  32190. /**
  32191. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32192. * @param newCount the count value to add to the monitored count
  32193. * @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.
  32194. */
  32195. addCount(newCount: number, fetchResult: boolean): void;
  32196. /**
  32197. * Start monitoring this performance counter
  32198. */
  32199. beginMonitoring(): void;
  32200. /**
  32201. * Compute the time lapsed since the previous beginMonitoring() call.
  32202. * @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
  32203. */
  32204. endMonitoring(newFrame?: boolean): void;
  32205. private _fetchResult;
  32206. private _startMonitoringTime;
  32207. private _min;
  32208. private _max;
  32209. private _average;
  32210. private _current;
  32211. private _totalValueCount;
  32212. private _totalAccumulated;
  32213. private _lastSecAverage;
  32214. private _lastSecAccumulated;
  32215. private _lastSecTime;
  32216. private _lastSecValueCount;
  32217. }
  32218. }
  32219. declare module "babylonjs/Engines/engine" {
  32220. import { Observable } from "babylonjs/Misc/observable";
  32221. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32222. import { Scene } from "babylonjs/scene";
  32223. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32224. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32225. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32226. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32227. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32228. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32229. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32230. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32231. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32232. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32233. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32234. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32235. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32236. import { Material } from "babylonjs/Materials/material";
  32237. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32238. /**
  32239. * Defines the interface used by display changed events
  32240. */
  32241. export interface IDisplayChangedEventArgs {
  32242. /** Gets the vrDisplay object (if any) */
  32243. vrDisplay: Nullable<any>;
  32244. /** Gets a boolean indicating if webVR is supported */
  32245. vrSupported: boolean;
  32246. }
  32247. /**
  32248. * Defines the interface used by objects containing a viewport (like a camera)
  32249. */
  32250. interface IViewportOwnerLike {
  32251. /**
  32252. * Gets or sets the viewport
  32253. */
  32254. viewport: IViewportLike;
  32255. }
  32256. /**
  32257. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32258. */
  32259. export class Engine extends ThinEngine {
  32260. /** Defines that alpha blending is disabled */
  32261. static readonly ALPHA_DISABLE: number;
  32262. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32263. static readonly ALPHA_ADD: number;
  32264. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32265. static readonly ALPHA_COMBINE: number;
  32266. /** Defines that alpha blending to DEST - SRC * DEST */
  32267. static readonly ALPHA_SUBTRACT: number;
  32268. /** Defines that alpha blending to SRC * DEST */
  32269. static readonly ALPHA_MULTIPLY: number;
  32270. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32271. static readonly ALPHA_MAXIMIZED: number;
  32272. /** Defines that alpha blending to SRC + DEST */
  32273. static readonly ALPHA_ONEONE: number;
  32274. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32275. static readonly ALPHA_PREMULTIPLIED: number;
  32276. /**
  32277. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32278. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32279. */
  32280. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32281. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32282. static readonly ALPHA_INTERPOLATE: number;
  32283. /**
  32284. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32285. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32286. */
  32287. static readonly ALPHA_SCREENMODE: number;
  32288. /** Defines that the ressource is not delayed*/
  32289. static readonly DELAYLOADSTATE_NONE: number;
  32290. /** Defines that the ressource was successfully delay loaded */
  32291. static readonly DELAYLOADSTATE_LOADED: number;
  32292. /** Defines that the ressource is currently delay loading */
  32293. static readonly DELAYLOADSTATE_LOADING: number;
  32294. /** Defines that the ressource is delayed and has not started loading */
  32295. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32296. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32297. static readonly NEVER: number;
  32298. /** 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 */
  32299. static readonly ALWAYS: number;
  32300. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32301. static readonly LESS: number;
  32302. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32303. static readonly EQUAL: number;
  32304. /** 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 */
  32305. static readonly LEQUAL: number;
  32306. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32307. static readonly GREATER: number;
  32308. /** 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 */
  32309. static readonly GEQUAL: number;
  32310. /** 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 */
  32311. static readonly NOTEQUAL: number;
  32312. /** Passed to stencilOperation to specify that stencil value must be kept */
  32313. static readonly KEEP: number;
  32314. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32315. static readonly REPLACE: number;
  32316. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32317. static readonly INCR: number;
  32318. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32319. static readonly DECR: number;
  32320. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32321. static readonly INVERT: number;
  32322. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32323. static readonly INCR_WRAP: number;
  32324. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32325. static readonly DECR_WRAP: number;
  32326. /** Texture is not repeating outside of 0..1 UVs */
  32327. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32328. /** Texture is repeating outside of 0..1 UVs */
  32329. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32330. /** Texture is repeating and mirrored */
  32331. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32332. /** ALPHA */
  32333. static readonly TEXTUREFORMAT_ALPHA: number;
  32334. /** LUMINANCE */
  32335. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32336. /** LUMINANCE_ALPHA */
  32337. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32338. /** RGB */
  32339. static readonly TEXTUREFORMAT_RGB: number;
  32340. /** RGBA */
  32341. static readonly TEXTUREFORMAT_RGBA: number;
  32342. /** RED */
  32343. static readonly TEXTUREFORMAT_RED: number;
  32344. /** RED (2nd reference) */
  32345. static readonly TEXTUREFORMAT_R: number;
  32346. /** RG */
  32347. static readonly TEXTUREFORMAT_RG: number;
  32348. /** RED_INTEGER */
  32349. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32350. /** RED_INTEGER (2nd reference) */
  32351. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32352. /** RG_INTEGER */
  32353. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32354. /** RGB_INTEGER */
  32355. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32356. /** RGBA_INTEGER */
  32357. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32358. /** UNSIGNED_BYTE */
  32359. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32360. /** UNSIGNED_BYTE (2nd reference) */
  32361. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32362. /** FLOAT */
  32363. static readonly TEXTURETYPE_FLOAT: number;
  32364. /** HALF_FLOAT */
  32365. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32366. /** BYTE */
  32367. static readonly TEXTURETYPE_BYTE: number;
  32368. /** SHORT */
  32369. static readonly TEXTURETYPE_SHORT: number;
  32370. /** UNSIGNED_SHORT */
  32371. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32372. /** INT */
  32373. static readonly TEXTURETYPE_INT: number;
  32374. /** UNSIGNED_INT */
  32375. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32376. /** UNSIGNED_SHORT_4_4_4_4 */
  32377. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32378. /** UNSIGNED_SHORT_5_5_5_1 */
  32379. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32380. /** UNSIGNED_SHORT_5_6_5 */
  32381. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32382. /** UNSIGNED_INT_2_10_10_10_REV */
  32383. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32384. /** UNSIGNED_INT_24_8 */
  32385. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32386. /** UNSIGNED_INT_10F_11F_11F_REV */
  32387. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32388. /** UNSIGNED_INT_5_9_9_9_REV */
  32389. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32390. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32391. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32392. /** nearest is mag = nearest and min = nearest and mip = linear */
  32393. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32394. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32395. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32396. /** Trilinear is mag = linear and min = linear and mip = linear */
  32397. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32398. /** nearest is mag = nearest and min = nearest and mip = linear */
  32399. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32400. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32401. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32402. /** Trilinear is mag = linear and min = linear and mip = linear */
  32403. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32404. /** mag = nearest and min = nearest and mip = nearest */
  32405. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32406. /** mag = nearest and min = linear and mip = nearest */
  32407. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32408. /** mag = nearest and min = linear and mip = linear */
  32409. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32410. /** mag = nearest and min = linear and mip = none */
  32411. static readonly TEXTURE_NEAREST_LINEAR: number;
  32412. /** mag = nearest and min = nearest and mip = none */
  32413. static readonly TEXTURE_NEAREST_NEAREST: number;
  32414. /** mag = linear and min = nearest and mip = nearest */
  32415. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32416. /** mag = linear and min = nearest and mip = linear */
  32417. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32418. /** mag = linear and min = linear and mip = none */
  32419. static readonly TEXTURE_LINEAR_LINEAR: number;
  32420. /** mag = linear and min = nearest and mip = none */
  32421. static readonly TEXTURE_LINEAR_NEAREST: number;
  32422. /** Explicit coordinates mode */
  32423. static readonly TEXTURE_EXPLICIT_MODE: number;
  32424. /** Spherical coordinates mode */
  32425. static readonly TEXTURE_SPHERICAL_MODE: number;
  32426. /** Planar coordinates mode */
  32427. static readonly TEXTURE_PLANAR_MODE: number;
  32428. /** Cubic coordinates mode */
  32429. static readonly TEXTURE_CUBIC_MODE: number;
  32430. /** Projection coordinates mode */
  32431. static readonly TEXTURE_PROJECTION_MODE: number;
  32432. /** Skybox coordinates mode */
  32433. static readonly TEXTURE_SKYBOX_MODE: number;
  32434. /** Inverse Cubic coordinates mode */
  32435. static readonly TEXTURE_INVCUBIC_MODE: number;
  32436. /** Equirectangular coordinates mode */
  32437. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32438. /** Equirectangular Fixed coordinates mode */
  32439. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32440. /** Equirectangular Fixed Mirrored coordinates mode */
  32441. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32442. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32443. static readonly SCALEMODE_FLOOR: number;
  32444. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32445. static readonly SCALEMODE_NEAREST: number;
  32446. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32447. static readonly SCALEMODE_CEILING: number;
  32448. /**
  32449. * Returns the current npm package of the sdk
  32450. */
  32451. static readonly NpmPackage: string;
  32452. /**
  32453. * Returns the current version of the framework
  32454. */
  32455. static readonly Version: string;
  32456. /** Gets the list of created engines */
  32457. static readonly Instances: Engine[];
  32458. /**
  32459. * Gets the latest created engine
  32460. */
  32461. static readonly LastCreatedEngine: Nullable<Engine>;
  32462. /**
  32463. * Gets the latest created scene
  32464. */
  32465. static readonly LastCreatedScene: Nullable<Scene>;
  32466. /**
  32467. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32468. * @param flag defines which part of the materials must be marked as dirty
  32469. * @param predicate defines a predicate used to filter which materials should be affected
  32470. */
  32471. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32472. /**
  32473. * Method called to create the default loading screen.
  32474. * This can be overriden in your own app.
  32475. * @param canvas The rendering canvas element
  32476. * @returns The loading screen
  32477. */
  32478. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32479. /**
  32480. * Method called to create the default rescale post process on each engine.
  32481. */
  32482. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32483. /**
  32484. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32485. **/
  32486. enableOfflineSupport: boolean;
  32487. /**
  32488. * 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)
  32489. **/
  32490. disableManifestCheck: boolean;
  32491. /**
  32492. * Gets the list of created scenes
  32493. */
  32494. scenes: Scene[];
  32495. /**
  32496. * Event raised when a new scene is created
  32497. */
  32498. onNewSceneAddedObservable: Observable<Scene>;
  32499. /**
  32500. * Gets the list of created postprocesses
  32501. */
  32502. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32503. /**
  32504. * Gets a boolean indicating if the pointer is currently locked
  32505. */
  32506. isPointerLock: boolean;
  32507. /**
  32508. * Observable event triggered each time the rendering canvas is resized
  32509. */
  32510. onResizeObservable: Observable<Engine>;
  32511. /**
  32512. * Observable event triggered each time the canvas loses focus
  32513. */
  32514. onCanvasBlurObservable: Observable<Engine>;
  32515. /**
  32516. * Observable event triggered each time the canvas gains focus
  32517. */
  32518. onCanvasFocusObservable: Observable<Engine>;
  32519. /**
  32520. * Observable event triggered each time the canvas receives pointerout event
  32521. */
  32522. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32523. /**
  32524. * Observable raised when the engine begins a new frame
  32525. */
  32526. onBeginFrameObservable: Observable<Engine>;
  32527. /**
  32528. * If set, will be used to request the next animation frame for the render loop
  32529. */
  32530. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32531. /**
  32532. * Observable raised when the engine ends the current frame
  32533. */
  32534. onEndFrameObservable: Observable<Engine>;
  32535. /**
  32536. * Observable raised when the engine is about to compile a shader
  32537. */
  32538. onBeforeShaderCompilationObservable: Observable<Engine>;
  32539. /**
  32540. * Observable raised when the engine has jsut compiled a shader
  32541. */
  32542. onAfterShaderCompilationObservable: Observable<Engine>;
  32543. /**
  32544. * Gets the audio engine
  32545. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32546. * @ignorenaming
  32547. */
  32548. static audioEngine: IAudioEngine;
  32549. /**
  32550. * Default AudioEngine factory responsible of creating the Audio Engine.
  32551. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32552. */
  32553. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32554. /**
  32555. * Default offline support factory responsible of creating a tool used to store data locally.
  32556. * By default, this will create a Database object if the workload has been embedded.
  32557. */
  32558. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32559. private _loadingScreen;
  32560. private _pointerLockRequested;
  32561. private _dummyFramebuffer;
  32562. private _rescalePostProcess;
  32563. /** @hidden */
  32564. protected _alphaMode: number;
  32565. /** @hidden */
  32566. protected _alphaEquation: number;
  32567. private _deterministicLockstep;
  32568. private _lockstepMaxSteps;
  32569. protected readonly _supportsHardwareTextureRescaling: boolean;
  32570. private _fps;
  32571. private _deltaTime;
  32572. /** @hidden */
  32573. _drawCalls: PerfCounter;
  32574. /**
  32575. * Turn this value on if you want to pause FPS computation when in background
  32576. */
  32577. disablePerformanceMonitorInBackground: boolean;
  32578. private _performanceMonitor;
  32579. /**
  32580. * Gets the performance monitor attached to this engine
  32581. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32582. */
  32583. readonly performanceMonitor: PerformanceMonitor;
  32584. private _onFocus;
  32585. private _onBlur;
  32586. private _onCanvasPointerOut;
  32587. private _onCanvasBlur;
  32588. private _onCanvasFocus;
  32589. private _onFullscreenChange;
  32590. private _onPointerLockChange;
  32591. /**
  32592. * Gets the HTML element used to attach event listeners
  32593. * @returns a HTML element
  32594. */
  32595. getInputElement(): Nullable<HTMLElement>;
  32596. /**
  32597. * Creates a new engine
  32598. * @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
  32599. * @param antialias defines enable antialiasing (default: false)
  32600. * @param options defines further options to be sent to the getContext() function
  32601. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32602. */
  32603. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32604. /**
  32605. * Gets current aspect ratio
  32606. * @param viewportOwner defines the camera to use to get the aspect ratio
  32607. * @param useScreen defines if screen size must be used (or the current render target if any)
  32608. * @returns a number defining the aspect ratio
  32609. */
  32610. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32611. /**
  32612. * Gets current screen aspect ratio
  32613. * @returns a number defining the aspect ratio
  32614. */
  32615. getScreenAspectRatio(): number;
  32616. /**
  32617. * Gets host document
  32618. * @returns the host document object
  32619. */
  32620. getHostDocument(): Document;
  32621. /**
  32622. * Gets the client rect of the HTML canvas attached with the current webGL context
  32623. * @returns a client rectanglee
  32624. */
  32625. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32626. /**
  32627. * Gets the client rect of the HTML element used for events
  32628. * @returns a client rectanglee
  32629. */
  32630. getInputElementClientRect(): Nullable<ClientRect>;
  32631. /**
  32632. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32633. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32634. * @returns true if engine is in deterministic lock step mode
  32635. */
  32636. isDeterministicLockStep(): boolean;
  32637. /**
  32638. * Gets the max steps when engine is running in deterministic lock step
  32639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32640. * @returns the max steps
  32641. */
  32642. getLockstepMaxSteps(): number;
  32643. /**
  32644. * Force the mipmap generation for the given render target texture
  32645. * @param texture defines the render target texture to use
  32646. */
  32647. generateMipMapsForCubemap(texture: InternalTexture): void;
  32648. /** States */
  32649. /**
  32650. * Set various states to the webGL context
  32651. * @param culling defines backface culling state
  32652. * @param zOffset defines the value to apply to zOffset (0 by default)
  32653. * @param force defines if states must be applied even if cache is up to date
  32654. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32655. */
  32656. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32657. /**
  32658. * Set the z offset to apply to current rendering
  32659. * @param value defines the offset to apply
  32660. */
  32661. setZOffset(value: number): void;
  32662. /**
  32663. * Gets the current value of the zOffset
  32664. * @returns the current zOffset state
  32665. */
  32666. getZOffset(): number;
  32667. /**
  32668. * Enable or disable depth buffering
  32669. * @param enable defines the state to set
  32670. */
  32671. setDepthBuffer(enable: boolean): void;
  32672. /**
  32673. * Gets a boolean indicating if depth writing is enabled
  32674. * @returns the current depth writing state
  32675. */
  32676. getDepthWrite(): boolean;
  32677. /**
  32678. * Enable or disable depth writing
  32679. * @param enable defines the state to set
  32680. */
  32681. setDepthWrite(enable: boolean): void;
  32682. /**
  32683. * Enable or disable color writing
  32684. * @param enable defines the state to set
  32685. */
  32686. setColorWrite(enable: boolean): void;
  32687. /**
  32688. * Gets a boolean indicating if color writing is enabled
  32689. * @returns the current color writing state
  32690. */
  32691. getColorWrite(): boolean;
  32692. /**
  32693. * Sets alpha constants used by some alpha blending modes
  32694. * @param r defines the red component
  32695. * @param g defines the green component
  32696. * @param b defines the blue component
  32697. * @param a defines the alpha component
  32698. */
  32699. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32700. /**
  32701. * Sets the current alpha mode
  32702. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32703. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32704. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32705. */
  32706. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32707. /**
  32708. * Gets the current alpha mode
  32709. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32710. * @returns the current alpha mode
  32711. */
  32712. getAlphaMode(): number;
  32713. /**
  32714. * Sets the current alpha equation
  32715. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32716. */
  32717. setAlphaEquation(equation: number): void;
  32718. /**
  32719. * Gets the current alpha equation.
  32720. * @returns the current alpha equation
  32721. */
  32722. getAlphaEquation(): number;
  32723. /**
  32724. * Gets a boolean indicating if stencil buffer is enabled
  32725. * @returns the current stencil buffer state
  32726. */
  32727. getStencilBuffer(): boolean;
  32728. /**
  32729. * Enable or disable the stencil buffer
  32730. * @param enable defines if the stencil buffer must be enabled or disabled
  32731. */
  32732. setStencilBuffer(enable: boolean): void;
  32733. /**
  32734. * Gets the current stencil mask
  32735. * @returns a number defining the new stencil mask to use
  32736. */
  32737. getStencilMask(): number;
  32738. /**
  32739. * Sets the current stencil mask
  32740. * @param mask defines the new stencil mask to use
  32741. */
  32742. setStencilMask(mask: number): void;
  32743. /**
  32744. * Gets the current stencil function
  32745. * @returns a number defining the stencil function to use
  32746. */
  32747. getStencilFunction(): number;
  32748. /**
  32749. * Gets the current stencil reference value
  32750. * @returns a number defining the stencil reference value to use
  32751. */
  32752. getStencilFunctionReference(): number;
  32753. /**
  32754. * Gets the current stencil mask
  32755. * @returns a number defining the stencil mask to use
  32756. */
  32757. getStencilFunctionMask(): number;
  32758. /**
  32759. * Sets the current stencil function
  32760. * @param stencilFunc defines the new stencil function to use
  32761. */
  32762. setStencilFunction(stencilFunc: number): void;
  32763. /**
  32764. * Sets the current stencil reference
  32765. * @param reference defines the new stencil reference to use
  32766. */
  32767. setStencilFunctionReference(reference: number): void;
  32768. /**
  32769. * Sets the current stencil mask
  32770. * @param mask defines the new stencil mask to use
  32771. */
  32772. setStencilFunctionMask(mask: number): void;
  32773. /**
  32774. * Gets the current stencil operation when stencil fails
  32775. * @returns a number defining stencil operation to use when stencil fails
  32776. */
  32777. getStencilOperationFail(): number;
  32778. /**
  32779. * Gets the current stencil operation when depth fails
  32780. * @returns a number defining stencil operation to use when depth fails
  32781. */
  32782. getStencilOperationDepthFail(): number;
  32783. /**
  32784. * Gets the current stencil operation when stencil passes
  32785. * @returns a number defining stencil operation to use when stencil passes
  32786. */
  32787. getStencilOperationPass(): number;
  32788. /**
  32789. * Sets the stencil operation to use when stencil fails
  32790. * @param operation defines the stencil operation to use when stencil fails
  32791. */
  32792. setStencilOperationFail(operation: number): void;
  32793. /**
  32794. * Sets the stencil operation to use when depth fails
  32795. * @param operation defines the stencil operation to use when depth fails
  32796. */
  32797. setStencilOperationDepthFail(operation: number): void;
  32798. /**
  32799. * Sets the stencil operation to use when stencil passes
  32800. * @param operation defines the stencil operation to use when stencil passes
  32801. */
  32802. setStencilOperationPass(operation: number): void;
  32803. /**
  32804. * Sets a boolean indicating if the dithering state is enabled or disabled
  32805. * @param value defines the dithering state
  32806. */
  32807. setDitheringState(value: boolean): void;
  32808. /**
  32809. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32810. * @param value defines the rasterizer state
  32811. */
  32812. setRasterizerState(value: boolean): void;
  32813. /**
  32814. * Gets the current depth function
  32815. * @returns a number defining the depth function
  32816. */
  32817. getDepthFunction(): Nullable<number>;
  32818. /**
  32819. * Sets the current depth function
  32820. * @param depthFunc defines the function to use
  32821. */
  32822. setDepthFunction(depthFunc: number): void;
  32823. /**
  32824. * Sets the current depth function to GREATER
  32825. */
  32826. setDepthFunctionToGreater(): void;
  32827. /**
  32828. * Sets the current depth function to GEQUAL
  32829. */
  32830. setDepthFunctionToGreaterOrEqual(): void;
  32831. /**
  32832. * Sets the current depth function to LESS
  32833. */
  32834. setDepthFunctionToLess(): void;
  32835. /**
  32836. * Sets the current depth function to LEQUAL
  32837. */
  32838. setDepthFunctionToLessOrEqual(): void;
  32839. private _cachedStencilBuffer;
  32840. private _cachedStencilFunction;
  32841. private _cachedStencilMask;
  32842. private _cachedStencilOperationPass;
  32843. private _cachedStencilOperationFail;
  32844. private _cachedStencilOperationDepthFail;
  32845. private _cachedStencilReference;
  32846. /**
  32847. * Caches the the state of the stencil buffer
  32848. */
  32849. cacheStencilState(): void;
  32850. /**
  32851. * Restores the state of the stencil buffer
  32852. */
  32853. restoreStencilState(): void;
  32854. /**
  32855. * Directly set the WebGL Viewport
  32856. * @param x defines the x coordinate of the viewport (in screen space)
  32857. * @param y defines the y coordinate of the viewport (in screen space)
  32858. * @param width defines the width of the viewport (in screen space)
  32859. * @param height defines the height of the viewport (in screen space)
  32860. * @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
  32861. */
  32862. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32863. /**
  32864. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32865. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32866. * @param y defines the y-coordinate of the corner of the clear rectangle
  32867. * @param width defines the width of the clear rectangle
  32868. * @param height defines the height of the clear rectangle
  32869. * @param clearColor defines the clear color
  32870. */
  32871. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32872. /**
  32873. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32874. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32875. * @param y defines the y-coordinate of the corner of the clear rectangle
  32876. * @param width defines the width of the clear rectangle
  32877. * @param height defines the height of the clear rectangle
  32878. */
  32879. enableScissor(x: number, y: number, width: number, height: number): void;
  32880. /**
  32881. * Disable previously set scissor test rectangle
  32882. */
  32883. disableScissor(): void;
  32884. protected _reportDrawCall(): void;
  32885. /**
  32886. * Initializes a webVR display and starts listening to display change events
  32887. * The onVRDisplayChangedObservable will be notified upon these changes
  32888. * @returns The onVRDisplayChangedObservable
  32889. */
  32890. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32891. /** @hidden */
  32892. _prepareVRComponent(): void;
  32893. /** @hidden */
  32894. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32895. /** @hidden */
  32896. _submitVRFrame(): void;
  32897. /**
  32898. * Call this function to leave webVR mode
  32899. * Will do nothing if webVR is not supported or if there is no webVR device
  32900. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32901. */
  32902. disableVR(): void;
  32903. /**
  32904. * Gets a boolean indicating that the system is in VR mode and is presenting
  32905. * @returns true if VR mode is engaged
  32906. */
  32907. isVRPresenting(): boolean;
  32908. /** @hidden */
  32909. _requestVRFrame(): void;
  32910. /** @hidden */
  32911. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32912. /**
  32913. * Gets the source code of the vertex shader associated with a specific webGL program
  32914. * @param program defines the program to use
  32915. * @returns a string containing the source code of the vertex shader associated with the program
  32916. */
  32917. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32918. /**
  32919. * Gets the source code of the fragment shader associated with a specific webGL program
  32920. * @param program defines the program to use
  32921. * @returns a string containing the source code of the fragment shader associated with the program
  32922. */
  32923. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32924. /**
  32925. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32926. * @param x defines the x coordinate of the rectangle where pixels must be read
  32927. * @param y defines the y coordinate of the rectangle where pixels must be read
  32928. * @param width defines the width of the rectangle where pixels must be read
  32929. * @param height defines the height of the rectangle where pixels must be read
  32930. * @returns a Uint8Array containing RGBA colors
  32931. */
  32932. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32933. /**
  32934. * Sets a depth stencil texture from a render target to the according uniform.
  32935. * @param channel The texture channel
  32936. * @param uniform The uniform to set
  32937. * @param texture The render target texture containing the depth stencil texture to apply
  32938. */
  32939. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32940. /**
  32941. * Sets a texture to the webGL context from a postprocess
  32942. * @param channel defines the channel to use
  32943. * @param postProcess defines the source postprocess
  32944. */
  32945. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32946. /**
  32947. * Binds the output of the passed in post process to the texture channel specified
  32948. * @param channel The channel the texture should be bound to
  32949. * @param postProcess The post process which's output should be bound
  32950. */
  32951. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32952. /** @hidden */
  32953. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32954. protected _rebuildBuffers(): void;
  32955. /** @hidden */
  32956. _renderFrame(): void;
  32957. _renderLoop(): void;
  32958. /** @hidden */
  32959. _renderViews(): boolean;
  32960. /**
  32961. * Toggle full screen mode
  32962. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32963. */
  32964. switchFullscreen(requestPointerLock: boolean): void;
  32965. /**
  32966. * Enters full screen mode
  32967. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32968. */
  32969. enterFullscreen(requestPointerLock: boolean): void;
  32970. /**
  32971. * Exits full screen mode
  32972. */
  32973. exitFullscreen(): void;
  32974. /**
  32975. * Enters Pointerlock mode
  32976. */
  32977. enterPointerlock(): void;
  32978. /**
  32979. * Exits Pointerlock mode
  32980. */
  32981. exitPointerlock(): void;
  32982. /**
  32983. * Begin a new frame
  32984. */
  32985. beginFrame(): void;
  32986. /**
  32987. * Enf the current frame
  32988. */
  32989. endFrame(): void;
  32990. resize(): void;
  32991. /**
  32992. * Set the compressed texture format to use, based on the formats you have, and the formats
  32993. * supported by the hardware / browser.
  32994. *
  32995. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32996. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32997. * to API arguments needed to compressed textures. This puts the burden on the container
  32998. * generator to house the arcane code for determining these for current & future formats.
  32999. *
  33000. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  33001. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  33002. *
  33003. * Note: The result of this call is not taken into account when a texture is base64.
  33004. *
  33005. * @param formatsAvailable defines the list of those format families you have created
  33006. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  33007. *
  33008. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  33009. * @returns The extension selected.
  33010. */
  33011. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  33012. /**
  33013. * Force a specific size of the canvas
  33014. * @param width defines the new canvas' width
  33015. * @param height defines the new canvas' height
  33016. */
  33017. setSize(width: number, height: number): void;
  33018. /**
  33019. * Updates a dynamic vertex buffer.
  33020. * @param vertexBuffer the vertex buffer to update
  33021. * @param data the data used to update the vertex buffer
  33022. * @param byteOffset the byte offset of the data
  33023. * @param byteLength the byte length of the data
  33024. */
  33025. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  33026. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  33027. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33028. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  33029. _releaseTexture(texture: InternalTexture): void;
  33030. /**
  33031. * @hidden
  33032. * Rescales a texture
  33033. * @param source input texutre
  33034. * @param destination destination texture
  33035. * @param scene scene to use to render the resize
  33036. * @param internalFormat format to use when resizing
  33037. * @param onComplete callback to be called when resize has completed
  33038. */
  33039. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  33040. /**
  33041. * Gets the current framerate
  33042. * @returns a number representing the framerate
  33043. */
  33044. getFps(): number;
  33045. /**
  33046. * Gets the time spent between current and previous frame
  33047. * @returns a number representing the delta time in ms
  33048. */
  33049. getDeltaTime(): number;
  33050. private _measureFps;
  33051. /** @hidden */
  33052. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  33053. /**
  33054. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  33055. * @param renderTarget The render target to set the frame buffer for
  33056. */
  33057. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  33058. /**
  33059. * Update a dynamic index buffer
  33060. * @param indexBuffer defines the target index buffer
  33061. * @param indices defines the data to update
  33062. * @param offset defines the offset in the target index buffer where update should start
  33063. */
  33064. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  33065. /**
  33066. * Updates the sample count of a render target texture
  33067. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  33068. * @param texture defines the texture to update
  33069. * @param samples defines the sample count to set
  33070. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  33071. */
  33072. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  33073. /**
  33074. * Updates a depth texture Comparison Mode and Function.
  33075. * If the comparison Function is equal to 0, the mode will be set to none.
  33076. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  33077. * @param texture The texture to set the comparison function for
  33078. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  33079. */
  33080. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  33081. /**
  33082. * Creates a webGL buffer to use with instanciation
  33083. * @param capacity defines the size of the buffer
  33084. * @returns the webGL buffer
  33085. */
  33086. createInstancesBuffer(capacity: number): DataBuffer;
  33087. /**
  33088. * Delete a webGL buffer used with instanciation
  33089. * @param buffer defines the webGL buffer to delete
  33090. */
  33091. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  33092. /** @hidden */
  33093. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  33094. dispose(): void;
  33095. private _disableTouchAction;
  33096. /**
  33097. * Display the loading screen
  33098. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33099. */
  33100. displayLoadingUI(): void;
  33101. /**
  33102. * Hide the loading screen
  33103. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33104. */
  33105. hideLoadingUI(): void;
  33106. /**
  33107. * Gets the current loading screen object
  33108. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33109. */
  33110. /**
  33111. * Sets the current loading screen object
  33112. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33113. */
  33114. loadingScreen: ILoadingScreen;
  33115. /**
  33116. * Sets the current loading screen text
  33117. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33118. */
  33119. loadingUIText: string;
  33120. /**
  33121. * Sets the current loading screen background color
  33122. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33123. */
  33124. loadingUIBackgroundColor: string;
  33125. /** Pointerlock and fullscreen */
  33126. /**
  33127. * Ask the browser to promote the current element to pointerlock mode
  33128. * @param element defines the DOM element to promote
  33129. */
  33130. static _RequestPointerlock(element: HTMLElement): void;
  33131. /**
  33132. * Asks the browser to exit pointerlock mode
  33133. */
  33134. static _ExitPointerlock(): void;
  33135. /**
  33136. * Ask the browser to promote the current element to fullscreen rendering mode
  33137. * @param element defines the DOM element to promote
  33138. */
  33139. static _RequestFullscreen(element: HTMLElement): void;
  33140. /**
  33141. * Asks the browser to exit fullscreen mode
  33142. */
  33143. static _ExitFullscreen(): void;
  33144. }
  33145. }
  33146. declare module "babylonjs/Engines/engineStore" {
  33147. import { Nullable } from "babylonjs/types";
  33148. import { Engine } from "babylonjs/Engines/engine";
  33149. import { Scene } from "babylonjs/scene";
  33150. /**
  33151. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33152. * during the life time of the application.
  33153. */
  33154. export class EngineStore {
  33155. /** Gets the list of created engines */
  33156. static Instances: import("babylonjs/Engines/engine").Engine[];
  33157. /** @hidden */
  33158. static _LastCreatedScene: Nullable<Scene>;
  33159. /**
  33160. * Gets the latest created engine
  33161. */
  33162. static readonly LastCreatedEngine: Nullable<Engine>;
  33163. /**
  33164. * Gets the latest created scene
  33165. */
  33166. static readonly LastCreatedScene: Nullable<Scene>;
  33167. /**
  33168. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33169. * @ignorenaming
  33170. */
  33171. static UseFallbackTexture: boolean;
  33172. /**
  33173. * Texture content used if a texture cannot loaded
  33174. * @ignorenaming
  33175. */
  33176. static FallbackTexture: string;
  33177. }
  33178. }
  33179. declare module "babylonjs/Misc/promise" {
  33180. /**
  33181. * Helper class that provides a small promise polyfill
  33182. */
  33183. export class PromisePolyfill {
  33184. /**
  33185. * Static function used to check if the polyfill is required
  33186. * If this is the case then the function will inject the polyfill to window.Promise
  33187. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33188. */
  33189. static Apply(force?: boolean): void;
  33190. }
  33191. }
  33192. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33193. /**
  33194. * Interface for screenshot methods with describe argument called `size` as object with options
  33195. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33196. */
  33197. export interface IScreenshotSize {
  33198. /**
  33199. * number in pixels for canvas height
  33200. */
  33201. height?: number;
  33202. /**
  33203. * multiplier allowing render at a higher or lower resolution
  33204. * If value is defined then height and width will be ignored and taken from camera
  33205. */
  33206. precision?: number;
  33207. /**
  33208. * number in pixels for canvas width
  33209. */
  33210. width?: number;
  33211. }
  33212. }
  33213. declare module "babylonjs/Misc/tools" {
  33214. import { Nullable, float } from "babylonjs/types";
  33215. import { DomManagement } from "babylonjs/Misc/domManagement";
  33216. import { WebRequest } from "babylonjs/Misc/webRequest";
  33217. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33218. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33219. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33220. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33221. import { Camera } from "babylonjs/Cameras/camera";
  33222. import { Engine } from "babylonjs/Engines/engine";
  33223. interface IColor4Like {
  33224. r: float;
  33225. g: float;
  33226. b: float;
  33227. a: float;
  33228. }
  33229. /**
  33230. * Class containing a set of static utilities functions
  33231. */
  33232. export class Tools {
  33233. /**
  33234. * Gets or sets the base URL to use to load assets
  33235. */
  33236. static BaseUrl: string;
  33237. /**
  33238. * Enable/Disable Custom HTTP Request Headers globally.
  33239. * default = false
  33240. * @see CustomRequestHeaders
  33241. */
  33242. static UseCustomRequestHeaders: boolean;
  33243. /**
  33244. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33245. * i.e. when loading files, where the server/service expects an Authorization header
  33246. */
  33247. static CustomRequestHeaders: {
  33248. [key: string]: string;
  33249. };
  33250. /**
  33251. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33252. */
  33253. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33254. /**
  33255. * Default behaviour for cors in the application.
  33256. * It can be a string if the expected behavior is identical in the entire app.
  33257. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33258. */
  33259. static CorsBehavior: string | ((url: string | string[]) => string);
  33260. /**
  33261. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33262. * @ignorenaming
  33263. */
  33264. static UseFallbackTexture: boolean;
  33265. /**
  33266. * Use this object to register external classes like custom textures or material
  33267. * to allow the laoders to instantiate them
  33268. */
  33269. static RegisteredExternalClasses: {
  33270. [key: string]: Object;
  33271. };
  33272. /**
  33273. * Texture content used if a texture cannot loaded
  33274. * @ignorenaming
  33275. */
  33276. static fallbackTexture: string;
  33277. /**
  33278. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33279. * @param u defines the coordinate on X axis
  33280. * @param v defines the coordinate on Y axis
  33281. * @param width defines the width of the source data
  33282. * @param height defines the height of the source data
  33283. * @param pixels defines the source byte array
  33284. * @param color defines the output color
  33285. */
  33286. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33287. /**
  33288. * Interpolates between a and b via alpha
  33289. * @param a The lower value (returned when alpha = 0)
  33290. * @param b The upper value (returned when alpha = 1)
  33291. * @param alpha The interpolation-factor
  33292. * @return The mixed value
  33293. */
  33294. static Mix(a: number, b: number, alpha: number): number;
  33295. /**
  33296. * Tries to instantiate a new object from a given class name
  33297. * @param className defines the class name to instantiate
  33298. * @returns the new object or null if the system was not able to do the instantiation
  33299. */
  33300. static Instantiate(className: string): any;
  33301. /**
  33302. * Provides a slice function that will work even on IE
  33303. * @param data defines the array to slice
  33304. * @param start defines the start of the data (optional)
  33305. * @param end defines the end of the data (optional)
  33306. * @returns the new sliced array
  33307. */
  33308. static Slice<T>(data: T, start?: number, end?: number): T;
  33309. /**
  33310. * Polyfill for setImmediate
  33311. * @param action defines the action to execute after the current execution block
  33312. */
  33313. static SetImmediate(action: () => void): void;
  33314. /**
  33315. * Function indicating if a number is an exponent of 2
  33316. * @param value defines the value to test
  33317. * @returns true if the value is an exponent of 2
  33318. */
  33319. static IsExponentOfTwo(value: number): boolean;
  33320. private static _tmpFloatArray;
  33321. /**
  33322. * Returns the nearest 32-bit single precision float representation of a Number
  33323. * @param value A Number. If the parameter is of a different type, it will get converted
  33324. * to a number or to NaN if it cannot be converted
  33325. * @returns number
  33326. */
  33327. static FloatRound(value: number): number;
  33328. /**
  33329. * Extracts the filename from a path
  33330. * @param path defines the path to use
  33331. * @returns the filename
  33332. */
  33333. static GetFilename(path: string): string;
  33334. /**
  33335. * Extracts the "folder" part of a path (everything before the filename).
  33336. * @param uri The URI to extract the info from
  33337. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33338. * @returns The "folder" part of the path
  33339. */
  33340. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33341. /**
  33342. * Extracts text content from a DOM element hierarchy
  33343. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33344. */
  33345. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33346. /**
  33347. * Convert an angle in radians to degrees
  33348. * @param angle defines the angle to convert
  33349. * @returns the angle in degrees
  33350. */
  33351. static ToDegrees(angle: number): number;
  33352. /**
  33353. * Convert an angle in degrees to radians
  33354. * @param angle defines the angle to convert
  33355. * @returns the angle in radians
  33356. */
  33357. static ToRadians(angle: number): number;
  33358. /**
  33359. * Returns an array if obj is not an array
  33360. * @param obj defines the object to evaluate as an array
  33361. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33362. * @returns either obj directly if obj is an array or a new array containing obj
  33363. */
  33364. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33365. /**
  33366. * Gets the pointer prefix to use
  33367. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33368. */
  33369. static GetPointerPrefix(): string;
  33370. /**
  33371. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33372. * @param url define the url we are trying
  33373. * @param element define the dom element where to configure the cors policy
  33374. */
  33375. static SetCorsBehavior(url: string | string[], element: {
  33376. crossOrigin: string | null;
  33377. }): void;
  33378. /**
  33379. * Removes unwanted characters from an url
  33380. * @param url defines the url to clean
  33381. * @returns the cleaned url
  33382. */
  33383. static CleanUrl(url: string): string;
  33384. /**
  33385. * Gets or sets a function used to pre-process url before using them to load assets
  33386. */
  33387. static PreprocessUrl: (url: string) => string;
  33388. /**
  33389. * Loads an image as an HTMLImageElement.
  33390. * @param input url string, ArrayBuffer, or Blob to load
  33391. * @param onLoad callback called when the image successfully loads
  33392. * @param onError callback called when the image fails to load
  33393. * @param offlineProvider offline provider for caching
  33394. * @param mimeType optional mime type
  33395. * @returns the HTMLImageElement of the loaded image
  33396. */
  33397. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33398. /**
  33399. * Loads a file from a url
  33400. * @param url url string, ArrayBuffer, or Blob to load
  33401. * @param onSuccess callback called when the file successfully loads
  33402. * @param onProgress callback called while file is loading (if the server supports this mode)
  33403. * @param offlineProvider defines the offline provider for caching
  33404. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33405. * @param onError callback called when the file fails to load
  33406. * @returns a file request object
  33407. */
  33408. 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;
  33409. /**
  33410. * Loads a file from a url
  33411. * @param url the file url to load
  33412. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33413. */
  33414. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33415. /**
  33416. * Load a script (identified by an url). When the url returns, the
  33417. * content of this file is added into a new script element, attached to the DOM (body element)
  33418. * @param scriptUrl defines the url of the script to laod
  33419. * @param onSuccess defines the callback called when the script is loaded
  33420. * @param onError defines the callback to call if an error occurs
  33421. * @param scriptId defines the id of the script element
  33422. */
  33423. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33424. /**
  33425. * Load an asynchronous script (identified by an url). When the url returns, the
  33426. * content of this file is added into a new script element, attached to the DOM (body element)
  33427. * @param scriptUrl defines the url of the script to laod
  33428. * @param scriptId defines the id of the script element
  33429. * @returns a promise request object
  33430. */
  33431. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33432. /**
  33433. * Loads a file from a blob
  33434. * @param fileToLoad defines the blob to use
  33435. * @param callback defines the callback to call when data is loaded
  33436. * @param progressCallback defines the callback to call during loading process
  33437. * @returns a file request object
  33438. */
  33439. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33440. /**
  33441. * Reads a file from a File object
  33442. * @param file defines the file to load
  33443. * @param onSuccess defines the callback to call when data is loaded
  33444. * @param onProgress defines the callback to call during loading process
  33445. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33446. * @param onError defines the callback to call when an error occurs
  33447. * @returns a file request object
  33448. */
  33449. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33450. /**
  33451. * Creates a data url from a given string content
  33452. * @param content defines the content to convert
  33453. * @returns the new data url link
  33454. */
  33455. static FileAsURL(content: string): string;
  33456. /**
  33457. * Format the given number to a specific decimal format
  33458. * @param value defines the number to format
  33459. * @param decimals defines the number of decimals to use
  33460. * @returns the formatted string
  33461. */
  33462. static Format(value: number, decimals?: number): string;
  33463. /**
  33464. * Tries to copy an object by duplicating every property
  33465. * @param source defines the source object
  33466. * @param destination defines the target object
  33467. * @param doNotCopyList defines a list of properties to avoid
  33468. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33469. */
  33470. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33471. /**
  33472. * Gets a boolean indicating if the given object has no own property
  33473. * @param obj defines the object to test
  33474. * @returns true if object has no own property
  33475. */
  33476. static IsEmpty(obj: any): boolean;
  33477. /**
  33478. * Function used to register events at window level
  33479. * @param windowElement defines the Window object to use
  33480. * @param events defines the events to register
  33481. */
  33482. static RegisterTopRootEvents(windowElement: Window, events: {
  33483. name: string;
  33484. handler: Nullable<(e: FocusEvent) => any>;
  33485. }[]): void;
  33486. /**
  33487. * Function used to unregister events from window level
  33488. * @param windowElement defines the Window object to use
  33489. * @param events defines the events to unregister
  33490. */
  33491. static UnregisterTopRootEvents(windowElement: Window, events: {
  33492. name: string;
  33493. handler: Nullable<(e: FocusEvent) => any>;
  33494. }[]): void;
  33495. /**
  33496. * @ignore
  33497. */
  33498. static _ScreenshotCanvas: HTMLCanvasElement;
  33499. /**
  33500. * Dumps the current bound framebuffer
  33501. * @param width defines the rendering width
  33502. * @param height defines the rendering height
  33503. * @param engine defines the hosting engine
  33504. * @param successCallback defines the callback triggered once the data are available
  33505. * @param mimeType defines the mime type of the result
  33506. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33507. */
  33508. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33509. /**
  33510. * Converts the canvas data to blob.
  33511. * This acts as a polyfill for browsers not supporting the to blob function.
  33512. * @param canvas Defines the canvas to extract the data from
  33513. * @param successCallback Defines the callback triggered once the data are available
  33514. * @param mimeType Defines the mime type of the result
  33515. */
  33516. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33517. /**
  33518. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33519. * @param successCallback defines the callback triggered once the data are available
  33520. * @param mimeType defines the mime type of the result
  33521. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33522. */
  33523. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33524. /**
  33525. * Downloads a blob in the browser
  33526. * @param blob defines the blob to download
  33527. * @param fileName defines the name of the downloaded file
  33528. */
  33529. static Download(blob: Blob, fileName: string): void;
  33530. /**
  33531. * Captures a screenshot of the current rendering
  33532. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33533. * @param engine defines the rendering engine
  33534. * @param camera defines the source camera
  33535. * @param size This parameter can be set to a single number or to an object with the
  33536. * following (optional) properties: precision, width, height. If a single number is passed,
  33537. * it will be used for both width and height. If an object is passed, the screenshot size
  33538. * will be derived from the parameters. The precision property is a multiplier allowing
  33539. * rendering at a higher or lower resolution
  33540. * @param successCallback defines the callback receives a single parameter which contains the
  33541. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33542. * src parameter of an <img> to display it
  33543. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33544. * Check your browser for supported MIME types
  33545. */
  33546. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33547. /**
  33548. * Captures a screenshot of the current rendering
  33549. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33550. * @param engine defines the rendering engine
  33551. * @param camera defines the source camera
  33552. * @param size This parameter can be set to a single number or to an object with the
  33553. * following (optional) properties: precision, width, height. If a single number is passed,
  33554. * it will be used for both width and height. If an object is passed, the screenshot size
  33555. * will be derived from the parameters. The precision property is a multiplier allowing
  33556. * rendering at a higher or lower resolution
  33557. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33558. * Check your browser for supported MIME types
  33559. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33560. * to the src parameter of an <img> to display it
  33561. */
  33562. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33563. /**
  33564. * Generates an image screenshot from the specified camera.
  33565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33566. * @param engine The engine to use for rendering
  33567. * @param camera The camera to use for rendering
  33568. * @param size This parameter can be set to a single number or to an object with the
  33569. * following (optional) properties: precision, width, height. If a single number is passed,
  33570. * it will be used for both width and height. If an object is passed, the screenshot size
  33571. * will be derived from the parameters. The precision property is a multiplier allowing
  33572. * rendering at a higher or lower resolution
  33573. * @param successCallback The callback receives a single parameter which contains the
  33574. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33575. * src parameter of an <img> to display it
  33576. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33577. * Check your browser for supported MIME types
  33578. * @param samples Texture samples (default: 1)
  33579. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33580. * @param fileName A name for for the downloaded file.
  33581. */
  33582. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33583. /**
  33584. * Generates an image screenshot from the specified camera.
  33585. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33586. * @param engine The engine to use for rendering
  33587. * @param camera The camera to use for rendering
  33588. * @param size This parameter can be set to a single number or to an object with the
  33589. * following (optional) properties: precision, width, height. If a single number is passed,
  33590. * it will be used for both width and height. If an object is passed, the screenshot size
  33591. * will be derived from the parameters. The precision property is a multiplier allowing
  33592. * rendering at a higher or lower resolution
  33593. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33594. * Check your browser for supported MIME types
  33595. * @param samples Texture samples (default: 1)
  33596. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33597. * @param fileName A name for for the downloaded file.
  33598. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33599. * to the src parameter of an <img> to display it
  33600. */
  33601. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33602. /**
  33603. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33604. * Be aware Math.random() could cause collisions, but:
  33605. * "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"
  33606. * @returns a pseudo random id
  33607. */
  33608. static RandomId(): string;
  33609. /**
  33610. * Test if the given uri is a base64 string
  33611. * @param uri The uri to test
  33612. * @return True if the uri is a base64 string or false otherwise
  33613. */
  33614. static IsBase64(uri: string): boolean;
  33615. /**
  33616. * Decode the given base64 uri.
  33617. * @param uri The uri to decode
  33618. * @return The decoded base64 data.
  33619. */
  33620. static DecodeBase64(uri: string): ArrayBuffer;
  33621. /**
  33622. * Gets the absolute url.
  33623. * @param url the input url
  33624. * @return the absolute url
  33625. */
  33626. static GetAbsoluteUrl(url: string): string;
  33627. /**
  33628. * No log
  33629. */
  33630. static readonly NoneLogLevel: number;
  33631. /**
  33632. * Only message logs
  33633. */
  33634. static readonly MessageLogLevel: number;
  33635. /**
  33636. * Only warning logs
  33637. */
  33638. static readonly WarningLogLevel: number;
  33639. /**
  33640. * Only error logs
  33641. */
  33642. static readonly ErrorLogLevel: number;
  33643. /**
  33644. * All logs
  33645. */
  33646. static readonly AllLogLevel: number;
  33647. /**
  33648. * Gets a value indicating the number of loading errors
  33649. * @ignorenaming
  33650. */
  33651. static readonly errorsCount: number;
  33652. /**
  33653. * Callback called when a new log is added
  33654. */
  33655. static OnNewCacheEntry: (entry: string) => void;
  33656. /**
  33657. * Log a message to the console
  33658. * @param message defines the message to log
  33659. */
  33660. static Log(message: string): void;
  33661. /**
  33662. * Write a warning message to the console
  33663. * @param message defines the message to log
  33664. */
  33665. static Warn(message: string): void;
  33666. /**
  33667. * Write an error message to the console
  33668. * @param message defines the message to log
  33669. */
  33670. static Error(message: string): void;
  33671. /**
  33672. * Gets current log cache (list of logs)
  33673. */
  33674. static readonly LogCache: string;
  33675. /**
  33676. * Clears the log cache
  33677. */
  33678. static ClearLogCache(): void;
  33679. /**
  33680. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33681. */
  33682. static LogLevels: number;
  33683. /**
  33684. * Checks if the window object exists
  33685. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33686. */
  33687. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33688. /**
  33689. * No performance log
  33690. */
  33691. static readonly PerformanceNoneLogLevel: number;
  33692. /**
  33693. * Use user marks to log performance
  33694. */
  33695. static readonly PerformanceUserMarkLogLevel: number;
  33696. /**
  33697. * Log performance to the console
  33698. */
  33699. static readonly PerformanceConsoleLogLevel: number;
  33700. private static _performance;
  33701. /**
  33702. * Sets the current performance log level
  33703. */
  33704. static PerformanceLogLevel: number;
  33705. private static _StartPerformanceCounterDisabled;
  33706. private static _EndPerformanceCounterDisabled;
  33707. private static _StartUserMark;
  33708. private static _EndUserMark;
  33709. private static _StartPerformanceConsole;
  33710. private static _EndPerformanceConsole;
  33711. /**
  33712. * Starts a performance counter
  33713. */
  33714. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33715. /**
  33716. * Ends a specific performance coutner
  33717. */
  33718. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33719. /**
  33720. * Gets either window.performance.now() if supported or Date.now() else
  33721. */
  33722. static readonly Now: number;
  33723. /**
  33724. * This method will return the name of the class used to create the instance of the given object.
  33725. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33726. * @param object the object to get the class name from
  33727. * @param isType defines if the object is actually a type
  33728. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33729. */
  33730. static GetClassName(object: any, isType?: boolean): string;
  33731. /**
  33732. * Gets the first element of an array satisfying a given predicate
  33733. * @param array defines the array to browse
  33734. * @param predicate defines the predicate to use
  33735. * @returns null if not found or the element
  33736. */
  33737. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33738. /**
  33739. * This method will return the name of the full name of the class, including its owning module (if any).
  33740. * 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).
  33741. * @param object the object to get the class name from
  33742. * @param isType defines if the object is actually a type
  33743. * @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.
  33744. * @ignorenaming
  33745. */
  33746. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33747. /**
  33748. * Returns a promise that resolves after the given amount of time.
  33749. * @param delay Number of milliseconds to delay
  33750. * @returns Promise that resolves after the given amount of time
  33751. */
  33752. static DelayAsync(delay: number): Promise<void>;
  33753. }
  33754. /**
  33755. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33756. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33757. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33758. * @param name The name of the class, case should be preserved
  33759. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33760. */
  33761. export function className(name: string, module?: string): (target: Object) => void;
  33762. /**
  33763. * An implementation of a loop for asynchronous functions.
  33764. */
  33765. export class AsyncLoop {
  33766. /**
  33767. * Defines the number of iterations for the loop
  33768. */
  33769. iterations: number;
  33770. /**
  33771. * Defines the current index of the loop.
  33772. */
  33773. index: number;
  33774. private _done;
  33775. private _fn;
  33776. private _successCallback;
  33777. /**
  33778. * Constructor.
  33779. * @param iterations the number of iterations.
  33780. * @param func the function to run each iteration
  33781. * @param successCallback the callback that will be called upon succesful execution
  33782. * @param offset starting offset.
  33783. */
  33784. constructor(
  33785. /**
  33786. * Defines the number of iterations for the loop
  33787. */
  33788. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33789. /**
  33790. * Execute the next iteration. Must be called after the last iteration was finished.
  33791. */
  33792. executeNext(): void;
  33793. /**
  33794. * Break the loop and run the success callback.
  33795. */
  33796. breakLoop(): void;
  33797. /**
  33798. * Create and run an async loop.
  33799. * @param iterations the number of iterations.
  33800. * @param fn the function to run each iteration
  33801. * @param successCallback the callback that will be called upon succesful execution
  33802. * @param offset starting offset.
  33803. * @returns the created async loop object
  33804. */
  33805. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33806. /**
  33807. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33808. * @param iterations total number of iterations
  33809. * @param syncedIterations number of synchronous iterations in each async iteration.
  33810. * @param fn the function to call each iteration.
  33811. * @param callback a success call back that will be called when iterating stops.
  33812. * @param breakFunction a break condition (optional)
  33813. * @param timeout timeout settings for the setTimeout function. default - 0.
  33814. * @returns the created async loop object
  33815. */
  33816. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33817. }
  33818. }
  33819. declare module "babylonjs/Misc/stringDictionary" {
  33820. import { Nullable } from "babylonjs/types";
  33821. /**
  33822. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33823. * The underlying implementation relies on an associative array to ensure the best performances.
  33824. * The value can be anything including 'null' but except 'undefined'
  33825. */
  33826. export class StringDictionary<T> {
  33827. /**
  33828. * This will clear this dictionary and copy the content from the 'source' one.
  33829. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33830. * @param source the dictionary to take the content from and copy to this dictionary
  33831. */
  33832. copyFrom(source: StringDictionary<T>): void;
  33833. /**
  33834. * Get a value based from its key
  33835. * @param key the given key to get the matching value from
  33836. * @return the value if found, otherwise undefined is returned
  33837. */
  33838. get(key: string): T | undefined;
  33839. /**
  33840. * Get a value from its key or add it if it doesn't exist.
  33841. * This method will ensure you that a given key/data will be present in the dictionary.
  33842. * @param key the given key to get the matching value from
  33843. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33844. * The factory will only be invoked if there's no data for the given key.
  33845. * @return the value corresponding to the key.
  33846. */
  33847. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33848. /**
  33849. * Get a value from its key if present in the dictionary otherwise add it
  33850. * @param key the key to get the value from
  33851. * @param val if there's no such key/value pair in the dictionary add it with this value
  33852. * @return the value corresponding to the key
  33853. */
  33854. getOrAdd(key: string, val: T): T;
  33855. /**
  33856. * Check if there's a given key in the dictionary
  33857. * @param key the key to check for
  33858. * @return true if the key is present, false otherwise
  33859. */
  33860. contains(key: string): boolean;
  33861. /**
  33862. * Add a new key and its corresponding value
  33863. * @param key the key to add
  33864. * @param value the value corresponding to the key
  33865. * @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
  33866. */
  33867. add(key: string, value: T): boolean;
  33868. /**
  33869. * Update a specific value associated to a key
  33870. * @param key defines the key to use
  33871. * @param value defines the value to store
  33872. * @returns true if the value was updated (or false if the key was not found)
  33873. */
  33874. set(key: string, value: T): boolean;
  33875. /**
  33876. * Get the element of the given key and remove it from the dictionary
  33877. * @param key defines the key to search
  33878. * @returns the value associated with the key or null if not found
  33879. */
  33880. getAndRemove(key: string): Nullable<T>;
  33881. /**
  33882. * Remove a key/value from the dictionary.
  33883. * @param key the key to remove
  33884. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33885. */
  33886. remove(key: string): boolean;
  33887. /**
  33888. * Clear the whole content of the dictionary
  33889. */
  33890. clear(): void;
  33891. /**
  33892. * Gets the current count
  33893. */
  33894. readonly count: number;
  33895. /**
  33896. * Execute a callback on each key/val of the dictionary.
  33897. * Note that you can remove any element in this dictionary in the callback implementation
  33898. * @param callback the callback to execute on a given key/value pair
  33899. */
  33900. forEach(callback: (key: string, val: T) => void): void;
  33901. /**
  33902. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33903. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33904. * Note that you can remove any element in this dictionary in the callback implementation
  33905. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33906. * @returns the first item
  33907. */
  33908. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33909. private _count;
  33910. private _data;
  33911. }
  33912. }
  33913. declare module "babylonjs/Collisions/collisionCoordinator" {
  33914. import { Nullable } from "babylonjs/types";
  33915. import { Scene } from "babylonjs/scene";
  33916. import { Vector3 } from "babylonjs/Maths/math.vector";
  33917. import { Collider } from "babylonjs/Collisions/collider";
  33918. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33919. /** @hidden */
  33920. export interface ICollisionCoordinator {
  33921. createCollider(): Collider;
  33922. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33923. init(scene: Scene): void;
  33924. }
  33925. /** @hidden */
  33926. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33927. private _scene;
  33928. private _scaledPosition;
  33929. private _scaledVelocity;
  33930. private _finalPosition;
  33931. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33932. createCollider(): Collider;
  33933. init(scene: Scene): void;
  33934. private _collideWithWorld;
  33935. }
  33936. }
  33937. declare module "babylonjs/Inputs/scene.inputManager" {
  33938. import { Nullable } from "babylonjs/types";
  33939. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33940. import { Vector2 } from "babylonjs/Maths/math.vector";
  33941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33942. import { Scene } from "babylonjs/scene";
  33943. /**
  33944. * Class used to manage all inputs for the scene.
  33945. */
  33946. export class InputManager {
  33947. /** The distance in pixel that you have to move to prevent some events */
  33948. static DragMovementThreshold: number;
  33949. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33950. static LongPressDelay: number;
  33951. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33952. static DoubleClickDelay: number;
  33953. /** If you need to check double click without raising a single click at first click, enable this flag */
  33954. static ExclusiveDoubleClickMode: boolean;
  33955. private _wheelEventName;
  33956. private _onPointerMove;
  33957. private _onPointerDown;
  33958. private _onPointerUp;
  33959. private _initClickEvent;
  33960. private _initActionManager;
  33961. private _delayedSimpleClick;
  33962. private _delayedSimpleClickTimeout;
  33963. private _previousDelayedSimpleClickTimeout;
  33964. private _meshPickProceed;
  33965. private _previousButtonPressed;
  33966. private _currentPickResult;
  33967. private _previousPickResult;
  33968. private _totalPointersPressed;
  33969. private _doubleClickOccured;
  33970. private _pointerOverMesh;
  33971. private _pickedDownMesh;
  33972. private _pickedUpMesh;
  33973. private _pointerX;
  33974. private _pointerY;
  33975. private _unTranslatedPointerX;
  33976. private _unTranslatedPointerY;
  33977. private _startingPointerPosition;
  33978. private _previousStartingPointerPosition;
  33979. private _startingPointerTime;
  33980. private _previousStartingPointerTime;
  33981. private _pointerCaptures;
  33982. private _onKeyDown;
  33983. private _onKeyUp;
  33984. private _onCanvasFocusObserver;
  33985. private _onCanvasBlurObserver;
  33986. private _scene;
  33987. /**
  33988. * Creates a new InputManager
  33989. * @param scene defines the hosting scene
  33990. */
  33991. constructor(scene: Scene);
  33992. /**
  33993. * Gets the mesh that is currently under the pointer
  33994. */
  33995. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33996. /**
  33997. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33998. */
  33999. readonly unTranslatedPointer: Vector2;
  34000. /**
  34001. * Gets or sets the current on-screen X position of the pointer
  34002. */
  34003. pointerX: number;
  34004. /**
  34005. * Gets or sets the current on-screen Y position of the pointer
  34006. */
  34007. pointerY: number;
  34008. private _updatePointerPosition;
  34009. private _processPointerMove;
  34010. private _setRayOnPointerInfo;
  34011. private _checkPrePointerObservable;
  34012. /**
  34013. * Use this method to simulate a pointer move on a mesh
  34014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34017. */
  34018. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34019. /**
  34020. * Use this method to simulate a pointer down on a mesh
  34021. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34022. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34023. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34024. */
  34025. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  34026. private _processPointerDown;
  34027. /** @hidden */
  34028. _isPointerSwiping(): boolean;
  34029. /**
  34030. * Use this method to simulate a pointer up on a mesh
  34031. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34032. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34033. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34034. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34035. */
  34036. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  34037. private _processPointerUp;
  34038. /**
  34039. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34040. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34041. * @returns true if the pointer was captured
  34042. */
  34043. isPointerCaptured(pointerId?: number): boolean;
  34044. /**
  34045. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34046. * @param attachUp defines if you want to attach events to pointerup
  34047. * @param attachDown defines if you want to attach events to pointerdown
  34048. * @param attachMove defines if you want to attach events to pointermove
  34049. */
  34050. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34051. /**
  34052. * Detaches all event handlers
  34053. */
  34054. detachControl(): void;
  34055. /**
  34056. * Force the value of meshUnderPointer
  34057. * @param mesh defines the mesh to use
  34058. */
  34059. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  34060. /**
  34061. * Gets the mesh under the pointer
  34062. * @returns a Mesh or null if no mesh is under the pointer
  34063. */
  34064. getPointerOverMesh(): Nullable<AbstractMesh>;
  34065. }
  34066. }
  34067. declare module "babylonjs/Misc/uniqueIdGenerator" {
  34068. /**
  34069. * Helper class used to generate session unique ID
  34070. */
  34071. export class UniqueIdGenerator {
  34072. private static _UniqueIdCounter;
  34073. /**
  34074. * Gets an unique (relatively to the current scene) Id
  34075. */
  34076. static readonly UniqueId: number;
  34077. }
  34078. }
  34079. declare module "babylonjs/Animations/animationGroup" {
  34080. import { Animatable } from "babylonjs/Animations/animatable";
  34081. import { Animation } from "babylonjs/Animations/animation";
  34082. import { Scene, IDisposable } from "babylonjs/scene";
  34083. import { Observable } from "babylonjs/Misc/observable";
  34084. import { Nullable } from "babylonjs/types";
  34085. import "babylonjs/Animations/animatable";
  34086. /**
  34087. * This class defines the direct association between an animation and a target
  34088. */
  34089. export class TargetedAnimation {
  34090. /**
  34091. * Animation to perform
  34092. */
  34093. animation: Animation;
  34094. /**
  34095. * Target to animate
  34096. */
  34097. target: any;
  34098. /**
  34099. * Serialize the object
  34100. * @returns the JSON object representing the current entity
  34101. */
  34102. serialize(): any;
  34103. }
  34104. /**
  34105. * Use this class to create coordinated animations on multiple targets
  34106. */
  34107. export class AnimationGroup implements IDisposable {
  34108. /** The name of the animation group */
  34109. name: string;
  34110. private _scene;
  34111. private _targetedAnimations;
  34112. private _animatables;
  34113. private _from;
  34114. private _to;
  34115. private _isStarted;
  34116. private _isPaused;
  34117. private _speedRatio;
  34118. private _loopAnimation;
  34119. /**
  34120. * Gets or sets the unique id of the node
  34121. */
  34122. uniqueId: number;
  34123. /**
  34124. * This observable will notify when one animation have ended
  34125. */
  34126. onAnimationEndObservable: Observable<TargetedAnimation>;
  34127. /**
  34128. * Observer raised when one animation loops
  34129. */
  34130. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34131. /**
  34132. * Observer raised when all animations have looped
  34133. */
  34134. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34135. /**
  34136. * This observable will notify when all animations have ended.
  34137. */
  34138. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34139. /**
  34140. * This observable will notify when all animations have paused.
  34141. */
  34142. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34143. /**
  34144. * This observable will notify when all animations are playing.
  34145. */
  34146. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34147. /**
  34148. * Gets the first frame
  34149. */
  34150. readonly from: number;
  34151. /**
  34152. * Gets the last frame
  34153. */
  34154. readonly to: number;
  34155. /**
  34156. * Define if the animations are started
  34157. */
  34158. readonly isStarted: boolean;
  34159. /**
  34160. * Gets a value indicating that the current group is playing
  34161. */
  34162. readonly isPlaying: boolean;
  34163. /**
  34164. * Gets or sets the speed ratio to use for all animations
  34165. */
  34166. /**
  34167. * Gets or sets the speed ratio to use for all animations
  34168. */
  34169. speedRatio: number;
  34170. /**
  34171. * Gets or sets if all animations should loop or not
  34172. */
  34173. loopAnimation: boolean;
  34174. /**
  34175. * Gets the targeted animations for this animation group
  34176. */
  34177. readonly targetedAnimations: Array<TargetedAnimation>;
  34178. /**
  34179. * returning the list of animatables controlled by this animation group.
  34180. */
  34181. readonly animatables: Array<Animatable>;
  34182. /**
  34183. * Instantiates a new Animation Group.
  34184. * This helps managing several animations at once.
  34185. * @see http://doc.babylonjs.com/how_to/group
  34186. * @param name Defines the name of the group
  34187. * @param scene Defines the scene the group belongs to
  34188. */
  34189. constructor(
  34190. /** The name of the animation group */
  34191. name: string, scene?: Nullable<Scene>);
  34192. /**
  34193. * Add an animation (with its target) in the group
  34194. * @param animation defines the animation we want to add
  34195. * @param target defines the target of the animation
  34196. * @returns the TargetedAnimation object
  34197. */
  34198. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34199. /**
  34200. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34201. * It can add constant keys at begin or end
  34202. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34203. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34204. * @returns the animation group
  34205. */
  34206. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34207. private _animationLoopCount;
  34208. private _animationLoopFlags;
  34209. private _processLoop;
  34210. /**
  34211. * Start all animations on given targets
  34212. * @param loop defines if animations must loop
  34213. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34214. * @param from defines the from key (optional)
  34215. * @param to defines the to key (optional)
  34216. * @returns the current animation group
  34217. */
  34218. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34219. /**
  34220. * Pause all animations
  34221. * @returns the animation group
  34222. */
  34223. pause(): AnimationGroup;
  34224. /**
  34225. * Play all animations to initial state
  34226. * This function will start() the animations if they were not started or will restart() them if they were paused
  34227. * @param loop defines if animations must loop
  34228. * @returns the animation group
  34229. */
  34230. play(loop?: boolean): AnimationGroup;
  34231. /**
  34232. * Reset all animations to initial state
  34233. * @returns the animation group
  34234. */
  34235. reset(): AnimationGroup;
  34236. /**
  34237. * Restart animations from key 0
  34238. * @returns the animation group
  34239. */
  34240. restart(): AnimationGroup;
  34241. /**
  34242. * Stop all animations
  34243. * @returns the animation group
  34244. */
  34245. stop(): AnimationGroup;
  34246. /**
  34247. * Set animation weight for all animatables
  34248. * @param weight defines the weight to use
  34249. * @return the animationGroup
  34250. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34251. */
  34252. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34253. /**
  34254. * Synchronize and normalize all animatables with a source animatable
  34255. * @param root defines the root animatable to synchronize with
  34256. * @return the animationGroup
  34257. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34258. */
  34259. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34260. /**
  34261. * Goes to a specific frame in this animation group
  34262. * @param frame the frame number to go to
  34263. * @return the animationGroup
  34264. */
  34265. goToFrame(frame: number): AnimationGroup;
  34266. /**
  34267. * Dispose all associated resources
  34268. */
  34269. dispose(): void;
  34270. private _checkAnimationGroupEnded;
  34271. /**
  34272. * Clone the current animation group and returns a copy
  34273. * @param newName defines the name of the new group
  34274. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34275. * @returns the new aniamtion group
  34276. */
  34277. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34278. /**
  34279. * Serializes the animationGroup to an object
  34280. * @returns Serialized object
  34281. */
  34282. serialize(): any;
  34283. /**
  34284. * Returns a new AnimationGroup object parsed from the source provided.
  34285. * @param parsedAnimationGroup defines the source
  34286. * @param scene defines the scene that will receive the animationGroup
  34287. * @returns a new AnimationGroup
  34288. */
  34289. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34290. /**
  34291. * Returns the string "AnimationGroup"
  34292. * @returns "AnimationGroup"
  34293. */
  34294. getClassName(): string;
  34295. /**
  34296. * Creates a detailled string about the object
  34297. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34298. * @returns a string representing the object
  34299. */
  34300. toString(fullDetails?: boolean): string;
  34301. }
  34302. }
  34303. declare module "babylonjs/scene" {
  34304. import { Nullable } from "babylonjs/types";
  34305. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34306. import { Observable } from "babylonjs/Misc/observable";
  34307. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34308. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34309. import { Geometry } from "babylonjs/Meshes/geometry";
  34310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34311. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34312. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34313. import { Mesh } from "babylonjs/Meshes/mesh";
  34314. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34315. import { Bone } from "babylonjs/Bones/bone";
  34316. import { Skeleton } from "babylonjs/Bones/skeleton";
  34317. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34318. import { Camera } from "babylonjs/Cameras/camera";
  34319. import { AbstractScene } from "babylonjs/abstractScene";
  34320. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34321. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34322. import { Material } from "babylonjs/Materials/material";
  34323. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34324. import { Effect } from "babylonjs/Materials/effect";
  34325. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34326. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34327. import { Light } from "babylonjs/Lights/light";
  34328. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34329. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34330. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34331. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34332. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34333. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34334. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34335. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34336. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34337. import { Engine } from "babylonjs/Engines/engine";
  34338. import { Node } from "babylonjs/node";
  34339. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34340. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34341. import { WebRequest } from "babylonjs/Misc/webRequest";
  34342. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34343. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34344. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34345. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34346. import { Plane } from "babylonjs/Maths/math.plane";
  34347. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34348. import { Ray } from "babylonjs/Culling/ray";
  34349. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34350. import { Animation } from "babylonjs/Animations/animation";
  34351. import { Animatable } from "babylonjs/Animations/animatable";
  34352. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34353. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34354. import { Collider } from "babylonjs/Collisions/collider";
  34355. /**
  34356. * Define an interface for all classes that will hold resources
  34357. */
  34358. export interface IDisposable {
  34359. /**
  34360. * Releases all held resources
  34361. */
  34362. dispose(): void;
  34363. }
  34364. /** Interface defining initialization parameters for Scene class */
  34365. export interface SceneOptions {
  34366. /**
  34367. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34368. * It will improve performance when the number of geometries becomes important.
  34369. */
  34370. useGeometryUniqueIdsMap?: boolean;
  34371. /**
  34372. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34373. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34374. */
  34375. useMaterialMeshMap?: boolean;
  34376. /**
  34377. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34378. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34379. */
  34380. useClonedMeshhMap?: boolean;
  34381. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34382. virtual?: boolean;
  34383. }
  34384. /**
  34385. * Represents a scene to be rendered by the engine.
  34386. * @see http://doc.babylonjs.com/features/scene
  34387. */
  34388. export class Scene extends AbstractScene implements IAnimatable {
  34389. /** The fog is deactivated */
  34390. static readonly FOGMODE_NONE: number;
  34391. /** The fog density is following an exponential function */
  34392. static readonly FOGMODE_EXP: number;
  34393. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34394. static readonly FOGMODE_EXP2: number;
  34395. /** The fog density is following a linear function. */
  34396. static readonly FOGMODE_LINEAR: number;
  34397. /**
  34398. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34399. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34400. */
  34401. static MinDeltaTime: number;
  34402. /**
  34403. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34404. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34405. */
  34406. static MaxDeltaTime: number;
  34407. /**
  34408. * Factory used to create the default material.
  34409. * @param name The name of the material to create
  34410. * @param scene The scene to create the material for
  34411. * @returns The default material
  34412. */
  34413. static DefaultMaterialFactory(scene: Scene): Material;
  34414. /**
  34415. * Factory used to create the a collision coordinator.
  34416. * @returns The collision coordinator
  34417. */
  34418. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34419. /** @hidden */
  34420. _inputManager: InputManager;
  34421. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34422. cameraToUseForPointers: Nullable<Camera>;
  34423. /** @hidden */
  34424. readonly _isScene: boolean;
  34425. /**
  34426. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34427. */
  34428. autoClear: boolean;
  34429. /**
  34430. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34431. */
  34432. autoClearDepthAndStencil: boolean;
  34433. /**
  34434. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34435. */
  34436. clearColor: Color4;
  34437. /**
  34438. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34439. */
  34440. ambientColor: Color3;
  34441. /**
  34442. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34443. * It should only be one of the following (if not the default embedded one):
  34444. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34445. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34446. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34447. * The material properties need to be setup according to the type of texture in use.
  34448. */
  34449. environmentBRDFTexture: BaseTexture;
  34450. /** @hidden */
  34451. protected _environmentTexture: Nullable<BaseTexture>;
  34452. /**
  34453. * Texture used in all pbr material as the reflection texture.
  34454. * As in the majority of the scene they are the same (exception for multi room and so on),
  34455. * this is easier to reference from here than from all the materials.
  34456. */
  34457. /**
  34458. * Texture used in all pbr material as the reflection texture.
  34459. * As in the majority of the scene they are the same (exception for multi room and so on),
  34460. * this is easier to set here than in all the materials.
  34461. */
  34462. environmentTexture: Nullable<BaseTexture>;
  34463. /** @hidden */
  34464. protected _environmentIntensity: number;
  34465. /**
  34466. * Intensity of the environment in all pbr material.
  34467. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34468. * As in the majority of the scene they are the same (exception for multi room and so on),
  34469. * this is easier to reference from here than from all the materials.
  34470. */
  34471. /**
  34472. * Intensity of the environment in all pbr material.
  34473. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34474. * As in the majority of the scene they are the same (exception for multi room and so on),
  34475. * this is easier to set here than in all the materials.
  34476. */
  34477. environmentIntensity: number;
  34478. /** @hidden */
  34479. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34480. /**
  34481. * Default image processing configuration used either in the rendering
  34482. * Forward main pass or through the imageProcessingPostProcess if present.
  34483. * As in the majority of the scene they are the same (exception for multi camera),
  34484. * this is easier to reference from here than from all the materials and post process.
  34485. *
  34486. * No setter as we it is a shared configuration, you can set the values instead.
  34487. */
  34488. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34489. private _forceWireframe;
  34490. /**
  34491. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34492. */
  34493. forceWireframe: boolean;
  34494. private _forcePointsCloud;
  34495. /**
  34496. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34497. */
  34498. forcePointsCloud: boolean;
  34499. /**
  34500. * Gets or sets the active clipplane 1
  34501. */
  34502. clipPlane: Nullable<Plane>;
  34503. /**
  34504. * Gets or sets the active clipplane 2
  34505. */
  34506. clipPlane2: Nullable<Plane>;
  34507. /**
  34508. * Gets or sets the active clipplane 3
  34509. */
  34510. clipPlane3: Nullable<Plane>;
  34511. /**
  34512. * Gets or sets the active clipplane 4
  34513. */
  34514. clipPlane4: Nullable<Plane>;
  34515. /**
  34516. * Gets or sets a boolean indicating if animations are enabled
  34517. */
  34518. animationsEnabled: boolean;
  34519. private _animationPropertiesOverride;
  34520. /**
  34521. * Gets or sets the animation properties override
  34522. */
  34523. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34524. /**
  34525. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34526. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34527. */
  34528. useConstantAnimationDeltaTime: boolean;
  34529. /**
  34530. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34531. * Please note that it requires to run a ray cast through the scene on every frame
  34532. */
  34533. constantlyUpdateMeshUnderPointer: boolean;
  34534. /**
  34535. * Defines the HTML cursor to use when hovering over interactive elements
  34536. */
  34537. hoverCursor: string;
  34538. /**
  34539. * Defines the HTML default cursor to use (empty by default)
  34540. */
  34541. defaultCursor: string;
  34542. /**
  34543. * Defines wether cursors are handled by the scene.
  34544. */
  34545. doNotHandleCursors: boolean;
  34546. /**
  34547. * This is used to call preventDefault() on pointer down
  34548. * in order to block unwanted artifacts like system double clicks
  34549. */
  34550. preventDefaultOnPointerDown: boolean;
  34551. /**
  34552. * This is used to call preventDefault() on pointer up
  34553. * in order to block unwanted artifacts like system double clicks
  34554. */
  34555. preventDefaultOnPointerUp: boolean;
  34556. /**
  34557. * Gets or sets user defined metadata
  34558. */
  34559. metadata: any;
  34560. /**
  34561. * For internal use only. Please do not use.
  34562. */
  34563. reservedDataStore: any;
  34564. /**
  34565. * Gets the name of the plugin used to load this scene (null by default)
  34566. */
  34567. loadingPluginName: string;
  34568. /**
  34569. * Use this array to add regular expressions used to disable offline support for specific urls
  34570. */
  34571. disableOfflineSupportExceptionRules: RegExp[];
  34572. /**
  34573. * An event triggered when the scene is disposed.
  34574. */
  34575. onDisposeObservable: Observable<Scene>;
  34576. private _onDisposeObserver;
  34577. /** Sets a function to be executed when this scene is disposed. */
  34578. onDispose: () => void;
  34579. /**
  34580. * An event triggered before rendering the scene (right after animations and physics)
  34581. */
  34582. onBeforeRenderObservable: Observable<Scene>;
  34583. private _onBeforeRenderObserver;
  34584. /** Sets a function to be executed before rendering this scene */
  34585. beforeRender: Nullable<() => void>;
  34586. /**
  34587. * An event triggered after rendering the scene
  34588. */
  34589. onAfterRenderObservable: Observable<Scene>;
  34590. /**
  34591. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34592. */
  34593. onAfterRenderCameraObservable: Observable<Camera>;
  34594. private _onAfterRenderObserver;
  34595. /** Sets a function to be executed after rendering this scene */
  34596. afterRender: Nullable<() => void>;
  34597. /**
  34598. * An event triggered before animating the scene
  34599. */
  34600. onBeforeAnimationsObservable: Observable<Scene>;
  34601. /**
  34602. * An event triggered after animations processing
  34603. */
  34604. onAfterAnimationsObservable: Observable<Scene>;
  34605. /**
  34606. * An event triggered before draw calls are ready to be sent
  34607. */
  34608. onBeforeDrawPhaseObservable: Observable<Scene>;
  34609. /**
  34610. * An event triggered after draw calls have been sent
  34611. */
  34612. onAfterDrawPhaseObservable: Observable<Scene>;
  34613. /**
  34614. * An event triggered when the scene is ready
  34615. */
  34616. onReadyObservable: Observable<Scene>;
  34617. /**
  34618. * An event triggered before rendering a camera
  34619. */
  34620. onBeforeCameraRenderObservable: Observable<Camera>;
  34621. private _onBeforeCameraRenderObserver;
  34622. /** Sets a function to be executed before rendering a camera*/
  34623. beforeCameraRender: () => void;
  34624. /**
  34625. * An event triggered after rendering a camera
  34626. */
  34627. onAfterCameraRenderObservable: Observable<Camera>;
  34628. private _onAfterCameraRenderObserver;
  34629. /** Sets a function to be executed after rendering a camera*/
  34630. afterCameraRender: () => void;
  34631. /**
  34632. * An event triggered when active meshes evaluation is about to start
  34633. */
  34634. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34635. /**
  34636. * An event triggered when active meshes evaluation is done
  34637. */
  34638. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34639. /**
  34640. * An event triggered when particles rendering is about to start
  34641. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34642. */
  34643. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34644. /**
  34645. * An event triggered when particles rendering is done
  34646. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34647. */
  34648. onAfterParticlesRenderingObservable: Observable<Scene>;
  34649. /**
  34650. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34651. */
  34652. onDataLoadedObservable: Observable<Scene>;
  34653. /**
  34654. * An event triggered when a camera is created
  34655. */
  34656. onNewCameraAddedObservable: Observable<Camera>;
  34657. /**
  34658. * An event triggered when a camera is removed
  34659. */
  34660. onCameraRemovedObservable: Observable<Camera>;
  34661. /**
  34662. * An event triggered when a light is created
  34663. */
  34664. onNewLightAddedObservable: Observable<Light>;
  34665. /**
  34666. * An event triggered when a light is removed
  34667. */
  34668. onLightRemovedObservable: Observable<Light>;
  34669. /**
  34670. * An event triggered when a geometry is created
  34671. */
  34672. onNewGeometryAddedObservable: Observable<Geometry>;
  34673. /**
  34674. * An event triggered when a geometry is removed
  34675. */
  34676. onGeometryRemovedObservable: Observable<Geometry>;
  34677. /**
  34678. * An event triggered when a transform node is created
  34679. */
  34680. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34681. /**
  34682. * An event triggered when a transform node is removed
  34683. */
  34684. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34685. /**
  34686. * An event triggered when a mesh is created
  34687. */
  34688. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34689. /**
  34690. * An event triggered when a mesh is removed
  34691. */
  34692. onMeshRemovedObservable: Observable<AbstractMesh>;
  34693. /**
  34694. * An event triggered when a skeleton is created
  34695. */
  34696. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34697. /**
  34698. * An event triggered when a skeleton is removed
  34699. */
  34700. onSkeletonRemovedObservable: Observable<Skeleton>;
  34701. /**
  34702. * An event triggered when a material is created
  34703. */
  34704. onNewMaterialAddedObservable: Observable<Material>;
  34705. /**
  34706. * An event triggered when a material is removed
  34707. */
  34708. onMaterialRemovedObservable: Observable<Material>;
  34709. /**
  34710. * An event triggered when a texture is created
  34711. */
  34712. onNewTextureAddedObservable: Observable<BaseTexture>;
  34713. /**
  34714. * An event triggered when a texture is removed
  34715. */
  34716. onTextureRemovedObservable: Observable<BaseTexture>;
  34717. /**
  34718. * An event triggered when render targets are about to be rendered
  34719. * Can happen multiple times per frame.
  34720. */
  34721. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34722. /**
  34723. * An event triggered when render targets were rendered.
  34724. * Can happen multiple times per frame.
  34725. */
  34726. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34727. /**
  34728. * An event triggered before calculating deterministic simulation step
  34729. */
  34730. onBeforeStepObservable: Observable<Scene>;
  34731. /**
  34732. * An event triggered after calculating deterministic simulation step
  34733. */
  34734. onAfterStepObservable: Observable<Scene>;
  34735. /**
  34736. * An event triggered when the activeCamera property is updated
  34737. */
  34738. onActiveCameraChanged: Observable<Scene>;
  34739. /**
  34740. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34741. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34742. * 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)
  34743. */
  34744. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34745. /**
  34746. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34747. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34748. * 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)
  34749. */
  34750. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34751. /**
  34752. * This Observable will when a mesh has been imported into the scene.
  34753. */
  34754. onMeshImportedObservable: Observable<AbstractMesh>;
  34755. /**
  34756. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34757. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34758. */
  34759. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34760. /** @hidden */
  34761. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34762. /**
  34763. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34764. */
  34765. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34766. /**
  34767. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34768. */
  34769. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34770. /**
  34771. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34772. */
  34773. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34774. /** Callback called when a pointer move is detected */
  34775. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34776. /** Callback called when a pointer down is detected */
  34777. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34778. /** Callback called when a pointer up is detected */
  34779. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34780. /** Callback called when a pointer pick is detected */
  34781. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34782. /**
  34783. * 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).
  34784. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34785. */
  34786. onPrePointerObservable: Observable<PointerInfoPre>;
  34787. /**
  34788. * Observable event triggered each time an input event is received from the rendering canvas
  34789. */
  34790. onPointerObservable: Observable<PointerInfo>;
  34791. /**
  34792. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34793. */
  34794. readonly unTranslatedPointer: Vector2;
  34795. /**
  34796. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34797. */
  34798. static DragMovementThreshold: number;
  34799. /**
  34800. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34801. */
  34802. static LongPressDelay: number;
  34803. /**
  34804. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34805. */
  34806. static DoubleClickDelay: number;
  34807. /** If you need to check double click without raising a single click at first click, enable this flag */
  34808. static ExclusiveDoubleClickMode: boolean;
  34809. /** @hidden */
  34810. _mirroredCameraPosition: Nullable<Vector3>;
  34811. /**
  34812. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34813. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34814. */
  34815. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34816. /**
  34817. * Observable event triggered each time an keyboard event is received from the hosting window
  34818. */
  34819. onKeyboardObservable: Observable<KeyboardInfo>;
  34820. private _useRightHandedSystem;
  34821. /**
  34822. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34823. */
  34824. useRightHandedSystem: boolean;
  34825. private _timeAccumulator;
  34826. private _currentStepId;
  34827. private _currentInternalStep;
  34828. /**
  34829. * Sets the step Id used by deterministic lock step
  34830. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34831. * @param newStepId defines the step Id
  34832. */
  34833. setStepId(newStepId: number): void;
  34834. /**
  34835. * Gets the step Id used by deterministic lock step
  34836. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34837. * @returns the step Id
  34838. */
  34839. getStepId(): number;
  34840. /**
  34841. * Gets the internal step used by deterministic lock step
  34842. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34843. * @returns the internal step
  34844. */
  34845. getInternalStep(): number;
  34846. private _fogEnabled;
  34847. /**
  34848. * Gets or sets a boolean indicating if fog is enabled on this scene
  34849. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34850. * (Default is true)
  34851. */
  34852. fogEnabled: boolean;
  34853. private _fogMode;
  34854. /**
  34855. * Gets or sets the fog mode to use
  34856. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34857. * | mode | value |
  34858. * | --- | --- |
  34859. * | FOGMODE_NONE | 0 |
  34860. * | FOGMODE_EXP | 1 |
  34861. * | FOGMODE_EXP2 | 2 |
  34862. * | FOGMODE_LINEAR | 3 |
  34863. */
  34864. fogMode: number;
  34865. /**
  34866. * Gets or sets the fog color to use
  34867. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34868. * (Default is Color3(0.2, 0.2, 0.3))
  34869. */
  34870. fogColor: Color3;
  34871. /**
  34872. * Gets or sets the fog density to use
  34873. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34874. * (Default is 0.1)
  34875. */
  34876. fogDensity: number;
  34877. /**
  34878. * Gets or sets the fog start distance to use
  34879. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34880. * (Default is 0)
  34881. */
  34882. fogStart: number;
  34883. /**
  34884. * Gets or sets the fog end distance to use
  34885. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34886. * (Default is 1000)
  34887. */
  34888. fogEnd: number;
  34889. private _shadowsEnabled;
  34890. /**
  34891. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34892. */
  34893. shadowsEnabled: boolean;
  34894. private _lightsEnabled;
  34895. /**
  34896. * Gets or sets a boolean indicating if lights are enabled on this scene
  34897. */
  34898. lightsEnabled: boolean;
  34899. /** All of the active cameras added to this scene. */
  34900. activeCameras: Camera[];
  34901. /** @hidden */
  34902. _activeCamera: Nullable<Camera>;
  34903. /** Gets or sets the current active camera */
  34904. activeCamera: Nullable<Camera>;
  34905. private _defaultMaterial;
  34906. /** The default material used on meshes when no material is affected */
  34907. /** The default material used on meshes when no material is affected */
  34908. defaultMaterial: Material;
  34909. private _texturesEnabled;
  34910. /**
  34911. * Gets or sets a boolean indicating if textures are enabled on this scene
  34912. */
  34913. texturesEnabled: boolean;
  34914. /**
  34915. * Gets or sets a boolean indicating if particles are enabled on this scene
  34916. */
  34917. particlesEnabled: boolean;
  34918. /**
  34919. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34920. */
  34921. spritesEnabled: boolean;
  34922. private _skeletonsEnabled;
  34923. /**
  34924. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34925. */
  34926. skeletonsEnabled: boolean;
  34927. /**
  34928. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34929. */
  34930. lensFlaresEnabled: boolean;
  34931. /**
  34932. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34933. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34934. */
  34935. collisionsEnabled: boolean;
  34936. private _collisionCoordinator;
  34937. /** @hidden */
  34938. readonly collisionCoordinator: ICollisionCoordinator;
  34939. /**
  34940. * Defines the gravity applied to this scene (used only for collisions)
  34941. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34942. */
  34943. gravity: Vector3;
  34944. /**
  34945. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34946. */
  34947. postProcessesEnabled: boolean;
  34948. /**
  34949. * The list of postprocesses added to the scene
  34950. */
  34951. postProcesses: PostProcess[];
  34952. /**
  34953. * Gets the current postprocess manager
  34954. */
  34955. postProcessManager: PostProcessManager;
  34956. /**
  34957. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34958. */
  34959. renderTargetsEnabled: boolean;
  34960. /**
  34961. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34962. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34963. */
  34964. dumpNextRenderTargets: boolean;
  34965. /**
  34966. * The list of user defined render targets added to the scene
  34967. */
  34968. customRenderTargets: RenderTargetTexture[];
  34969. /**
  34970. * Defines if texture loading must be delayed
  34971. * If true, textures will only be loaded when they need to be rendered
  34972. */
  34973. useDelayedTextureLoading: boolean;
  34974. /**
  34975. * Gets the list of meshes imported to the scene through SceneLoader
  34976. */
  34977. importedMeshesFiles: String[];
  34978. /**
  34979. * Gets or sets a boolean indicating if probes are enabled on this scene
  34980. */
  34981. probesEnabled: boolean;
  34982. /**
  34983. * Gets or sets the current offline provider to use to store scene data
  34984. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34985. */
  34986. offlineProvider: IOfflineProvider;
  34987. /**
  34988. * Gets or sets the action manager associated with the scene
  34989. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34990. */
  34991. actionManager: AbstractActionManager;
  34992. private _meshesForIntersections;
  34993. /**
  34994. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34995. */
  34996. proceduralTexturesEnabled: boolean;
  34997. private _engine;
  34998. private _totalVertices;
  34999. /** @hidden */
  35000. _activeIndices: PerfCounter;
  35001. /** @hidden */
  35002. _activeParticles: PerfCounter;
  35003. /** @hidden */
  35004. _activeBones: PerfCounter;
  35005. private _animationRatio;
  35006. /** @hidden */
  35007. _animationTimeLast: number;
  35008. /** @hidden */
  35009. _animationTime: number;
  35010. /**
  35011. * Gets or sets a general scale for animation speed
  35012. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  35013. */
  35014. animationTimeScale: number;
  35015. /** @hidden */
  35016. _cachedMaterial: Nullable<Material>;
  35017. /** @hidden */
  35018. _cachedEffect: Nullable<Effect>;
  35019. /** @hidden */
  35020. _cachedVisibility: Nullable<number>;
  35021. private _renderId;
  35022. private _frameId;
  35023. private _executeWhenReadyTimeoutId;
  35024. private _intermediateRendering;
  35025. private _viewUpdateFlag;
  35026. private _projectionUpdateFlag;
  35027. /** @hidden */
  35028. _toBeDisposed: Nullable<IDisposable>[];
  35029. private _activeRequests;
  35030. /** @hidden */
  35031. _pendingData: any[];
  35032. private _isDisposed;
  35033. /**
  35034. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  35035. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  35036. */
  35037. dispatchAllSubMeshesOfActiveMeshes: boolean;
  35038. private _activeMeshes;
  35039. private _processedMaterials;
  35040. private _renderTargets;
  35041. /** @hidden */
  35042. _activeParticleSystems: SmartArray<IParticleSystem>;
  35043. private _activeSkeletons;
  35044. private _softwareSkinnedMeshes;
  35045. private _renderingManager;
  35046. /** @hidden */
  35047. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  35048. private _transformMatrix;
  35049. private _sceneUbo;
  35050. /** @hidden */
  35051. _viewMatrix: Matrix;
  35052. private _projectionMatrix;
  35053. /** @hidden */
  35054. _forcedViewPosition: Nullable<Vector3>;
  35055. /** @hidden */
  35056. _frustumPlanes: Plane[];
  35057. /**
  35058. * Gets the list of frustum planes (built from the active camera)
  35059. */
  35060. readonly frustumPlanes: Plane[];
  35061. /**
  35062. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  35063. * This is useful if there are more lights that the maximum simulteanous authorized
  35064. */
  35065. requireLightSorting: boolean;
  35066. /** @hidden */
  35067. readonly useMaterialMeshMap: boolean;
  35068. /** @hidden */
  35069. readonly useClonedMeshhMap: boolean;
  35070. private _externalData;
  35071. private _uid;
  35072. /**
  35073. * @hidden
  35074. * Backing store of defined scene components.
  35075. */
  35076. _components: ISceneComponent[];
  35077. /**
  35078. * @hidden
  35079. * Backing store of defined scene components.
  35080. */
  35081. _serializableComponents: ISceneSerializableComponent[];
  35082. /**
  35083. * List of components to register on the next registration step.
  35084. */
  35085. private _transientComponents;
  35086. /**
  35087. * Registers the transient components if needed.
  35088. */
  35089. private _registerTransientComponents;
  35090. /**
  35091. * @hidden
  35092. * Add a component to the scene.
  35093. * Note that the ccomponent could be registered on th next frame if this is called after
  35094. * the register component stage.
  35095. * @param component Defines the component to add to the scene
  35096. */
  35097. _addComponent(component: ISceneComponent): void;
  35098. /**
  35099. * @hidden
  35100. * Gets a component from the scene.
  35101. * @param name defines the name of the component to retrieve
  35102. * @returns the component or null if not present
  35103. */
  35104. _getComponent(name: string): Nullable<ISceneComponent>;
  35105. /**
  35106. * @hidden
  35107. * Defines the actions happening before camera updates.
  35108. */
  35109. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35110. /**
  35111. * @hidden
  35112. * Defines the actions happening before clear the canvas.
  35113. */
  35114. _beforeClearStage: Stage<SimpleStageAction>;
  35115. /**
  35116. * @hidden
  35117. * Defines the actions when collecting render targets for the frame.
  35118. */
  35119. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35120. /**
  35121. * @hidden
  35122. * Defines the actions happening for one camera in the frame.
  35123. */
  35124. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35125. /**
  35126. * @hidden
  35127. * Defines the actions happening during the per mesh ready checks.
  35128. */
  35129. _isReadyForMeshStage: Stage<MeshStageAction>;
  35130. /**
  35131. * @hidden
  35132. * Defines the actions happening before evaluate active mesh checks.
  35133. */
  35134. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35135. /**
  35136. * @hidden
  35137. * Defines the actions happening during the evaluate sub mesh checks.
  35138. */
  35139. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35140. /**
  35141. * @hidden
  35142. * Defines the actions happening during the active mesh stage.
  35143. */
  35144. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35145. /**
  35146. * @hidden
  35147. * Defines the actions happening during the per camera render target step.
  35148. */
  35149. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35150. /**
  35151. * @hidden
  35152. * Defines the actions happening just before the active camera is drawing.
  35153. */
  35154. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35155. /**
  35156. * @hidden
  35157. * Defines the actions happening just before a render target is drawing.
  35158. */
  35159. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35160. /**
  35161. * @hidden
  35162. * Defines the actions happening just before a rendering group is drawing.
  35163. */
  35164. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35165. /**
  35166. * @hidden
  35167. * Defines the actions happening just before a mesh is drawing.
  35168. */
  35169. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35170. /**
  35171. * @hidden
  35172. * Defines the actions happening just after a mesh has been drawn.
  35173. */
  35174. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35175. /**
  35176. * @hidden
  35177. * Defines the actions happening just after a rendering group has been drawn.
  35178. */
  35179. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35180. /**
  35181. * @hidden
  35182. * Defines the actions happening just after the active camera has been drawn.
  35183. */
  35184. _afterCameraDrawStage: Stage<CameraStageAction>;
  35185. /**
  35186. * @hidden
  35187. * Defines the actions happening just after a render target has been drawn.
  35188. */
  35189. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35190. /**
  35191. * @hidden
  35192. * Defines the actions happening just after rendering all cameras and computing intersections.
  35193. */
  35194. _afterRenderStage: Stage<SimpleStageAction>;
  35195. /**
  35196. * @hidden
  35197. * Defines the actions happening when a pointer move event happens.
  35198. */
  35199. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35200. /**
  35201. * @hidden
  35202. * Defines the actions happening when a pointer down event happens.
  35203. */
  35204. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35205. /**
  35206. * @hidden
  35207. * Defines the actions happening when a pointer up event happens.
  35208. */
  35209. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35210. /**
  35211. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35212. */
  35213. private geometriesByUniqueId;
  35214. /**
  35215. * Creates a new Scene
  35216. * @param engine defines the engine to use to render this scene
  35217. * @param options defines the scene options
  35218. */
  35219. constructor(engine: Engine, options?: SceneOptions);
  35220. /**
  35221. * Gets a string idenfifying the name of the class
  35222. * @returns "Scene" string
  35223. */
  35224. getClassName(): string;
  35225. private _defaultMeshCandidates;
  35226. /**
  35227. * @hidden
  35228. */
  35229. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35230. private _defaultSubMeshCandidates;
  35231. /**
  35232. * @hidden
  35233. */
  35234. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35235. /**
  35236. * Sets the default candidate providers for the scene.
  35237. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35238. * and getCollidingSubMeshCandidates to their default function
  35239. */
  35240. setDefaultCandidateProviders(): void;
  35241. /**
  35242. * Gets the mesh that is currently under the pointer
  35243. */
  35244. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35245. /**
  35246. * Gets or sets the current on-screen X position of the pointer
  35247. */
  35248. pointerX: number;
  35249. /**
  35250. * Gets or sets the current on-screen Y position of the pointer
  35251. */
  35252. pointerY: number;
  35253. /**
  35254. * Gets the cached material (ie. the latest rendered one)
  35255. * @returns the cached material
  35256. */
  35257. getCachedMaterial(): Nullable<Material>;
  35258. /**
  35259. * Gets the cached effect (ie. the latest rendered one)
  35260. * @returns the cached effect
  35261. */
  35262. getCachedEffect(): Nullable<Effect>;
  35263. /**
  35264. * Gets the cached visibility state (ie. the latest rendered one)
  35265. * @returns the cached visibility state
  35266. */
  35267. getCachedVisibility(): Nullable<number>;
  35268. /**
  35269. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35270. * @param material defines the current material
  35271. * @param effect defines the current effect
  35272. * @param visibility defines the current visibility state
  35273. * @returns true if one parameter is not cached
  35274. */
  35275. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35276. /**
  35277. * Gets the engine associated with the scene
  35278. * @returns an Engine
  35279. */
  35280. getEngine(): Engine;
  35281. /**
  35282. * Gets the total number of vertices rendered per frame
  35283. * @returns the total number of vertices rendered per frame
  35284. */
  35285. getTotalVertices(): number;
  35286. /**
  35287. * Gets the performance counter for total vertices
  35288. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35289. */
  35290. readonly totalVerticesPerfCounter: PerfCounter;
  35291. /**
  35292. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35293. * @returns the total number of active indices rendered per frame
  35294. */
  35295. getActiveIndices(): number;
  35296. /**
  35297. * Gets the performance counter for active indices
  35298. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35299. */
  35300. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35301. /**
  35302. * Gets the total number of active particles rendered per frame
  35303. * @returns the total number of active particles rendered per frame
  35304. */
  35305. getActiveParticles(): number;
  35306. /**
  35307. * Gets the performance counter for active particles
  35308. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35309. */
  35310. readonly activeParticlesPerfCounter: PerfCounter;
  35311. /**
  35312. * Gets the total number of active bones rendered per frame
  35313. * @returns the total number of active bones rendered per frame
  35314. */
  35315. getActiveBones(): number;
  35316. /**
  35317. * Gets the performance counter for active bones
  35318. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35319. */
  35320. readonly activeBonesPerfCounter: PerfCounter;
  35321. /**
  35322. * Gets the array of active meshes
  35323. * @returns an array of AbstractMesh
  35324. */
  35325. getActiveMeshes(): SmartArray<AbstractMesh>;
  35326. /**
  35327. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35328. * @returns a number
  35329. */
  35330. getAnimationRatio(): number;
  35331. /**
  35332. * Gets an unique Id for the current render phase
  35333. * @returns a number
  35334. */
  35335. getRenderId(): number;
  35336. /**
  35337. * Gets an unique Id for the current frame
  35338. * @returns a number
  35339. */
  35340. getFrameId(): number;
  35341. /** Call this function if you want to manually increment the render Id*/
  35342. incrementRenderId(): void;
  35343. private _createUbo;
  35344. /**
  35345. * Use this method to simulate a pointer move on a mesh
  35346. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35347. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35348. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35349. * @returns the current scene
  35350. */
  35351. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35352. /**
  35353. * Use this method to simulate a pointer down on a mesh
  35354. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35355. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35356. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35357. * @returns the current scene
  35358. */
  35359. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35360. /**
  35361. * Use this method to simulate a pointer up on a mesh
  35362. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35363. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35364. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35365. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35366. * @returns the current scene
  35367. */
  35368. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35369. /**
  35370. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35371. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35372. * @returns true if the pointer was captured
  35373. */
  35374. isPointerCaptured(pointerId?: number): boolean;
  35375. /**
  35376. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35377. * @param attachUp defines if you want to attach events to pointerup
  35378. * @param attachDown defines if you want to attach events to pointerdown
  35379. * @param attachMove defines if you want to attach events to pointermove
  35380. */
  35381. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35382. /** Detaches all event handlers*/
  35383. detachControl(): void;
  35384. /**
  35385. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35386. * Delay loaded resources are not taking in account
  35387. * @return true if all required resources are ready
  35388. */
  35389. isReady(): boolean;
  35390. /** Resets all cached information relative to material (including effect and visibility) */
  35391. resetCachedMaterial(): void;
  35392. /**
  35393. * Registers a function to be called before every frame render
  35394. * @param func defines the function to register
  35395. */
  35396. registerBeforeRender(func: () => void): void;
  35397. /**
  35398. * Unregisters a function called before every frame render
  35399. * @param func defines the function to unregister
  35400. */
  35401. unregisterBeforeRender(func: () => void): void;
  35402. /**
  35403. * Registers a function to be called after every frame render
  35404. * @param func defines the function to register
  35405. */
  35406. registerAfterRender(func: () => void): void;
  35407. /**
  35408. * Unregisters a function called after every frame render
  35409. * @param func defines the function to unregister
  35410. */
  35411. unregisterAfterRender(func: () => void): void;
  35412. private _executeOnceBeforeRender;
  35413. /**
  35414. * The provided function will run before render once and will be disposed afterwards.
  35415. * A timeout delay can be provided so that the function will be executed in N ms.
  35416. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35417. * @param func The function to be executed.
  35418. * @param timeout optional delay in ms
  35419. */
  35420. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35421. /** @hidden */
  35422. _addPendingData(data: any): void;
  35423. /** @hidden */
  35424. _removePendingData(data: any): void;
  35425. /**
  35426. * Returns the number of items waiting to be loaded
  35427. * @returns the number of items waiting to be loaded
  35428. */
  35429. getWaitingItemsCount(): number;
  35430. /**
  35431. * Returns a boolean indicating if the scene is still loading data
  35432. */
  35433. readonly isLoading: boolean;
  35434. /**
  35435. * Registers a function to be executed when the scene is ready
  35436. * @param {Function} func - the function to be executed
  35437. */
  35438. executeWhenReady(func: () => void): void;
  35439. /**
  35440. * Returns a promise that resolves when the scene is ready
  35441. * @returns A promise that resolves when the scene is ready
  35442. */
  35443. whenReadyAsync(): Promise<void>;
  35444. /** @hidden */
  35445. _checkIsReady(): void;
  35446. /**
  35447. * Gets all animatable attached to the scene
  35448. */
  35449. readonly animatables: Animatable[];
  35450. /**
  35451. * Resets the last animation time frame.
  35452. * Useful to override when animations start running when loading a scene for the first time.
  35453. */
  35454. resetLastAnimationTimeFrame(): void;
  35455. /**
  35456. * Gets the current view matrix
  35457. * @returns a Matrix
  35458. */
  35459. getViewMatrix(): Matrix;
  35460. /**
  35461. * Gets the current projection matrix
  35462. * @returns a Matrix
  35463. */
  35464. getProjectionMatrix(): Matrix;
  35465. /**
  35466. * Gets the current transform matrix
  35467. * @returns a Matrix made of View * Projection
  35468. */
  35469. getTransformMatrix(): Matrix;
  35470. /**
  35471. * Sets the current transform matrix
  35472. * @param viewL defines the View matrix to use
  35473. * @param projectionL defines the Projection matrix to use
  35474. * @param viewR defines the right View matrix to use (if provided)
  35475. * @param projectionR defines the right Projection matrix to use (if provided)
  35476. */
  35477. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35478. /**
  35479. * Gets the uniform buffer used to store scene data
  35480. * @returns a UniformBuffer
  35481. */
  35482. getSceneUniformBuffer(): UniformBuffer;
  35483. /**
  35484. * Gets an unique (relatively to the current scene) Id
  35485. * @returns an unique number for the scene
  35486. */
  35487. getUniqueId(): number;
  35488. /**
  35489. * Add a mesh to the list of scene's meshes
  35490. * @param newMesh defines the mesh to add
  35491. * @param recursive if all child meshes should also be added to the scene
  35492. */
  35493. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35494. /**
  35495. * Remove a mesh for the list of scene's meshes
  35496. * @param toRemove defines the mesh to remove
  35497. * @param recursive if all child meshes should also be removed from the scene
  35498. * @returns the index where the mesh was in the mesh list
  35499. */
  35500. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35501. /**
  35502. * Add a transform node to the list of scene's transform nodes
  35503. * @param newTransformNode defines the transform node to add
  35504. */
  35505. addTransformNode(newTransformNode: TransformNode): void;
  35506. /**
  35507. * Remove a transform node for the list of scene's transform nodes
  35508. * @param toRemove defines the transform node to remove
  35509. * @returns the index where the transform node was in the transform node list
  35510. */
  35511. removeTransformNode(toRemove: TransformNode): number;
  35512. /**
  35513. * Remove a skeleton for the list of scene's skeletons
  35514. * @param toRemove defines the skeleton to remove
  35515. * @returns the index where the skeleton was in the skeleton list
  35516. */
  35517. removeSkeleton(toRemove: Skeleton): number;
  35518. /**
  35519. * Remove a morph target for the list of scene's morph targets
  35520. * @param toRemove defines the morph target to remove
  35521. * @returns the index where the morph target was in the morph target list
  35522. */
  35523. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35524. /**
  35525. * Remove a light for the list of scene's lights
  35526. * @param toRemove defines the light to remove
  35527. * @returns the index where the light was in the light list
  35528. */
  35529. removeLight(toRemove: Light): number;
  35530. /**
  35531. * Remove a camera for the list of scene's cameras
  35532. * @param toRemove defines the camera to remove
  35533. * @returns the index where the camera was in the camera list
  35534. */
  35535. removeCamera(toRemove: Camera): number;
  35536. /**
  35537. * Remove a particle system for the list of scene's particle systems
  35538. * @param toRemove defines the particle system to remove
  35539. * @returns the index where the particle system was in the particle system list
  35540. */
  35541. removeParticleSystem(toRemove: IParticleSystem): number;
  35542. /**
  35543. * Remove a animation for the list of scene's animations
  35544. * @param toRemove defines the animation to remove
  35545. * @returns the index where the animation was in the animation list
  35546. */
  35547. removeAnimation(toRemove: Animation): number;
  35548. /**
  35549. * Will stop the animation of the given target
  35550. * @param target - the target
  35551. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35552. * @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)
  35553. */
  35554. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35555. /**
  35556. * Removes the given animation group from this scene.
  35557. * @param toRemove The animation group to remove
  35558. * @returns The index of the removed animation group
  35559. */
  35560. removeAnimationGroup(toRemove: AnimationGroup): number;
  35561. /**
  35562. * Removes the given multi-material from this scene.
  35563. * @param toRemove The multi-material to remove
  35564. * @returns The index of the removed multi-material
  35565. */
  35566. removeMultiMaterial(toRemove: MultiMaterial): number;
  35567. /**
  35568. * Removes the given material from this scene.
  35569. * @param toRemove The material to remove
  35570. * @returns The index of the removed material
  35571. */
  35572. removeMaterial(toRemove: Material): number;
  35573. /**
  35574. * Removes the given action manager from this scene.
  35575. * @param toRemove The action manager to remove
  35576. * @returns The index of the removed action manager
  35577. */
  35578. removeActionManager(toRemove: AbstractActionManager): number;
  35579. /**
  35580. * Removes the given texture from this scene.
  35581. * @param toRemove The texture to remove
  35582. * @returns The index of the removed texture
  35583. */
  35584. removeTexture(toRemove: BaseTexture): number;
  35585. /**
  35586. * Adds the given light to this scene
  35587. * @param newLight The light to add
  35588. */
  35589. addLight(newLight: Light): void;
  35590. /**
  35591. * Sorts the list list based on light priorities
  35592. */
  35593. sortLightsByPriority(): void;
  35594. /**
  35595. * Adds the given camera to this scene
  35596. * @param newCamera The camera to add
  35597. */
  35598. addCamera(newCamera: Camera): void;
  35599. /**
  35600. * Adds the given skeleton to this scene
  35601. * @param newSkeleton The skeleton to add
  35602. */
  35603. addSkeleton(newSkeleton: Skeleton): void;
  35604. /**
  35605. * Adds the given particle system to this scene
  35606. * @param newParticleSystem The particle system to add
  35607. */
  35608. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35609. /**
  35610. * Adds the given animation to this scene
  35611. * @param newAnimation The animation to add
  35612. */
  35613. addAnimation(newAnimation: Animation): void;
  35614. /**
  35615. * Adds the given animation group to this scene.
  35616. * @param newAnimationGroup The animation group to add
  35617. */
  35618. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35619. /**
  35620. * Adds the given multi-material to this scene
  35621. * @param newMultiMaterial The multi-material to add
  35622. */
  35623. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35624. /**
  35625. * Adds the given material to this scene
  35626. * @param newMaterial The material to add
  35627. */
  35628. addMaterial(newMaterial: Material): void;
  35629. /**
  35630. * Adds the given morph target to this scene
  35631. * @param newMorphTargetManager The morph target to add
  35632. */
  35633. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35634. /**
  35635. * Adds the given geometry to this scene
  35636. * @param newGeometry The geometry to add
  35637. */
  35638. addGeometry(newGeometry: Geometry): void;
  35639. /**
  35640. * Adds the given action manager to this scene
  35641. * @param newActionManager The action manager to add
  35642. */
  35643. addActionManager(newActionManager: AbstractActionManager): void;
  35644. /**
  35645. * Adds the given texture to this scene.
  35646. * @param newTexture The texture to add
  35647. */
  35648. addTexture(newTexture: BaseTexture): void;
  35649. /**
  35650. * Switch active camera
  35651. * @param newCamera defines the new active camera
  35652. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35653. */
  35654. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35655. /**
  35656. * sets the active camera of the scene using its ID
  35657. * @param id defines the camera's ID
  35658. * @return the new active camera or null if none found.
  35659. */
  35660. setActiveCameraByID(id: string): Nullable<Camera>;
  35661. /**
  35662. * sets the active camera of the scene using its name
  35663. * @param name defines the camera's name
  35664. * @returns the new active camera or null if none found.
  35665. */
  35666. setActiveCameraByName(name: string): Nullable<Camera>;
  35667. /**
  35668. * get an animation group using its name
  35669. * @param name defines the material's name
  35670. * @return the animation group or null if none found.
  35671. */
  35672. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35673. /**
  35674. * Get a material using its unique id
  35675. * @param uniqueId defines the material's unique id
  35676. * @return the material or null if none found.
  35677. */
  35678. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35679. /**
  35680. * get a material using its id
  35681. * @param id defines the material's ID
  35682. * @return the material or null if none found.
  35683. */
  35684. getMaterialByID(id: string): Nullable<Material>;
  35685. /**
  35686. * Gets a the last added material using a given id
  35687. * @param id defines the material's ID
  35688. * @return the last material with the given id or null if none found.
  35689. */
  35690. getLastMaterialByID(id: string): Nullable<Material>;
  35691. /**
  35692. * Gets a material using its name
  35693. * @param name defines the material's name
  35694. * @return the material or null if none found.
  35695. */
  35696. getMaterialByName(name: string): Nullable<Material>;
  35697. /**
  35698. * Get a texture using its unique id
  35699. * @param uniqueId defines the texture's unique id
  35700. * @return the texture or null if none found.
  35701. */
  35702. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35703. /**
  35704. * Gets a camera using its id
  35705. * @param id defines the id to look for
  35706. * @returns the camera or null if not found
  35707. */
  35708. getCameraByID(id: string): Nullable<Camera>;
  35709. /**
  35710. * Gets a camera using its unique id
  35711. * @param uniqueId defines the unique id to look for
  35712. * @returns the camera or null if not found
  35713. */
  35714. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35715. /**
  35716. * Gets a camera using its name
  35717. * @param name defines the camera's name
  35718. * @return the camera or null if none found.
  35719. */
  35720. getCameraByName(name: string): Nullable<Camera>;
  35721. /**
  35722. * Gets a bone using its id
  35723. * @param id defines the bone's id
  35724. * @return the bone or null if not found
  35725. */
  35726. getBoneByID(id: string): Nullable<Bone>;
  35727. /**
  35728. * Gets a bone using its id
  35729. * @param name defines the bone's name
  35730. * @return the bone or null if not found
  35731. */
  35732. getBoneByName(name: string): Nullable<Bone>;
  35733. /**
  35734. * Gets a light node using its name
  35735. * @param name defines the the light's name
  35736. * @return the light or null if none found.
  35737. */
  35738. getLightByName(name: string): Nullable<Light>;
  35739. /**
  35740. * Gets a light node using its id
  35741. * @param id defines the light's id
  35742. * @return the light or null if none found.
  35743. */
  35744. getLightByID(id: string): Nullable<Light>;
  35745. /**
  35746. * Gets a light node using its scene-generated unique ID
  35747. * @param uniqueId defines the light's unique id
  35748. * @return the light or null if none found.
  35749. */
  35750. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35751. /**
  35752. * Gets a particle system by id
  35753. * @param id defines the particle system id
  35754. * @return the corresponding system or null if none found
  35755. */
  35756. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35757. /**
  35758. * Gets a geometry using its ID
  35759. * @param id defines the geometry's id
  35760. * @return the geometry or null if none found.
  35761. */
  35762. getGeometryByID(id: string): Nullable<Geometry>;
  35763. private _getGeometryByUniqueID;
  35764. /**
  35765. * Add a new geometry to this scene
  35766. * @param geometry defines the geometry to be added to the scene.
  35767. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35768. * @return a boolean defining if the geometry was added or not
  35769. */
  35770. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35771. /**
  35772. * Removes an existing geometry
  35773. * @param geometry defines the geometry to be removed from the scene
  35774. * @return a boolean defining if the geometry was removed or not
  35775. */
  35776. removeGeometry(geometry: Geometry): boolean;
  35777. /**
  35778. * Gets the list of geometries attached to the scene
  35779. * @returns an array of Geometry
  35780. */
  35781. getGeometries(): Geometry[];
  35782. /**
  35783. * Gets the first added mesh found of a given ID
  35784. * @param id defines the id to search for
  35785. * @return the mesh found or null if not found at all
  35786. */
  35787. getMeshByID(id: string): Nullable<AbstractMesh>;
  35788. /**
  35789. * Gets a list of meshes using their id
  35790. * @param id defines the id to search for
  35791. * @returns a list of meshes
  35792. */
  35793. getMeshesByID(id: string): Array<AbstractMesh>;
  35794. /**
  35795. * Gets the first added transform node found of a given ID
  35796. * @param id defines the id to search for
  35797. * @return the found transform node or null if not found at all.
  35798. */
  35799. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35800. /**
  35801. * Gets a transform node with its auto-generated unique id
  35802. * @param uniqueId efines the unique id to search for
  35803. * @return the found transform node or null if not found at all.
  35804. */
  35805. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35806. /**
  35807. * Gets a list of transform nodes using their id
  35808. * @param id defines the id to search for
  35809. * @returns a list of transform nodes
  35810. */
  35811. getTransformNodesByID(id: string): Array<TransformNode>;
  35812. /**
  35813. * Gets a mesh with its auto-generated unique id
  35814. * @param uniqueId defines the unique id to search for
  35815. * @return the found mesh or null if not found at all.
  35816. */
  35817. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35818. /**
  35819. * Gets a the last added mesh using a given id
  35820. * @param id defines the id to search for
  35821. * @return the found mesh or null if not found at all.
  35822. */
  35823. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35824. /**
  35825. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35826. * @param id defines the id to search for
  35827. * @return the found node or null if not found at all
  35828. */
  35829. getLastEntryByID(id: string): Nullable<Node>;
  35830. /**
  35831. * Gets a node (Mesh, Camera, Light) using a given id
  35832. * @param id defines the id to search for
  35833. * @return the found node or null if not found at all
  35834. */
  35835. getNodeByID(id: string): Nullable<Node>;
  35836. /**
  35837. * Gets a node (Mesh, Camera, Light) using a given name
  35838. * @param name defines the name to search for
  35839. * @return the found node or null if not found at all.
  35840. */
  35841. getNodeByName(name: string): Nullable<Node>;
  35842. /**
  35843. * Gets a mesh using a given name
  35844. * @param name defines the name to search for
  35845. * @return the found mesh or null if not found at all.
  35846. */
  35847. getMeshByName(name: string): Nullable<AbstractMesh>;
  35848. /**
  35849. * Gets a transform node using a given name
  35850. * @param name defines the name to search for
  35851. * @return the found transform node or null if not found at all.
  35852. */
  35853. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35854. /**
  35855. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35856. * @param id defines the id to search for
  35857. * @return the found skeleton or null if not found at all.
  35858. */
  35859. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35860. /**
  35861. * Gets a skeleton using a given auto generated unique id
  35862. * @param uniqueId defines the unique id to search for
  35863. * @return the found skeleton or null if not found at all.
  35864. */
  35865. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35866. /**
  35867. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35868. * @param id defines the id to search for
  35869. * @return the found skeleton or null if not found at all.
  35870. */
  35871. getSkeletonById(id: string): Nullable<Skeleton>;
  35872. /**
  35873. * Gets a skeleton using a given name
  35874. * @param name defines the name to search for
  35875. * @return the found skeleton or null if not found at all.
  35876. */
  35877. getSkeletonByName(name: string): Nullable<Skeleton>;
  35878. /**
  35879. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35880. * @param id defines the id to search for
  35881. * @return the found morph target manager or null if not found at all.
  35882. */
  35883. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35884. /**
  35885. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35886. * @param id defines the id to search for
  35887. * @return the found morph target or null if not found at all.
  35888. */
  35889. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35890. /**
  35891. * Gets a boolean indicating if the given mesh is active
  35892. * @param mesh defines the mesh to look for
  35893. * @returns true if the mesh is in the active list
  35894. */
  35895. isActiveMesh(mesh: AbstractMesh): boolean;
  35896. /**
  35897. * Return a unique id as a string which can serve as an identifier for the scene
  35898. */
  35899. readonly uid: string;
  35900. /**
  35901. * Add an externaly attached data from its key.
  35902. * This method call will fail and return false, if such key already exists.
  35903. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35904. * @param key the unique key that identifies the data
  35905. * @param data the data object to associate to the key for this Engine instance
  35906. * @return true if no such key were already present and the data was added successfully, false otherwise
  35907. */
  35908. addExternalData<T>(key: string, data: T): boolean;
  35909. /**
  35910. * Get an externaly attached data from its key
  35911. * @param key the unique key that identifies the data
  35912. * @return the associated data, if present (can be null), or undefined if not present
  35913. */
  35914. getExternalData<T>(key: string): Nullable<T>;
  35915. /**
  35916. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35917. * @param key the unique key that identifies the data
  35918. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35919. * @return the associated data, can be null if the factory returned null.
  35920. */
  35921. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35922. /**
  35923. * Remove an externaly attached data from the Engine instance
  35924. * @param key the unique key that identifies the data
  35925. * @return true if the data was successfully removed, false if it doesn't exist
  35926. */
  35927. removeExternalData(key: string): boolean;
  35928. private _evaluateSubMesh;
  35929. /**
  35930. * Clear the processed materials smart array preventing retention point in material dispose.
  35931. */
  35932. freeProcessedMaterials(): void;
  35933. private _preventFreeActiveMeshesAndRenderingGroups;
  35934. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35935. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35936. * when disposing several meshes in a row or a hierarchy of meshes.
  35937. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35938. */
  35939. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35940. /**
  35941. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35942. */
  35943. freeActiveMeshes(): void;
  35944. /**
  35945. * Clear the info related to rendering groups preventing retention points during dispose.
  35946. */
  35947. freeRenderingGroups(): void;
  35948. /** @hidden */
  35949. _isInIntermediateRendering(): boolean;
  35950. /**
  35951. * Lambda returning the list of potentially active meshes.
  35952. */
  35953. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35954. /**
  35955. * Lambda returning the list of potentially active sub meshes.
  35956. */
  35957. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35958. /**
  35959. * Lambda returning the list of potentially intersecting sub meshes.
  35960. */
  35961. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35962. /**
  35963. * Lambda returning the list of potentially colliding sub meshes.
  35964. */
  35965. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35966. private _activeMeshesFrozen;
  35967. private _skipEvaluateActiveMeshesCompletely;
  35968. /**
  35969. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35970. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  35971. * @returns the current scene
  35972. */
  35973. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  35974. /**
  35975. * Use this function to restart evaluating active meshes on every frame
  35976. * @returns the current scene
  35977. */
  35978. unfreezeActiveMeshes(): Scene;
  35979. private _evaluateActiveMeshes;
  35980. private _activeMesh;
  35981. /**
  35982. * Update the transform matrix to update from the current active camera
  35983. * @param force defines a boolean used to force the update even if cache is up to date
  35984. */
  35985. updateTransformMatrix(force?: boolean): void;
  35986. private _bindFrameBuffer;
  35987. /** @hidden */
  35988. _allowPostProcessClearColor: boolean;
  35989. /** @hidden */
  35990. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35991. private _processSubCameras;
  35992. private _checkIntersections;
  35993. /** @hidden */
  35994. _advancePhysicsEngineStep(step: number): void;
  35995. /**
  35996. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35997. */
  35998. getDeterministicFrameTime: () => number;
  35999. /** @hidden */
  36000. _animate(): void;
  36001. /** Execute all animations (for a frame) */
  36002. animate(): void;
  36003. /**
  36004. * Render the scene
  36005. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  36006. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  36007. */
  36008. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  36009. /**
  36010. * Freeze all materials
  36011. * A frozen material will not be updatable but should be faster to render
  36012. */
  36013. freezeMaterials(): void;
  36014. /**
  36015. * Unfreeze all materials
  36016. * A frozen material will not be updatable but should be faster to render
  36017. */
  36018. unfreezeMaterials(): void;
  36019. /**
  36020. * Releases all held ressources
  36021. */
  36022. dispose(): void;
  36023. /**
  36024. * Gets if the scene is already disposed
  36025. */
  36026. readonly isDisposed: boolean;
  36027. /**
  36028. * Call this function to reduce memory footprint of the scene.
  36029. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  36030. */
  36031. clearCachedVertexData(): void;
  36032. /**
  36033. * This function will remove the local cached buffer data from texture.
  36034. * It will save memory but will prevent the texture from being rebuilt
  36035. */
  36036. cleanCachedTextureBuffer(): void;
  36037. /**
  36038. * Get the world extend vectors with an optional filter
  36039. *
  36040. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  36041. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  36042. */
  36043. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  36044. min: Vector3;
  36045. max: Vector3;
  36046. };
  36047. /**
  36048. * Creates a ray that can be used to pick in the scene
  36049. * @param x defines the x coordinate of the origin (on-screen)
  36050. * @param y defines the y coordinate of the origin (on-screen)
  36051. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36052. * @param camera defines the camera to use for the picking
  36053. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36054. * @returns a Ray
  36055. */
  36056. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  36057. /**
  36058. * Creates a ray that can be used to pick in the scene
  36059. * @param x defines the x coordinate of the origin (on-screen)
  36060. * @param y defines the y coordinate of the origin (on-screen)
  36061. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  36062. * @param result defines the ray where to store the picking ray
  36063. * @param camera defines the camera to use for the picking
  36064. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  36065. * @returns the current scene
  36066. */
  36067. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  36068. /**
  36069. * Creates a ray that can be used to pick in the scene
  36070. * @param x defines the x coordinate of the origin (on-screen)
  36071. * @param y defines the y coordinate of the origin (on-screen)
  36072. * @param camera defines the camera to use for the picking
  36073. * @returns a Ray
  36074. */
  36075. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  36076. /**
  36077. * Creates a ray that can be used to pick in the scene
  36078. * @param x defines the x coordinate of the origin (on-screen)
  36079. * @param y defines the y coordinate of the origin (on-screen)
  36080. * @param result defines the ray where to store the picking ray
  36081. * @param camera defines the camera to use for the picking
  36082. * @returns the current scene
  36083. */
  36084. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  36085. /** Launch a ray to try to pick a mesh in the scene
  36086. * @param x position on screen
  36087. * @param y position on screen
  36088. * @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
  36089. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  36090. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36091. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36092. * @returns a PickingInfo
  36093. */
  36094. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36095. /** Use the given ray to pick a mesh in the scene
  36096. * @param ray The ray to use to pick meshes
  36097. * @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
  36098. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  36099. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36100. * @returns a PickingInfo
  36101. */
  36102. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  36103. /**
  36104. * Launch a ray to try to pick a mesh in the scene
  36105. * @param x X position on screen
  36106. * @param y Y position on screen
  36107. * @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
  36108. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  36109. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36110. * @returns an array of PickingInfo
  36111. */
  36112. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36113. /**
  36114. * Launch a ray to try to pick a mesh in the scene
  36115. * @param ray Ray to use
  36116. * @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
  36117. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36118. * @returns an array of PickingInfo
  36119. */
  36120. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36121. /**
  36122. * Force the value of meshUnderPointer
  36123. * @param mesh defines the mesh to use
  36124. */
  36125. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36126. /**
  36127. * Gets the mesh under the pointer
  36128. * @returns a Mesh or null if no mesh is under the pointer
  36129. */
  36130. getPointerOverMesh(): Nullable<AbstractMesh>;
  36131. /** @hidden */
  36132. _rebuildGeometries(): void;
  36133. /** @hidden */
  36134. _rebuildTextures(): void;
  36135. private _getByTags;
  36136. /**
  36137. * Get a list of meshes by tags
  36138. * @param tagsQuery defines the tags query to use
  36139. * @param forEach defines a predicate used to filter results
  36140. * @returns an array of Mesh
  36141. */
  36142. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36143. /**
  36144. * Get a list of cameras by tags
  36145. * @param tagsQuery defines the tags query to use
  36146. * @param forEach defines a predicate used to filter results
  36147. * @returns an array of Camera
  36148. */
  36149. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36150. /**
  36151. * Get a list of lights by tags
  36152. * @param tagsQuery defines the tags query to use
  36153. * @param forEach defines a predicate used to filter results
  36154. * @returns an array of Light
  36155. */
  36156. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36157. /**
  36158. * Get a list of materials by tags
  36159. * @param tagsQuery defines the tags query to use
  36160. * @param forEach defines a predicate used to filter results
  36161. * @returns an array of Material
  36162. */
  36163. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36164. /**
  36165. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36166. * This allowed control for front to back rendering or reversly depending of the special needs.
  36167. *
  36168. * @param renderingGroupId The rendering group id corresponding to its index
  36169. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36170. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36171. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36172. */
  36173. 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;
  36174. /**
  36175. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36176. *
  36177. * @param renderingGroupId The rendering group id corresponding to its index
  36178. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36179. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36180. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36181. */
  36182. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36183. /**
  36184. * Gets the current auto clear configuration for one rendering group of the rendering
  36185. * manager.
  36186. * @param index the rendering group index to get the information for
  36187. * @returns The auto clear setup for the requested rendering group
  36188. */
  36189. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36190. private _blockMaterialDirtyMechanism;
  36191. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36192. blockMaterialDirtyMechanism: boolean;
  36193. /**
  36194. * Will flag all materials as dirty to trigger new shader compilation
  36195. * @param flag defines the flag used to specify which material part must be marked as dirty
  36196. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36197. */
  36198. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36199. /** @hidden */
  36200. _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;
  36201. /** @hidden */
  36202. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36203. /** @hidden */
  36204. _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;
  36205. /** @hidden */
  36206. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36207. /** @hidden */
  36208. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36209. /** @hidden */
  36210. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36211. }
  36212. }
  36213. declare module "babylonjs/assetContainer" {
  36214. import { AbstractScene } from "babylonjs/abstractScene";
  36215. import { Scene } from "babylonjs/scene";
  36216. import { Mesh } from "babylonjs/Meshes/mesh";
  36217. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36218. import { Skeleton } from "babylonjs/Bones/skeleton";
  36219. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36220. /**
  36221. * Set of assets to keep when moving a scene into an asset container.
  36222. */
  36223. export class KeepAssets extends AbstractScene {
  36224. }
  36225. /**
  36226. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36227. */
  36228. export class InstantiatedEntries {
  36229. /**
  36230. * List of new root nodes (eg. nodes with no parent)
  36231. */
  36232. rootNodes: TransformNode[];
  36233. /**
  36234. * List of new skeletons
  36235. */
  36236. skeletons: Skeleton[];
  36237. /**
  36238. * List of new animation groups
  36239. */
  36240. animationGroups: AnimationGroup[];
  36241. }
  36242. /**
  36243. * Container with a set of assets that can be added or removed from a scene.
  36244. */
  36245. export class AssetContainer extends AbstractScene {
  36246. /**
  36247. * The scene the AssetContainer belongs to.
  36248. */
  36249. scene: Scene;
  36250. /**
  36251. * Instantiates an AssetContainer.
  36252. * @param scene The scene the AssetContainer belongs to.
  36253. */
  36254. constructor(scene: Scene);
  36255. /**
  36256. * Instantiate or clone all meshes and add the new ones to the scene.
  36257. * Skeletons and animation groups will all be cloned
  36258. * @param nameFunction defines an optional function used to get new names for clones
  36259. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36260. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36261. */
  36262. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36263. /**
  36264. * Adds all the assets from the container to the scene.
  36265. */
  36266. addAllToScene(): void;
  36267. /**
  36268. * Removes all the assets in the container from the scene
  36269. */
  36270. removeAllFromScene(): void;
  36271. /**
  36272. * Disposes all the assets in the container
  36273. */
  36274. dispose(): void;
  36275. private _moveAssets;
  36276. /**
  36277. * Removes all the assets contained in the scene and adds them to the container.
  36278. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36279. */
  36280. moveAllFromScene(keepAssets?: KeepAssets): void;
  36281. /**
  36282. * 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.
  36283. * @returns the root mesh
  36284. */
  36285. createRootMesh(): Mesh;
  36286. }
  36287. }
  36288. declare module "babylonjs/abstractScene" {
  36289. import { Scene } from "babylonjs/scene";
  36290. import { Nullable } from "babylonjs/types";
  36291. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36292. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36293. import { Geometry } from "babylonjs/Meshes/geometry";
  36294. import { Skeleton } from "babylonjs/Bones/skeleton";
  36295. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36296. import { AssetContainer } from "babylonjs/assetContainer";
  36297. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36298. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36299. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36300. import { Material } from "babylonjs/Materials/material";
  36301. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36302. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36303. import { Camera } from "babylonjs/Cameras/camera";
  36304. import { Light } from "babylonjs/Lights/light";
  36305. import { Node } from "babylonjs/node";
  36306. import { Animation } from "babylonjs/Animations/animation";
  36307. /**
  36308. * Defines how the parser contract is defined.
  36309. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36310. */
  36311. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36312. /**
  36313. * Defines how the individual parser contract is defined.
  36314. * These parser can parse an individual asset
  36315. */
  36316. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36317. /**
  36318. * Base class of the scene acting as a container for the different elements composing a scene.
  36319. * This class is dynamically extended by the different components of the scene increasing
  36320. * flexibility and reducing coupling
  36321. */
  36322. export abstract class AbstractScene {
  36323. /**
  36324. * Stores the list of available parsers in the application.
  36325. */
  36326. private static _BabylonFileParsers;
  36327. /**
  36328. * Stores the list of available individual parsers in the application.
  36329. */
  36330. private static _IndividualBabylonFileParsers;
  36331. /**
  36332. * Adds a parser in the list of available ones
  36333. * @param name Defines the name of the parser
  36334. * @param parser Defines the parser to add
  36335. */
  36336. static AddParser(name: string, parser: BabylonFileParser): void;
  36337. /**
  36338. * Gets a general parser from the list of avaialble ones
  36339. * @param name Defines the name of the parser
  36340. * @returns the requested parser or null
  36341. */
  36342. static GetParser(name: string): Nullable<BabylonFileParser>;
  36343. /**
  36344. * Adds n individual parser in the list of available ones
  36345. * @param name Defines the name of the parser
  36346. * @param parser Defines the parser to add
  36347. */
  36348. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36349. /**
  36350. * Gets an individual parser from the list of avaialble ones
  36351. * @param name Defines the name of the parser
  36352. * @returns the requested parser or null
  36353. */
  36354. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36355. /**
  36356. * Parser json data and populate both a scene and its associated container object
  36357. * @param jsonData Defines the data to parse
  36358. * @param scene Defines the scene to parse the data for
  36359. * @param container Defines the container attached to the parsing sequence
  36360. * @param rootUrl Defines the root url of the data
  36361. */
  36362. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36363. /**
  36364. * Gets the list of root nodes (ie. nodes with no parent)
  36365. */
  36366. rootNodes: Node[];
  36367. /** All of the cameras added to this scene
  36368. * @see http://doc.babylonjs.com/babylon101/cameras
  36369. */
  36370. cameras: Camera[];
  36371. /**
  36372. * All of the lights added to this scene
  36373. * @see http://doc.babylonjs.com/babylon101/lights
  36374. */
  36375. lights: Light[];
  36376. /**
  36377. * All of the (abstract) meshes added to this scene
  36378. */
  36379. meshes: AbstractMesh[];
  36380. /**
  36381. * The list of skeletons added to the scene
  36382. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36383. */
  36384. skeletons: Skeleton[];
  36385. /**
  36386. * All of the particle systems added to this scene
  36387. * @see http://doc.babylonjs.com/babylon101/particles
  36388. */
  36389. particleSystems: IParticleSystem[];
  36390. /**
  36391. * Gets a list of Animations associated with the scene
  36392. */
  36393. animations: Animation[];
  36394. /**
  36395. * All of the animation groups added to this scene
  36396. * @see http://doc.babylonjs.com/how_to/group
  36397. */
  36398. animationGroups: AnimationGroup[];
  36399. /**
  36400. * All of the multi-materials added to this scene
  36401. * @see http://doc.babylonjs.com/how_to/multi_materials
  36402. */
  36403. multiMaterials: MultiMaterial[];
  36404. /**
  36405. * All of the materials added to this scene
  36406. * In the context of a Scene, it is not supposed to be modified manually.
  36407. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36408. * Note also that the order of the Material within the array is not significant and might change.
  36409. * @see http://doc.babylonjs.com/babylon101/materials
  36410. */
  36411. materials: Material[];
  36412. /**
  36413. * The list of morph target managers added to the scene
  36414. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36415. */
  36416. morphTargetManagers: MorphTargetManager[];
  36417. /**
  36418. * The list of geometries used in the scene.
  36419. */
  36420. geometries: Geometry[];
  36421. /**
  36422. * All of the tranform nodes added to this scene
  36423. * In the context of a Scene, it is not supposed to be modified manually.
  36424. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36425. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36426. * @see http://doc.babylonjs.com/how_to/transformnode
  36427. */
  36428. transformNodes: TransformNode[];
  36429. /**
  36430. * ActionManagers available on the scene.
  36431. */
  36432. actionManagers: AbstractActionManager[];
  36433. /**
  36434. * Textures to keep.
  36435. */
  36436. textures: BaseTexture[];
  36437. /**
  36438. * Environment texture for the scene
  36439. */
  36440. environmentTexture: Nullable<BaseTexture>;
  36441. }
  36442. }
  36443. declare module "babylonjs/Audio/sound" {
  36444. import { Observable } from "babylonjs/Misc/observable";
  36445. import { Vector3 } from "babylonjs/Maths/math.vector";
  36446. import { Nullable } from "babylonjs/types";
  36447. import { Scene } from "babylonjs/scene";
  36448. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36449. /**
  36450. * Interface used to define options for Sound class
  36451. */
  36452. export interface ISoundOptions {
  36453. /**
  36454. * Does the sound autoplay once loaded.
  36455. */
  36456. autoplay?: boolean;
  36457. /**
  36458. * Does the sound loop after it finishes playing once.
  36459. */
  36460. loop?: boolean;
  36461. /**
  36462. * Sound's volume
  36463. */
  36464. volume?: number;
  36465. /**
  36466. * Is it a spatial sound?
  36467. */
  36468. spatialSound?: boolean;
  36469. /**
  36470. * Maximum distance to hear that sound
  36471. */
  36472. maxDistance?: number;
  36473. /**
  36474. * Uses user defined attenuation function
  36475. */
  36476. useCustomAttenuation?: boolean;
  36477. /**
  36478. * Define the roll off factor of spatial sounds.
  36479. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36480. */
  36481. rolloffFactor?: number;
  36482. /**
  36483. * Define the reference distance the sound should be heard perfectly.
  36484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36485. */
  36486. refDistance?: number;
  36487. /**
  36488. * Define the distance attenuation model the sound will follow.
  36489. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36490. */
  36491. distanceModel?: string;
  36492. /**
  36493. * Defines the playback speed (1 by default)
  36494. */
  36495. playbackRate?: number;
  36496. /**
  36497. * Defines if the sound is from a streaming source
  36498. */
  36499. streaming?: boolean;
  36500. /**
  36501. * Defines an optional length (in seconds) inside the sound file
  36502. */
  36503. length?: number;
  36504. /**
  36505. * Defines an optional offset (in seconds) inside the sound file
  36506. */
  36507. offset?: number;
  36508. /**
  36509. * If true, URLs will not be required to state the audio file codec to use.
  36510. */
  36511. skipCodecCheck?: boolean;
  36512. }
  36513. /**
  36514. * Defines a sound that can be played in the application.
  36515. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36517. */
  36518. export class Sound {
  36519. /**
  36520. * The name of the sound in the scene.
  36521. */
  36522. name: string;
  36523. /**
  36524. * Does the sound autoplay once loaded.
  36525. */
  36526. autoplay: boolean;
  36527. /**
  36528. * Does the sound loop after it finishes playing once.
  36529. */
  36530. loop: boolean;
  36531. /**
  36532. * Does the sound use a custom attenuation curve to simulate the falloff
  36533. * happening when the source gets further away from the camera.
  36534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36535. */
  36536. useCustomAttenuation: boolean;
  36537. /**
  36538. * The sound track id this sound belongs to.
  36539. */
  36540. soundTrackId: number;
  36541. /**
  36542. * Is this sound currently played.
  36543. */
  36544. isPlaying: boolean;
  36545. /**
  36546. * Is this sound currently paused.
  36547. */
  36548. isPaused: boolean;
  36549. /**
  36550. * Does this sound enables spatial sound.
  36551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36552. */
  36553. spatialSound: boolean;
  36554. /**
  36555. * Define the reference distance the sound should be heard perfectly.
  36556. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36557. */
  36558. refDistance: number;
  36559. /**
  36560. * Define the roll off factor of spatial sounds.
  36561. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36562. */
  36563. rolloffFactor: number;
  36564. /**
  36565. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36566. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36567. */
  36568. maxDistance: number;
  36569. /**
  36570. * Define the distance attenuation model the sound will follow.
  36571. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36572. */
  36573. distanceModel: string;
  36574. /**
  36575. * @hidden
  36576. * Back Compat
  36577. **/
  36578. onended: () => any;
  36579. /**
  36580. * Observable event when the current playing sound finishes.
  36581. */
  36582. onEndedObservable: Observable<Sound>;
  36583. private _panningModel;
  36584. private _playbackRate;
  36585. private _streaming;
  36586. private _startTime;
  36587. private _startOffset;
  36588. private _position;
  36589. /** @hidden */
  36590. _positionInEmitterSpace: boolean;
  36591. private _localDirection;
  36592. private _volume;
  36593. private _isReadyToPlay;
  36594. private _isDirectional;
  36595. private _readyToPlayCallback;
  36596. private _audioBuffer;
  36597. private _soundSource;
  36598. private _streamingSource;
  36599. private _soundPanner;
  36600. private _soundGain;
  36601. private _inputAudioNode;
  36602. private _outputAudioNode;
  36603. private _coneInnerAngle;
  36604. private _coneOuterAngle;
  36605. private _coneOuterGain;
  36606. private _scene;
  36607. private _connectedTransformNode;
  36608. private _customAttenuationFunction;
  36609. private _registerFunc;
  36610. private _isOutputConnected;
  36611. private _htmlAudioElement;
  36612. private _urlType;
  36613. private _length?;
  36614. private _offset?;
  36615. /** @hidden */
  36616. static _SceneComponentInitialization: (scene: Scene) => void;
  36617. /**
  36618. * Create a sound and attach it to a scene
  36619. * @param name Name of your sound
  36620. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36621. * @param scene defines the scene the sound belongs to
  36622. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36623. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36624. */
  36625. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36626. /**
  36627. * Release the sound and its associated resources
  36628. */
  36629. dispose(): void;
  36630. /**
  36631. * Gets if the sounds is ready to be played or not.
  36632. * @returns true if ready, otherwise false
  36633. */
  36634. isReady(): boolean;
  36635. private _soundLoaded;
  36636. /**
  36637. * Sets the data of the sound from an audiobuffer
  36638. * @param audioBuffer The audioBuffer containing the data
  36639. */
  36640. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36641. /**
  36642. * Updates the current sounds options such as maxdistance, loop...
  36643. * @param options A JSON object containing values named as the object properties
  36644. */
  36645. updateOptions(options: ISoundOptions): void;
  36646. private _createSpatialParameters;
  36647. private _updateSpatialParameters;
  36648. /**
  36649. * Switch the panning model to HRTF:
  36650. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36651. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36652. */
  36653. switchPanningModelToHRTF(): void;
  36654. /**
  36655. * Switch the panning model to Equal Power:
  36656. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36657. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36658. */
  36659. switchPanningModelToEqualPower(): void;
  36660. private _switchPanningModel;
  36661. /**
  36662. * Connect this sound to a sound track audio node like gain...
  36663. * @param soundTrackAudioNode the sound track audio node to connect to
  36664. */
  36665. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36666. /**
  36667. * Transform this sound into a directional source
  36668. * @param coneInnerAngle Size of the inner cone in degree
  36669. * @param coneOuterAngle Size of the outer cone in degree
  36670. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36671. */
  36672. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36673. /**
  36674. * Gets or sets the inner angle for the directional cone.
  36675. */
  36676. /**
  36677. * Gets or sets the inner angle for the directional cone.
  36678. */
  36679. directionalConeInnerAngle: number;
  36680. /**
  36681. * Gets or sets the outer angle for the directional cone.
  36682. */
  36683. /**
  36684. * Gets or sets the outer angle for the directional cone.
  36685. */
  36686. directionalConeOuterAngle: number;
  36687. /**
  36688. * Sets the position of the emitter if spatial sound is enabled
  36689. * @param newPosition Defines the new posisiton
  36690. */
  36691. setPosition(newPosition: Vector3): void;
  36692. /**
  36693. * Sets the local direction of the emitter if spatial sound is enabled
  36694. * @param newLocalDirection Defines the new local direction
  36695. */
  36696. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36697. private _updateDirection;
  36698. /** @hidden */
  36699. updateDistanceFromListener(): void;
  36700. /**
  36701. * Sets a new custom attenuation function for the sound.
  36702. * @param callback Defines the function used for the attenuation
  36703. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36704. */
  36705. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36706. /**
  36707. * Play the sound
  36708. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36709. * @param offset (optional) Start the sound at a specific time in seconds
  36710. * @param length (optional) Sound duration (in seconds)
  36711. */
  36712. play(time?: number, offset?: number, length?: number): void;
  36713. private _onended;
  36714. /**
  36715. * Stop the sound
  36716. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36717. */
  36718. stop(time?: number): void;
  36719. /**
  36720. * Put the sound in pause
  36721. */
  36722. pause(): void;
  36723. /**
  36724. * Sets a dedicated volume for this sounds
  36725. * @param newVolume Define the new volume of the sound
  36726. * @param time Define time for gradual change to new volume
  36727. */
  36728. setVolume(newVolume: number, time?: number): void;
  36729. /**
  36730. * Set the sound play back rate
  36731. * @param newPlaybackRate Define the playback rate the sound should be played at
  36732. */
  36733. setPlaybackRate(newPlaybackRate: number): void;
  36734. /**
  36735. * Gets the volume of the sound.
  36736. * @returns the volume of the sound
  36737. */
  36738. getVolume(): number;
  36739. /**
  36740. * Attach the sound to a dedicated mesh
  36741. * @param transformNode The transform node to connect the sound with
  36742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36743. */
  36744. attachToMesh(transformNode: TransformNode): void;
  36745. /**
  36746. * Detach the sound from the previously attached mesh
  36747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36748. */
  36749. detachFromMesh(): void;
  36750. private _onRegisterAfterWorldMatrixUpdate;
  36751. /**
  36752. * Clone the current sound in the scene.
  36753. * @returns the new sound clone
  36754. */
  36755. clone(): Nullable<Sound>;
  36756. /**
  36757. * Gets the current underlying audio buffer containing the data
  36758. * @returns the audio buffer
  36759. */
  36760. getAudioBuffer(): Nullable<AudioBuffer>;
  36761. /**
  36762. * Serializes the Sound in a JSON representation
  36763. * @returns the JSON representation of the sound
  36764. */
  36765. serialize(): any;
  36766. /**
  36767. * Parse a JSON representation of a sound to innstantiate in a given scene
  36768. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36769. * @param scene Define the scene the new parsed sound should be created in
  36770. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36771. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36772. * @returns the newly parsed sound
  36773. */
  36774. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36775. }
  36776. }
  36777. declare module "babylonjs/Actions/directAudioActions" {
  36778. import { Action } from "babylonjs/Actions/action";
  36779. import { Condition } from "babylonjs/Actions/condition";
  36780. import { Sound } from "babylonjs/Audio/sound";
  36781. /**
  36782. * This defines an action helpful to play a defined sound on a triggered action.
  36783. */
  36784. export class PlaySoundAction extends Action {
  36785. private _sound;
  36786. /**
  36787. * Instantiate the action
  36788. * @param triggerOptions defines the trigger options
  36789. * @param sound defines the sound to play
  36790. * @param condition defines the trigger related conditions
  36791. */
  36792. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36793. /** @hidden */
  36794. _prepare(): void;
  36795. /**
  36796. * Execute the action and play the sound.
  36797. */
  36798. execute(): void;
  36799. /**
  36800. * Serializes the actions and its related information.
  36801. * @param parent defines the object to serialize in
  36802. * @returns the serialized object
  36803. */
  36804. serialize(parent: any): any;
  36805. }
  36806. /**
  36807. * This defines an action helpful to stop a defined sound on a triggered action.
  36808. */
  36809. export class StopSoundAction extends Action {
  36810. private _sound;
  36811. /**
  36812. * Instantiate the action
  36813. * @param triggerOptions defines the trigger options
  36814. * @param sound defines the sound to stop
  36815. * @param condition defines the trigger related conditions
  36816. */
  36817. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36818. /** @hidden */
  36819. _prepare(): void;
  36820. /**
  36821. * Execute the action and stop the sound.
  36822. */
  36823. execute(): void;
  36824. /**
  36825. * Serializes the actions and its related information.
  36826. * @param parent defines the object to serialize in
  36827. * @returns the serialized object
  36828. */
  36829. serialize(parent: any): any;
  36830. }
  36831. }
  36832. declare module "babylonjs/Actions/interpolateValueAction" {
  36833. import { Action } from "babylonjs/Actions/action";
  36834. import { Condition } from "babylonjs/Actions/condition";
  36835. import { Observable } from "babylonjs/Misc/observable";
  36836. /**
  36837. * This defines an action responsible to change the value of a property
  36838. * by interpolating between its current value and the newly set one once triggered.
  36839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36840. */
  36841. export class InterpolateValueAction extends Action {
  36842. /**
  36843. * Defines the path of the property where the value should be interpolated
  36844. */
  36845. propertyPath: string;
  36846. /**
  36847. * Defines the target value at the end of the interpolation.
  36848. */
  36849. value: any;
  36850. /**
  36851. * Defines the time it will take for the property to interpolate to the value.
  36852. */
  36853. duration: number;
  36854. /**
  36855. * Defines if the other scene animations should be stopped when the action has been triggered
  36856. */
  36857. stopOtherAnimations?: boolean;
  36858. /**
  36859. * Defines a callback raised once the interpolation animation has been done.
  36860. */
  36861. onInterpolationDone?: () => void;
  36862. /**
  36863. * Observable triggered once the interpolation animation has been done.
  36864. */
  36865. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36866. private _target;
  36867. private _effectiveTarget;
  36868. private _property;
  36869. /**
  36870. * Instantiate the action
  36871. * @param triggerOptions defines the trigger options
  36872. * @param target defines the object containing the value to interpolate
  36873. * @param propertyPath defines the path to the property in the target object
  36874. * @param value defines the target value at the end of the interpolation
  36875. * @param duration deines the time it will take for the property to interpolate to the value.
  36876. * @param condition defines the trigger related conditions
  36877. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36878. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36879. */
  36880. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36881. /** @hidden */
  36882. _prepare(): void;
  36883. /**
  36884. * Execute the action starts the value interpolation.
  36885. */
  36886. execute(): void;
  36887. /**
  36888. * Serializes the actions and its related information.
  36889. * @param parent defines the object to serialize in
  36890. * @returns the serialized object
  36891. */
  36892. serialize(parent: any): any;
  36893. }
  36894. }
  36895. declare module "babylonjs/Actions/index" {
  36896. export * from "babylonjs/Actions/abstractActionManager";
  36897. export * from "babylonjs/Actions/action";
  36898. export * from "babylonjs/Actions/actionEvent";
  36899. export * from "babylonjs/Actions/actionManager";
  36900. export * from "babylonjs/Actions/condition";
  36901. export * from "babylonjs/Actions/directActions";
  36902. export * from "babylonjs/Actions/directAudioActions";
  36903. export * from "babylonjs/Actions/interpolateValueAction";
  36904. }
  36905. declare module "babylonjs/Animations/index" {
  36906. export * from "babylonjs/Animations/animatable";
  36907. export * from "babylonjs/Animations/animation";
  36908. export * from "babylonjs/Animations/animationGroup";
  36909. export * from "babylonjs/Animations/animationPropertiesOverride";
  36910. export * from "babylonjs/Animations/easing";
  36911. export * from "babylonjs/Animations/runtimeAnimation";
  36912. export * from "babylonjs/Animations/animationEvent";
  36913. export * from "babylonjs/Animations/animationGroup";
  36914. export * from "babylonjs/Animations/animationKey";
  36915. export * from "babylonjs/Animations/animationRange";
  36916. export * from "babylonjs/Animations/animatable.interface";
  36917. }
  36918. declare module "babylonjs/Audio/soundTrack" {
  36919. import { Sound } from "babylonjs/Audio/sound";
  36920. import { Analyser } from "babylonjs/Audio/analyser";
  36921. import { Scene } from "babylonjs/scene";
  36922. /**
  36923. * Options allowed during the creation of a sound track.
  36924. */
  36925. export interface ISoundTrackOptions {
  36926. /**
  36927. * The volume the sound track should take during creation
  36928. */
  36929. volume?: number;
  36930. /**
  36931. * Define if the sound track is the main sound track of the scene
  36932. */
  36933. mainTrack?: boolean;
  36934. }
  36935. /**
  36936. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36937. * It will be also used in a future release to apply effects on a specific track.
  36938. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36939. */
  36940. export class SoundTrack {
  36941. /**
  36942. * The unique identifier of the sound track in the scene.
  36943. */
  36944. id: number;
  36945. /**
  36946. * The list of sounds included in the sound track.
  36947. */
  36948. soundCollection: Array<Sound>;
  36949. private _outputAudioNode;
  36950. private _scene;
  36951. private _connectedAnalyser;
  36952. private _options;
  36953. private _isInitialized;
  36954. /**
  36955. * Creates a new sound track.
  36956. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36957. * @param scene Define the scene the sound track belongs to
  36958. * @param options
  36959. */
  36960. constructor(scene: Scene, options?: ISoundTrackOptions);
  36961. private _initializeSoundTrackAudioGraph;
  36962. /**
  36963. * Release the sound track and its associated resources
  36964. */
  36965. dispose(): void;
  36966. /**
  36967. * Adds a sound to this sound track
  36968. * @param sound define the cound to add
  36969. * @ignoreNaming
  36970. */
  36971. AddSound(sound: Sound): void;
  36972. /**
  36973. * Removes a sound to this sound track
  36974. * @param sound define the cound to remove
  36975. * @ignoreNaming
  36976. */
  36977. RemoveSound(sound: Sound): void;
  36978. /**
  36979. * Set a global volume for the full sound track.
  36980. * @param newVolume Define the new volume of the sound track
  36981. */
  36982. setVolume(newVolume: number): void;
  36983. /**
  36984. * Switch the panning model to HRTF:
  36985. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36986. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36987. */
  36988. switchPanningModelToHRTF(): void;
  36989. /**
  36990. * Switch the panning model to Equal Power:
  36991. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36992. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36993. */
  36994. switchPanningModelToEqualPower(): void;
  36995. /**
  36996. * Connect the sound track to an audio analyser allowing some amazing
  36997. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36998. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36999. * @param analyser The analyser to connect to the engine
  37000. */
  37001. connectToAnalyser(analyser: Analyser): void;
  37002. }
  37003. }
  37004. declare module "babylonjs/Audio/audioSceneComponent" {
  37005. import { Sound } from "babylonjs/Audio/sound";
  37006. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  37007. import { Nullable } from "babylonjs/types";
  37008. import { Vector3 } from "babylonjs/Maths/math.vector";
  37009. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  37010. import { Scene } from "babylonjs/scene";
  37011. import { AbstractScene } from "babylonjs/abstractScene";
  37012. import "babylonjs/Audio/audioEngine";
  37013. module "babylonjs/abstractScene" {
  37014. interface AbstractScene {
  37015. /**
  37016. * The list of sounds used in the scene.
  37017. */
  37018. sounds: Nullable<Array<Sound>>;
  37019. }
  37020. }
  37021. module "babylonjs/scene" {
  37022. interface Scene {
  37023. /**
  37024. * @hidden
  37025. * Backing field
  37026. */
  37027. _mainSoundTrack: SoundTrack;
  37028. /**
  37029. * The main sound track played by the scene.
  37030. * It cotains your primary collection of sounds.
  37031. */
  37032. mainSoundTrack: SoundTrack;
  37033. /**
  37034. * The list of sound tracks added to the scene
  37035. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37036. */
  37037. soundTracks: Nullable<Array<SoundTrack>>;
  37038. /**
  37039. * Gets a sound using a given name
  37040. * @param name defines the name to search for
  37041. * @return the found sound or null if not found at all.
  37042. */
  37043. getSoundByName(name: string): Nullable<Sound>;
  37044. /**
  37045. * Gets or sets if audio support is enabled
  37046. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37047. */
  37048. audioEnabled: boolean;
  37049. /**
  37050. * Gets or sets if audio will be output to headphones
  37051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37052. */
  37053. headphone: boolean;
  37054. /**
  37055. * Gets or sets custom audio listener position provider
  37056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  37057. */
  37058. audioListenerPositionProvider: Nullable<() => Vector3>;
  37059. /**
  37060. * Gets or sets a refresh rate when using 3D audio positioning
  37061. */
  37062. audioPositioningRefreshRate: number;
  37063. }
  37064. }
  37065. /**
  37066. * Defines the sound scene component responsible to manage any sounds
  37067. * in a given scene.
  37068. */
  37069. export class AudioSceneComponent implements ISceneSerializableComponent {
  37070. /**
  37071. * The component name helpfull to identify the component in the list of scene components.
  37072. */
  37073. readonly name: string;
  37074. /**
  37075. * The scene the component belongs to.
  37076. */
  37077. scene: Scene;
  37078. private _audioEnabled;
  37079. /**
  37080. * Gets whether audio is enabled or not.
  37081. * Please use related enable/disable method to switch state.
  37082. */
  37083. readonly audioEnabled: boolean;
  37084. private _headphone;
  37085. /**
  37086. * Gets whether audio is outputing to headphone or not.
  37087. * Please use the according Switch methods to change output.
  37088. */
  37089. readonly headphone: boolean;
  37090. /**
  37091. * Gets or sets a refresh rate when using 3D audio positioning
  37092. */
  37093. audioPositioningRefreshRate: number;
  37094. private _audioListenerPositionProvider;
  37095. /**
  37096. * Gets the current audio listener position provider
  37097. */
  37098. /**
  37099. * Sets a custom listener position for all sounds in the scene
  37100. * By default, this is the position of the first active camera
  37101. */
  37102. audioListenerPositionProvider: Nullable<() => Vector3>;
  37103. /**
  37104. * Creates a new instance of the component for the given scene
  37105. * @param scene Defines the scene to register the component in
  37106. */
  37107. constructor(scene: Scene);
  37108. /**
  37109. * Registers the component in a given scene
  37110. */
  37111. register(): void;
  37112. /**
  37113. * Rebuilds the elements related to this component in case of
  37114. * context lost for instance.
  37115. */
  37116. rebuild(): void;
  37117. /**
  37118. * Serializes the component data to the specified json object
  37119. * @param serializationObject The object to serialize to
  37120. */
  37121. serialize(serializationObject: any): void;
  37122. /**
  37123. * Adds all the elements from the container to the scene
  37124. * @param container the container holding the elements
  37125. */
  37126. addFromContainer(container: AbstractScene): void;
  37127. /**
  37128. * Removes all the elements in the container from the scene
  37129. * @param container contains the elements to remove
  37130. * @param dispose if the removed element should be disposed (default: false)
  37131. */
  37132. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37133. /**
  37134. * Disposes the component and the associated ressources.
  37135. */
  37136. dispose(): void;
  37137. /**
  37138. * Disables audio in the associated scene.
  37139. */
  37140. disableAudio(): void;
  37141. /**
  37142. * Enables audio in the associated scene.
  37143. */
  37144. enableAudio(): void;
  37145. /**
  37146. * Switch audio to headphone output.
  37147. */
  37148. switchAudioModeForHeadphones(): void;
  37149. /**
  37150. * Switch audio to normal speakers.
  37151. */
  37152. switchAudioModeForNormalSpeakers(): void;
  37153. private _cachedCameraDirection;
  37154. private _cachedCameraPosition;
  37155. private _lastCheck;
  37156. private _afterRender;
  37157. }
  37158. }
  37159. declare module "babylonjs/Audio/weightedsound" {
  37160. import { Sound } from "babylonjs/Audio/sound";
  37161. /**
  37162. * Wraps one or more Sound objects and selects one with random weight for playback.
  37163. */
  37164. export class WeightedSound {
  37165. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37166. loop: boolean;
  37167. private _coneInnerAngle;
  37168. private _coneOuterAngle;
  37169. private _volume;
  37170. /** A Sound is currently playing. */
  37171. isPlaying: boolean;
  37172. /** A Sound is currently paused. */
  37173. isPaused: boolean;
  37174. private _sounds;
  37175. private _weights;
  37176. private _currentIndex?;
  37177. /**
  37178. * Creates a new WeightedSound from the list of sounds given.
  37179. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37180. * @param sounds Array of Sounds that will be selected from.
  37181. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37182. */
  37183. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37184. /**
  37185. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37186. */
  37187. /**
  37188. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37189. */
  37190. directionalConeInnerAngle: number;
  37191. /**
  37192. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37193. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37194. */
  37195. /**
  37196. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37197. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37198. */
  37199. directionalConeOuterAngle: number;
  37200. /**
  37201. * Playback volume.
  37202. */
  37203. /**
  37204. * Playback volume.
  37205. */
  37206. volume: number;
  37207. private _onended;
  37208. /**
  37209. * Suspend playback
  37210. */
  37211. pause(): void;
  37212. /**
  37213. * Stop playback
  37214. */
  37215. stop(): void;
  37216. /**
  37217. * Start playback.
  37218. * @param startOffset Position the clip head at a specific time in seconds.
  37219. */
  37220. play(startOffset?: number): void;
  37221. }
  37222. }
  37223. declare module "babylonjs/Audio/index" {
  37224. export * from "babylonjs/Audio/analyser";
  37225. export * from "babylonjs/Audio/audioEngine";
  37226. export * from "babylonjs/Audio/audioSceneComponent";
  37227. export * from "babylonjs/Audio/sound";
  37228. export * from "babylonjs/Audio/soundTrack";
  37229. export * from "babylonjs/Audio/weightedsound";
  37230. }
  37231. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37232. import { Behavior } from "babylonjs/Behaviors/behavior";
  37233. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37234. import { BackEase } from "babylonjs/Animations/easing";
  37235. /**
  37236. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37237. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37238. */
  37239. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37240. /**
  37241. * Gets the name of the behavior.
  37242. */
  37243. readonly name: string;
  37244. /**
  37245. * The easing function used by animations
  37246. */
  37247. static EasingFunction: BackEase;
  37248. /**
  37249. * The easing mode used by animations
  37250. */
  37251. static EasingMode: number;
  37252. /**
  37253. * The duration of the animation, in milliseconds
  37254. */
  37255. transitionDuration: number;
  37256. /**
  37257. * Length of the distance animated by the transition when lower radius is reached
  37258. */
  37259. lowerRadiusTransitionRange: number;
  37260. /**
  37261. * Length of the distance animated by the transition when upper radius is reached
  37262. */
  37263. upperRadiusTransitionRange: number;
  37264. private _autoTransitionRange;
  37265. /**
  37266. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37267. */
  37268. /**
  37269. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37270. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37271. */
  37272. autoTransitionRange: boolean;
  37273. private _attachedCamera;
  37274. private _onAfterCheckInputsObserver;
  37275. private _onMeshTargetChangedObserver;
  37276. /**
  37277. * Initializes the behavior.
  37278. */
  37279. init(): void;
  37280. /**
  37281. * Attaches the behavior to its arc rotate camera.
  37282. * @param camera Defines the camera to attach the behavior to
  37283. */
  37284. attach(camera: ArcRotateCamera): void;
  37285. /**
  37286. * Detaches the behavior from its current arc rotate camera.
  37287. */
  37288. detach(): void;
  37289. private _radiusIsAnimating;
  37290. private _radiusBounceTransition;
  37291. private _animatables;
  37292. private _cachedWheelPrecision;
  37293. /**
  37294. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37295. * @param radiusLimit The limit to check against.
  37296. * @return Bool to indicate if at limit.
  37297. */
  37298. private _isRadiusAtLimit;
  37299. /**
  37300. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37301. * @param radiusDelta The delta by which to animate to. Can be negative.
  37302. */
  37303. private _applyBoundRadiusAnimation;
  37304. /**
  37305. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37306. */
  37307. protected _clearAnimationLocks(): void;
  37308. /**
  37309. * Stops and removes all animations that have been applied to the camera
  37310. */
  37311. stopAllAnimations(): void;
  37312. }
  37313. }
  37314. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37315. import { Behavior } from "babylonjs/Behaviors/behavior";
  37316. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37317. import { ExponentialEase } from "babylonjs/Animations/easing";
  37318. import { Nullable } from "babylonjs/types";
  37319. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37320. import { Vector3 } from "babylonjs/Maths/math.vector";
  37321. /**
  37322. * 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.
  37323. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37324. */
  37325. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37326. /**
  37327. * Gets the name of the behavior.
  37328. */
  37329. readonly name: string;
  37330. private _mode;
  37331. private _radiusScale;
  37332. private _positionScale;
  37333. private _defaultElevation;
  37334. private _elevationReturnTime;
  37335. private _elevationReturnWaitTime;
  37336. private _zoomStopsAnimation;
  37337. private _framingTime;
  37338. /**
  37339. * The easing function used by animations
  37340. */
  37341. static EasingFunction: ExponentialEase;
  37342. /**
  37343. * The easing mode used by animations
  37344. */
  37345. static EasingMode: number;
  37346. /**
  37347. * Sets the current mode used by the behavior
  37348. */
  37349. /**
  37350. * Gets current mode used by the behavior.
  37351. */
  37352. mode: number;
  37353. /**
  37354. * Sets the scale applied to the radius (1 by default)
  37355. */
  37356. /**
  37357. * Gets the scale applied to the radius
  37358. */
  37359. radiusScale: number;
  37360. /**
  37361. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37362. */
  37363. /**
  37364. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37365. */
  37366. positionScale: number;
  37367. /**
  37368. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37369. * behaviour is triggered, in radians.
  37370. */
  37371. /**
  37372. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37373. * behaviour is triggered, in radians.
  37374. */
  37375. defaultElevation: number;
  37376. /**
  37377. * Sets the time (in milliseconds) taken to return to the default beta position.
  37378. * Negative value indicates camera should not return to default.
  37379. */
  37380. /**
  37381. * Gets the time (in milliseconds) taken to return to the default beta position.
  37382. * Negative value indicates camera should not return to default.
  37383. */
  37384. elevationReturnTime: number;
  37385. /**
  37386. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37387. */
  37388. /**
  37389. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37390. */
  37391. elevationReturnWaitTime: number;
  37392. /**
  37393. * Sets the flag that indicates if user zooming should stop animation.
  37394. */
  37395. /**
  37396. * Gets the flag that indicates if user zooming should stop animation.
  37397. */
  37398. zoomStopsAnimation: boolean;
  37399. /**
  37400. * Sets the transition time when framing the mesh, in milliseconds
  37401. */
  37402. /**
  37403. * Gets the transition time when framing the mesh, in milliseconds
  37404. */
  37405. framingTime: number;
  37406. /**
  37407. * Define if the behavior should automatically change the configured
  37408. * camera limits and sensibilities.
  37409. */
  37410. autoCorrectCameraLimitsAndSensibility: boolean;
  37411. private _onPrePointerObservableObserver;
  37412. private _onAfterCheckInputsObserver;
  37413. private _onMeshTargetChangedObserver;
  37414. private _attachedCamera;
  37415. private _isPointerDown;
  37416. private _lastInteractionTime;
  37417. /**
  37418. * Initializes the behavior.
  37419. */
  37420. init(): void;
  37421. /**
  37422. * Attaches the behavior to its arc rotate camera.
  37423. * @param camera Defines the camera to attach the behavior to
  37424. */
  37425. attach(camera: ArcRotateCamera): void;
  37426. /**
  37427. * Detaches the behavior from its current arc rotate camera.
  37428. */
  37429. detach(): void;
  37430. private _animatables;
  37431. private _betaIsAnimating;
  37432. private _betaTransition;
  37433. private _radiusTransition;
  37434. private _vectorTransition;
  37435. /**
  37436. * Targets the given mesh and updates zoom level accordingly.
  37437. * @param mesh The mesh to target.
  37438. * @param radius Optional. If a cached radius position already exists, overrides default.
  37439. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37440. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37441. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37442. */
  37443. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37444. /**
  37445. * Targets the given mesh with its children and updates zoom level accordingly.
  37446. * @param mesh The mesh to target.
  37447. * @param radius Optional. If a cached radius position already exists, overrides default.
  37448. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37449. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37450. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37451. */
  37452. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37453. /**
  37454. * Targets the given meshes with their children and updates zoom level accordingly.
  37455. * @param meshes The mesh to target.
  37456. * @param radius Optional. If a cached radius position already exists, overrides default.
  37457. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37458. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37459. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37460. */
  37461. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37462. /**
  37463. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37464. * @param minimumWorld Determines the smaller position of the bounding box extend
  37465. * @param maximumWorld Determines the bigger position of the bounding box extend
  37466. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37467. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37468. */
  37469. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37470. /**
  37471. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37472. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37473. * frustum width.
  37474. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37475. * to fully enclose the mesh in the viewing frustum.
  37476. */
  37477. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37478. /**
  37479. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37480. * is automatically returned to its default position (expected to be above ground plane).
  37481. */
  37482. private _maintainCameraAboveGround;
  37483. /**
  37484. * Returns the frustum slope based on the canvas ratio and camera FOV
  37485. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37486. */
  37487. private _getFrustumSlope;
  37488. /**
  37489. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37490. */
  37491. private _clearAnimationLocks;
  37492. /**
  37493. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37494. */
  37495. private _applyUserInteraction;
  37496. /**
  37497. * Stops and removes all animations that have been applied to the camera
  37498. */
  37499. stopAllAnimations(): void;
  37500. /**
  37501. * Gets a value indicating if the user is moving the camera
  37502. */
  37503. readonly isUserIsMoving: boolean;
  37504. /**
  37505. * The camera can move all the way towards the mesh.
  37506. */
  37507. static IgnoreBoundsSizeMode: number;
  37508. /**
  37509. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37510. */
  37511. static FitFrustumSidesMode: number;
  37512. }
  37513. }
  37514. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37515. import { Nullable } from "babylonjs/types";
  37516. import { Camera } from "babylonjs/Cameras/camera";
  37517. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37518. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37519. /**
  37520. * Base class for Camera Pointer Inputs.
  37521. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37522. * for example usage.
  37523. */
  37524. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37525. /**
  37526. * Defines the camera the input is attached to.
  37527. */
  37528. abstract camera: Camera;
  37529. /**
  37530. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37531. */
  37532. protected _altKey: boolean;
  37533. protected _ctrlKey: boolean;
  37534. protected _metaKey: boolean;
  37535. protected _shiftKey: boolean;
  37536. /**
  37537. * Which mouse buttons were pressed at time of last mouse event.
  37538. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37539. */
  37540. protected _buttonsPressed: number;
  37541. /**
  37542. * Defines the buttons associated with the input to handle camera move.
  37543. */
  37544. buttons: number[];
  37545. /**
  37546. * Attach the input controls to a specific dom element to get the input from.
  37547. * @param element Defines the element the controls should be listened from
  37548. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37549. */
  37550. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37551. /**
  37552. * Detach the current controls from the specified dom element.
  37553. * @param element Defines the element to stop listening the inputs from
  37554. */
  37555. detachControl(element: Nullable<HTMLElement>): void;
  37556. /**
  37557. * Gets the class name of the current input.
  37558. * @returns the class name
  37559. */
  37560. getClassName(): string;
  37561. /**
  37562. * Get the friendly name associated with the input class.
  37563. * @returns the input friendly name
  37564. */
  37565. getSimpleName(): string;
  37566. /**
  37567. * Called on pointer POINTERDOUBLETAP event.
  37568. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37569. */
  37570. protected onDoubleTap(type: string): void;
  37571. /**
  37572. * Called on pointer POINTERMOVE event if only a single touch is active.
  37573. * Override this method to provide functionality.
  37574. */
  37575. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37576. /**
  37577. * Called on pointer POINTERMOVE event if multiple touches are active.
  37578. * Override this method to provide functionality.
  37579. */
  37580. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37581. /**
  37582. * Called on JS contextmenu event.
  37583. * Override this method to provide functionality.
  37584. */
  37585. protected onContextMenu(evt: PointerEvent): void;
  37586. /**
  37587. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37588. * press.
  37589. * Override this method to provide functionality.
  37590. */
  37591. protected onButtonDown(evt: PointerEvent): void;
  37592. /**
  37593. * Called each time a new POINTERUP event occurs. Ie, for each button
  37594. * release.
  37595. * Override this method to provide functionality.
  37596. */
  37597. protected onButtonUp(evt: PointerEvent): void;
  37598. /**
  37599. * Called when window becomes inactive.
  37600. * Override this method to provide functionality.
  37601. */
  37602. protected onLostFocus(): void;
  37603. private _pointerInput;
  37604. private _observer;
  37605. private _onLostFocus;
  37606. private pointA;
  37607. private pointB;
  37608. }
  37609. }
  37610. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37611. import { Nullable } from "babylonjs/types";
  37612. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37613. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37614. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37615. /**
  37616. * Manage the pointers inputs to control an arc rotate camera.
  37617. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37618. */
  37619. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37620. /**
  37621. * Defines the camera the input is attached to.
  37622. */
  37623. camera: ArcRotateCamera;
  37624. /**
  37625. * Gets the class name of the current input.
  37626. * @returns the class name
  37627. */
  37628. getClassName(): string;
  37629. /**
  37630. * Defines the buttons associated with the input to handle camera move.
  37631. */
  37632. buttons: number[];
  37633. /**
  37634. * Defines the pointer angular sensibility along the X axis or how fast is
  37635. * the camera rotating.
  37636. */
  37637. angularSensibilityX: number;
  37638. /**
  37639. * Defines the pointer angular sensibility along the Y axis or how fast is
  37640. * the camera rotating.
  37641. */
  37642. angularSensibilityY: number;
  37643. /**
  37644. * Defines the pointer pinch precision or how fast is the camera zooming.
  37645. */
  37646. pinchPrecision: number;
  37647. /**
  37648. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37649. * from 0.
  37650. * It defines the percentage of current camera.radius to use as delta when
  37651. * pinch zoom is used.
  37652. */
  37653. pinchDeltaPercentage: number;
  37654. /**
  37655. * Defines the pointer panning sensibility or how fast is the camera moving.
  37656. */
  37657. panningSensibility: number;
  37658. /**
  37659. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37660. */
  37661. multiTouchPanning: boolean;
  37662. /**
  37663. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37664. * zoom (pinch) through multitouch.
  37665. */
  37666. multiTouchPanAndZoom: boolean;
  37667. /**
  37668. * Revers pinch action direction.
  37669. */
  37670. pinchInwards: boolean;
  37671. private _isPanClick;
  37672. private _twoFingerActivityCount;
  37673. private _isPinching;
  37674. /**
  37675. * Called on pointer POINTERMOVE event if only a single touch is active.
  37676. */
  37677. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37678. /**
  37679. * Called on pointer POINTERDOUBLETAP event.
  37680. */
  37681. protected onDoubleTap(type: string): void;
  37682. /**
  37683. * Called on pointer POINTERMOVE event if multiple touches are active.
  37684. */
  37685. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37686. /**
  37687. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37688. * press.
  37689. */
  37690. protected onButtonDown(evt: PointerEvent): void;
  37691. /**
  37692. * Called each time a new POINTERUP event occurs. Ie, for each button
  37693. * release.
  37694. */
  37695. protected onButtonUp(evt: PointerEvent): void;
  37696. /**
  37697. * Called when window becomes inactive.
  37698. */
  37699. protected onLostFocus(): void;
  37700. }
  37701. }
  37702. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37703. import { Nullable } from "babylonjs/types";
  37704. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37705. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37706. /**
  37707. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37708. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37709. */
  37710. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37711. /**
  37712. * Defines the camera the input is attached to.
  37713. */
  37714. camera: ArcRotateCamera;
  37715. /**
  37716. * Defines the list of key codes associated with the up action (increase alpha)
  37717. */
  37718. keysUp: number[];
  37719. /**
  37720. * Defines the list of key codes associated with the down action (decrease alpha)
  37721. */
  37722. keysDown: number[];
  37723. /**
  37724. * Defines the list of key codes associated with the left action (increase beta)
  37725. */
  37726. keysLeft: number[];
  37727. /**
  37728. * Defines the list of key codes associated with the right action (decrease beta)
  37729. */
  37730. keysRight: number[];
  37731. /**
  37732. * Defines the list of key codes associated with the reset action.
  37733. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37734. */
  37735. keysReset: number[];
  37736. /**
  37737. * Defines the panning sensibility of the inputs.
  37738. * (How fast is the camera paning)
  37739. */
  37740. panningSensibility: number;
  37741. /**
  37742. * Defines the zooming sensibility of the inputs.
  37743. * (How fast is the camera zooming)
  37744. */
  37745. zoomingSensibility: number;
  37746. /**
  37747. * Defines wether maintaining the alt key down switch the movement mode from
  37748. * orientation to zoom.
  37749. */
  37750. useAltToZoom: boolean;
  37751. /**
  37752. * Rotation speed of the camera
  37753. */
  37754. angularSpeed: number;
  37755. private _keys;
  37756. private _ctrlPressed;
  37757. private _altPressed;
  37758. private _onCanvasBlurObserver;
  37759. private _onKeyboardObserver;
  37760. private _engine;
  37761. private _scene;
  37762. /**
  37763. * Attach the input controls to a specific dom element to get the input from.
  37764. * @param element Defines the element the controls should be listened from
  37765. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37766. */
  37767. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37768. /**
  37769. * Detach the current controls from the specified dom element.
  37770. * @param element Defines the element to stop listening the inputs from
  37771. */
  37772. detachControl(element: Nullable<HTMLElement>): void;
  37773. /**
  37774. * Update the current camera state depending on the inputs that have been used this frame.
  37775. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37776. */
  37777. checkInputs(): void;
  37778. /**
  37779. * Gets the class name of the current intput.
  37780. * @returns the class name
  37781. */
  37782. getClassName(): string;
  37783. /**
  37784. * Get the friendly name associated with the input class.
  37785. * @returns the input friendly name
  37786. */
  37787. getSimpleName(): string;
  37788. }
  37789. }
  37790. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37791. import { Nullable } from "babylonjs/types";
  37792. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37793. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37794. /**
  37795. * Manage the mouse wheel inputs to control an arc rotate camera.
  37796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37797. */
  37798. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37799. /**
  37800. * Defines the camera the input is attached to.
  37801. */
  37802. camera: ArcRotateCamera;
  37803. /**
  37804. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37805. */
  37806. wheelPrecision: number;
  37807. /**
  37808. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37809. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37810. */
  37811. wheelDeltaPercentage: number;
  37812. private _wheel;
  37813. private _observer;
  37814. private computeDeltaFromMouseWheelLegacyEvent;
  37815. /**
  37816. * Attach the input controls to a specific dom element to get the input from.
  37817. * @param element Defines the element the controls should be listened from
  37818. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37819. */
  37820. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37821. /**
  37822. * Detach the current controls from the specified dom element.
  37823. * @param element Defines the element to stop listening the inputs from
  37824. */
  37825. detachControl(element: Nullable<HTMLElement>): void;
  37826. /**
  37827. * Gets the class name of the current intput.
  37828. * @returns the class name
  37829. */
  37830. getClassName(): string;
  37831. /**
  37832. * Get the friendly name associated with the input class.
  37833. * @returns the input friendly name
  37834. */
  37835. getSimpleName(): string;
  37836. }
  37837. }
  37838. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37839. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37840. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37841. /**
  37842. * Default Inputs manager for the ArcRotateCamera.
  37843. * It groups all the default supported inputs for ease of use.
  37844. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37845. */
  37846. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37847. /**
  37848. * Instantiates a new ArcRotateCameraInputsManager.
  37849. * @param camera Defines the camera the inputs belong to
  37850. */
  37851. constructor(camera: ArcRotateCamera);
  37852. /**
  37853. * Add mouse wheel input support to the input manager.
  37854. * @returns the current input manager
  37855. */
  37856. addMouseWheel(): ArcRotateCameraInputsManager;
  37857. /**
  37858. * Add pointers input support to the input manager.
  37859. * @returns the current input manager
  37860. */
  37861. addPointers(): ArcRotateCameraInputsManager;
  37862. /**
  37863. * Add keyboard input support to the input manager.
  37864. * @returns the current input manager
  37865. */
  37866. addKeyboard(): ArcRotateCameraInputsManager;
  37867. }
  37868. }
  37869. declare module "babylonjs/Cameras/arcRotateCamera" {
  37870. import { Observable } from "babylonjs/Misc/observable";
  37871. import { Nullable } from "babylonjs/types";
  37872. import { Scene } from "babylonjs/scene";
  37873. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37875. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37876. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37877. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37878. import { Camera } from "babylonjs/Cameras/camera";
  37879. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37880. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37881. import { Collider } from "babylonjs/Collisions/collider";
  37882. /**
  37883. * This represents an orbital type of camera.
  37884. *
  37885. * 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.
  37886. * 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.
  37887. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37888. */
  37889. export class ArcRotateCamera extends TargetCamera {
  37890. /**
  37891. * Defines the rotation angle of the camera along the longitudinal axis.
  37892. */
  37893. alpha: number;
  37894. /**
  37895. * Defines the rotation angle of the camera along the latitudinal axis.
  37896. */
  37897. beta: number;
  37898. /**
  37899. * Defines the radius of the camera from it s target point.
  37900. */
  37901. radius: number;
  37902. protected _target: Vector3;
  37903. protected _targetHost: Nullable<AbstractMesh>;
  37904. /**
  37905. * Defines the target point of the camera.
  37906. * The camera looks towards it form the radius distance.
  37907. */
  37908. target: Vector3;
  37909. /**
  37910. * Define the current local position of the camera in the scene
  37911. */
  37912. position: Vector3;
  37913. protected _upVector: Vector3;
  37914. protected _upToYMatrix: Matrix;
  37915. protected _YToUpMatrix: Matrix;
  37916. /**
  37917. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37918. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37919. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37920. */
  37921. upVector: Vector3;
  37922. /**
  37923. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37924. */
  37925. setMatUp(): void;
  37926. /**
  37927. * Current inertia value on the longitudinal axis.
  37928. * The bigger this number the longer it will take for the camera to stop.
  37929. */
  37930. inertialAlphaOffset: number;
  37931. /**
  37932. * Current inertia value on the latitudinal axis.
  37933. * The bigger this number the longer it will take for the camera to stop.
  37934. */
  37935. inertialBetaOffset: number;
  37936. /**
  37937. * Current inertia value on the radius axis.
  37938. * The bigger this number the longer it will take for the camera to stop.
  37939. */
  37940. inertialRadiusOffset: number;
  37941. /**
  37942. * Minimum allowed angle on the longitudinal axis.
  37943. * This can help limiting how the Camera is able to move in the scene.
  37944. */
  37945. lowerAlphaLimit: Nullable<number>;
  37946. /**
  37947. * Maximum allowed angle on the longitudinal axis.
  37948. * This can help limiting how the Camera is able to move in the scene.
  37949. */
  37950. upperAlphaLimit: Nullable<number>;
  37951. /**
  37952. * Minimum allowed angle on the latitudinal axis.
  37953. * This can help limiting how the Camera is able to move in the scene.
  37954. */
  37955. lowerBetaLimit: number;
  37956. /**
  37957. * Maximum allowed angle on the latitudinal axis.
  37958. * This can help limiting how the Camera is able to move in the scene.
  37959. */
  37960. upperBetaLimit: number;
  37961. /**
  37962. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37963. * This can help limiting how the Camera is able to move in the scene.
  37964. */
  37965. lowerRadiusLimit: Nullable<number>;
  37966. /**
  37967. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37968. * This can help limiting how the Camera is able to move in the scene.
  37969. */
  37970. upperRadiusLimit: Nullable<number>;
  37971. /**
  37972. * Defines the current inertia value used during panning of the camera along the X axis.
  37973. */
  37974. inertialPanningX: number;
  37975. /**
  37976. * Defines the current inertia value used during panning of the camera along the Y axis.
  37977. */
  37978. inertialPanningY: number;
  37979. /**
  37980. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37981. * Basically if your fingers moves away from more than this distance you will be considered
  37982. * in pinch mode.
  37983. */
  37984. pinchToPanMaxDistance: number;
  37985. /**
  37986. * Defines the maximum distance the camera can pan.
  37987. * This could help keeping the cammera always in your scene.
  37988. */
  37989. panningDistanceLimit: Nullable<number>;
  37990. /**
  37991. * Defines the target of the camera before paning.
  37992. */
  37993. panningOriginTarget: Vector3;
  37994. /**
  37995. * Defines the value of the inertia used during panning.
  37996. * 0 would mean stop inertia and one would mean no decelleration at all.
  37997. */
  37998. panningInertia: number;
  37999. /**
  38000. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  38001. */
  38002. angularSensibilityX: number;
  38003. /**
  38004. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  38005. */
  38006. angularSensibilityY: number;
  38007. /**
  38008. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  38009. */
  38010. pinchPrecision: number;
  38011. /**
  38012. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  38013. * It will be used instead of pinchDeltaPrecision if different from 0.
  38014. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38015. */
  38016. pinchDeltaPercentage: number;
  38017. /**
  38018. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  38019. */
  38020. panningSensibility: number;
  38021. /**
  38022. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  38023. */
  38024. keysUp: number[];
  38025. /**
  38026. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  38027. */
  38028. keysDown: number[];
  38029. /**
  38030. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  38031. */
  38032. keysLeft: number[];
  38033. /**
  38034. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  38035. */
  38036. keysRight: number[];
  38037. /**
  38038. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  38039. */
  38040. wheelPrecision: number;
  38041. /**
  38042. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  38043. * It will be used instead of pinchDeltaPrecision if different from 0.
  38044. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  38045. */
  38046. wheelDeltaPercentage: number;
  38047. /**
  38048. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  38049. */
  38050. zoomOnFactor: number;
  38051. /**
  38052. * Defines a screen offset for the camera position.
  38053. */
  38054. targetScreenOffset: Vector2;
  38055. /**
  38056. * Allows the camera to be completely reversed.
  38057. * If false the camera can not arrive upside down.
  38058. */
  38059. allowUpsideDown: boolean;
  38060. /**
  38061. * Define if double tap/click is used to restore the previously saved state of the camera.
  38062. */
  38063. useInputToRestoreState: boolean;
  38064. /** @hidden */
  38065. _viewMatrix: Matrix;
  38066. /** @hidden */
  38067. _useCtrlForPanning: boolean;
  38068. /** @hidden */
  38069. _panningMouseButton: number;
  38070. /**
  38071. * Defines the input associated to the camera.
  38072. */
  38073. inputs: ArcRotateCameraInputsManager;
  38074. /** @hidden */
  38075. _reset: () => void;
  38076. /**
  38077. * Defines the allowed panning axis.
  38078. */
  38079. panningAxis: Vector3;
  38080. protected _localDirection: Vector3;
  38081. protected _transformedDirection: Vector3;
  38082. private _bouncingBehavior;
  38083. /**
  38084. * Gets the bouncing behavior of the camera if it has been enabled.
  38085. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38086. */
  38087. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  38088. /**
  38089. * Defines if the bouncing behavior of the camera is enabled on the camera.
  38090. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38091. */
  38092. useBouncingBehavior: boolean;
  38093. private _framingBehavior;
  38094. /**
  38095. * Gets the framing behavior of the camera if it has been enabled.
  38096. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38097. */
  38098. readonly framingBehavior: Nullable<FramingBehavior>;
  38099. /**
  38100. * Defines if the framing behavior of the camera is enabled on the camera.
  38101. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  38102. */
  38103. useFramingBehavior: boolean;
  38104. private _autoRotationBehavior;
  38105. /**
  38106. * Gets the auto rotation behavior of the camera if it has been enabled.
  38107. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38108. */
  38109. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38110. /**
  38111. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38112. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38113. */
  38114. useAutoRotationBehavior: boolean;
  38115. /**
  38116. * Observable triggered when the mesh target has been changed on the camera.
  38117. */
  38118. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38119. /**
  38120. * Event raised when the camera is colliding with a mesh.
  38121. */
  38122. onCollide: (collidedMesh: AbstractMesh) => void;
  38123. /**
  38124. * Defines whether the camera should check collision with the objects oh the scene.
  38125. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38126. */
  38127. checkCollisions: boolean;
  38128. /**
  38129. * Defines the collision radius of the camera.
  38130. * This simulates a sphere around the camera.
  38131. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38132. */
  38133. collisionRadius: Vector3;
  38134. protected _collider: Collider;
  38135. protected _previousPosition: Vector3;
  38136. protected _collisionVelocity: Vector3;
  38137. protected _newPosition: Vector3;
  38138. protected _previousAlpha: number;
  38139. protected _previousBeta: number;
  38140. protected _previousRadius: number;
  38141. protected _collisionTriggered: boolean;
  38142. protected _targetBoundingCenter: Nullable<Vector3>;
  38143. private _computationVector;
  38144. /**
  38145. * Instantiates a new ArcRotateCamera in a given scene
  38146. * @param name Defines the name of the camera
  38147. * @param alpha Defines the camera rotation along the logitudinal axis
  38148. * @param beta Defines the camera rotation along the latitudinal axis
  38149. * @param radius Defines the camera distance from its target
  38150. * @param target Defines the camera target
  38151. * @param scene Defines the scene the camera belongs to
  38152. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38153. */
  38154. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38155. /** @hidden */
  38156. _initCache(): void;
  38157. /** @hidden */
  38158. _updateCache(ignoreParentClass?: boolean): void;
  38159. protected _getTargetPosition(): Vector3;
  38160. private _storedAlpha;
  38161. private _storedBeta;
  38162. private _storedRadius;
  38163. private _storedTarget;
  38164. private _storedTargetScreenOffset;
  38165. /**
  38166. * Stores the current state of the camera (alpha, beta, radius and target)
  38167. * @returns the camera itself
  38168. */
  38169. storeState(): Camera;
  38170. /**
  38171. * @hidden
  38172. * Restored camera state. You must call storeState() first
  38173. */
  38174. _restoreStateValues(): boolean;
  38175. /** @hidden */
  38176. _isSynchronizedViewMatrix(): boolean;
  38177. /**
  38178. * Attached controls to the current camera.
  38179. * @param element Defines the element the controls should be listened from
  38180. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38181. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38182. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38183. */
  38184. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38185. /**
  38186. * Detach the current controls from the camera.
  38187. * The camera will stop reacting to inputs.
  38188. * @param element Defines the element to stop listening the inputs from
  38189. */
  38190. detachControl(element: HTMLElement): void;
  38191. /** @hidden */
  38192. _checkInputs(): void;
  38193. protected _checkLimits(): void;
  38194. /**
  38195. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38196. */
  38197. rebuildAnglesAndRadius(): void;
  38198. /**
  38199. * Use a position to define the current camera related information like alpha, beta and radius
  38200. * @param position Defines the position to set the camera at
  38201. */
  38202. setPosition(position: Vector3): void;
  38203. /**
  38204. * Defines the target the camera should look at.
  38205. * This will automatically adapt alpha beta and radius to fit within the new target.
  38206. * @param target Defines the new target as a Vector or a mesh
  38207. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38208. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38209. */
  38210. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38211. /** @hidden */
  38212. _getViewMatrix(): Matrix;
  38213. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38214. /**
  38215. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38216. * @param meshes Defines the mesh to zoom on
  38217. * @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)
  38218. */
  38219. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38220. /**
  38221. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38222. * The target will be changed but the radius
  38223. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38224. * @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)
  38225. */
  38226. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38227. min: Vector3;
  38228. max: Vector3;
  38229. distance: number;
  38230. }, doNotUpdateMaxZ?: boolean): void;
  38231. /**
  38232. * @override
  38233. * Override Camera.createRigCamera
  38234. */
  38235. createRigCamera(name: string, cameraIndex: number): Camera;
  38236. /**
  38237. * @hidden
  38238. * @override
  38239. * Override Camera._updateRigCameras
  38240. */
  38241. _updateRigCameras(): void;
  38242. /**
  38243. * Destroy the camera and release the current resources hold by it.
  38244. */
  38245. dispose(): void;
  38246. /**
  38247. * Gets the current object class name.
  38248. * @return the class name
  38249. */
  38250. getClassName(): string;
  38251. }
  38252. }
  38253. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38254. import { Behavior } from "babylonjs/Behaviors/behavior";
  38255. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38256. /**
  38257. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38258. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38259. */
  38260. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38261. /**
  38262. * Gets the name of the behavior.
  38263. */
  38264. readonly name: string;
  38265. private _zoomStopsAnimation;
  38266. private _idleRotationSpeed;
  38267. private _idleRotationWaitTime;
  38268. private _idleRotationSpinupTime;
  38269. /**
  38270. * Sets the flag that indicates if user zooming should stop animation.
  38271. */
  38272. /**
  38273. * Gets the flag that indicates if user zooming should stop animation.
  38274. */
  38275. zoomStopsAnimation: boolean;
  38276. /**
  38277. * Sets the default speed at which the camera rotates around the model.
  38278. */
  38279. /**
  38280. * Gets the default speed at which the camera rotates around the model.
  38281. */
  38282. idleRotationSpeed: number;
  38283. /**
  38284. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38285. */
  38286. /**
  38287. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38288. */
  38289. idleRotationWaitTime: number;
  38290. /**
  38291. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38292. */
  38293. /**
  38294. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38295. */
  38296. idleRotationSpinupTime: number;
  38297. /**
  38298. * Gets a value indicating if the camera is currently rotating because of this behavior
  38299. */
  38300. readonly rotationInProgress: boolean;
  38301. private _onPrePointerObservableObserver;
  38302. private _onAfterCheckInputsObserver;
  38303. private _attachedCamera;
  38304. private _isPointerDown;
  38305. private _lastFrameTime;
  38306. private _lastInteractionTime;
  38307. private _cameraRotationSpeed;
  38308. /**
  38309. * Initializes the behavior.
  38310. */
  38311. init(): void;
  38312. /**
  38313. * Attaches the behavior to its arc rotate camera.
  38314. * @param camera Defines the camera to attach the behavior to
  38315. */
  38316. attach(camera: ArcRotateCamera): void;
  38317. /**
  38318. * Detaches the behavior from its current arc rotate camera.
  38319. */
  38320. detach(): void;
  38321. /**
  38322. * Returns true if user is scrolling.
  38323. * @return true if user is scrolling.
  38324. */
  38325. private _userIsZooming;
  38326. private _lastFrameRadius;
  38327. private _shouldAnimationStopForInteraction;
  38328. /**
  38329. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38330. */
  38331. private _applyUserInteraction;
  38332. private _userIsMoving;
  38333. }
  38334. }
  38335. declare module "babylonjs/Behaviors/Cameras/index" {
  38336. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38337. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38338. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38339. }
  38340. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38341. import { Mesh } from "babylonjs/Meshes/mesh";
  38342. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38343. import { Behavior } from "babylonjs/Behaviors/behavior";
  38344. /**
  38345. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38346. */
  38347. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38348. private ui;
  38349. /**
  38350. * The name of the behavior
  38351. */
  38352. name: string;
  38353. /**
  38354. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38355. */
  38356. distanceAwayFromFace: number;
  38357. /**
  38358. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38359. */
  38360. distanceAwayFromBottomOfFace: number;
  38361. private _faceVectors;
  38362. private _target;
  38363. private _scene;
  38364. private _onRenderObserver;
  38365. private _tmpMatrix;
  38366. private _tmpVector;
  38367. /**
  38368. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38369. * @param ui The transform node that should be attched to the mesh
  38370. */
  38371. constructor(ui: TransformNode);
  38372. /**
  38373. * Initializes the behavior
  38374. */
  38375. init(): void;
  38376. private _closestFace;
  38377. private _zeroVector;
  38378. private _lookAtTmpMatrix;
  38379. private _lookAtToRef;
  38380. /**
  38381. * Attaches the AttachToBoxBehavior to the passed in mesh
  38382. * @param target The mesh that the specified node will be attached to
  38383. */
  38384. attach(target: Mesh): void;
  38385. /**
  38386. * Detaches the behavior from the mesh
  38387. */
  38388. detach(): void;
  38389. }
  38390. }
  38391. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38392. import { Behavior } from "babylonjs/Behaviors/behavior";
  38393. import { Mesh } from "babylonjs/Meshes/mesh";
  38394. /**
  38395. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38396. */
  38397. export class FadeInOutBehavior implements Behavior<Mesh> {
  38398. /**
  38399. * Time in milliseconds to delay before fading in (Default: 0)
  38400. */
  38401. delay: number;
  38402. /**
  38403. * Time in milliseconds for the mesh to fade in (Default: 300)
  38404. */
  38405. fadeInTime: number;
  38406. private _millisecondsPerFrame;
  38407. private _hovered;
  38408. private _hoverValue;
  38409. private _ownerNode;
  38410. /**
  38411. * Instatiates the FadeInOutBehavior
  38412. */
  38413. constructor();
  38414. /**
  38415. * The name of the behavior
  38416. */
  38417. readonly name: string;
  38418. /**
  38419. * Initializes the behavior
  38420. */
  38421. init(): void;
  38422. /**
  38423. * Attaches the fade behavior on the passed in mesh
  38424. * @param ownerNode The mesh that will be faded in/out once attached
  38425. */
  38426. attach(ownerNode: Mesh): void;
  38427. /**
  38428. * Detaches the behavior from the mesh
  38429. */
  38430. detach(): void;
  38431. /**
  38432. * Triggers the mesh to begin fading in or out
  38433. * @param value if the object should fade in or out (true to fade in)
  38434. */
  38435. fadeIn(value: boolean): void;
  38436. private _update;
  38437. private _setAllVisibility;
  38438. }
  38439. }
  38440. declare module "babylonjs/Misc/pivotTools" {
  38441. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38442. /**
  38443. * Class containing a set of static utilities functions for managing Pivots
  38444. * @hidden
  38445. */
  38446. export class PivotTools {
  38447. private static _PivotCached;
  38448. private static _OldPivotPoint;
  38449. private static _PivotTranslation;
  38450. private static _PivotTmpVector;
  38451. /** @hidden */
  38452. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38453. /** @hidden */
  38454. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38455. }
  38456. }
  38457. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38458. import { Scene } from "babylonjs/scene";
  38459. import { Vector4 } from "babylonjs/Maths/math.vector";
  38460. import { Mesh } from "babylonjs/Meshes/mesh";
  38461. import { Nullable } from "babylonjs/types";
  38462. import { Plane } from "babylonjs/Maths/math.plane";
  38463. /**
  38464. * Class containing static functions to help procedurally build meshes
  38465. */
  38466. export class PlaneBuilder {
  38467. /**
  38468. * Creates a plane mesh
  38469. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38470. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38471. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38473. * * 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
  38474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38475. * @param name defines the name of the mesh
  38476. * @param options defines the options used to create the mesh
  38477. * @param scene defines the hosting scene
  38478. * @returns the plane mesh
  38479. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38480. */
  38481. static CreatePlane(name: string, options: {
  38482. size?: number;
  38483. width?: number;
  38484. height?: number;
  38485. sideOrientation?: number;
  38486. frontUVs?: Vector4;
  38487. backUVs?: Vector4;
  38488. updatable?: boolean;
  38489. sourcePlane?: Plane;
  38490. }, scene?: Nullable<Scene>): Mesh;
  38491. }
  38492. }
  38493. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38494. import { Behavior } from "babylonjs/Behaviors/behavior";
  38495. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38496. import { Observable } from "babylonjs/Misc/observable";
  38497. import { Vector3 } from "babylonjs/Maths/math.vector";
  38498. import { Ray } from "babylonjs/Culling/ray";
  38499. import "babylonjs/Meshes/Builders/planeBuilder";
  38500. /**
  38501. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38502. */
  38503. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38504. private static _AnyMouseID;
  38505. /**
  38506. * Abstract mesh the behavior is set on
  38507. */
  38508. attachedNode: AbstractMesh;
  38509. private _dragPlane;
  38510. private _scene;
  38511. private _pointerObserver;
  38512. private _beforeRenderObserver;
  38513. private static _planeScene;
  38514. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38515. /**
  38516. * 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)
  38517. */
  38518. maxDragAngle: number;
  38519. /**
  38520. * @hidden
  38521. */
  38522. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38523. /**
  38524. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38525. */
  38526. currentDraggingPointerID: number;
  38527. /**
  38528. * The last position where the pointer hit the drag plane in world space
  38529. */
  38530. lastDragPosition: Vector3;
  38531. /**
  38532. * If the behavior is currently in a dragging state
  38533. */
  38534. dragging: boolean;
  38535. /**
  38536. * 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)
  38537. */
  38538. dragDeltaRatio: number;
  38539. /**
  38540. * If the drag plane orientation should be updated during the dragging (Default: true)
  38541. */
  38542. updateDragPlane: boolean;
  38543. private _debugMode;
  38544. private _moving;
  38545. /**
  38546. * Fires each time the attached mesh is dragged with the pointer
  38547. * * delta between last drag position and current drag position in world space
  38548. * * dragDistance along the drag axis
  38549. * * dragPlaneNormal normal of the current drag plane used during the drag
  38550. * * dragPlanePoint in world space where the drag intersects the drag plane
  38551. */
  38552. onDragObservable: Observable<{
  38553. delta: Vector3;
  38554. dragPlanePoint: Vector3;
  38555. dragPlaneNormal: Vector3;
  38556. dragDistance: number;
  38557. pointerId: number;
  38558. }>;
  38559. /**
  38560. * Fires each time a drag begins (eg. mouse down on mesh)
  38561. */
  38562. onDragStartObservable: Observable<{
  38563. dragPlanePoint: Vector3;
  38564. pointerId: number;
  38565. }>;
  38566. /**
  38567. * Fires each time a drag ends (eg. mouse release after drag)
  38568. */
  38569. onDragEndObservable: Observable<{
  38570. dragPlanePoint: Vector3;
  38571. pointerId: number;
  38572. }>;
  38573. /**
  38574. * If the attached mesh should be moved when dragged
  38575. */
  38576. moveAttached: boolean;
  38577. /**
  38578. * If the drag behavior will react to drag events (Default: true)
  38579. */
  38580. enabled: boolean;
  38581. /**
  38582. * If pointer events should start and release the drag (Default: true)
  38583. */
  38584. startAndReleaseDragOnPointerEvents: boolean;
  38585. /**
  38586. * If camera controls should be detached during the drag
  38587. */
  38588. detachCameraControls: boolean;
  38589. /**
  38590. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38591. */
  38592. useObjectOrienationForDragging: boolean;
  38593. private _options;
  38594. /**
  38595. * Creates a pointer drag behavior that can be attached to a mesh
  38596. * @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)
  38597. */
  38598. constructor(options?: {
  38599. dragAxis?: Vector3;
  38600. dragPlaneNormal?: Vector3;
  38601. });
  38602. /**
  38603. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38604. */
  38605. validateDrag: (targetPosition: Vector3) => boolean;
  38606. /**
  38607. * The name of the behavior
  38608. */
  38609. readonly name: string;
  38610. /**
  38611. * Initializes the behavior
  38612. */
  38613. init(): void;
  38614. private _tmpVector;
  38615. private _alternatePickedPoint;
  38616. private _worldDragAxis;
  38617. private _targetPosition;
  38618. private _attachedElement;
  38619. /**
  38620. * Attaches the drag behavior the passed in mesh
  38621. * @param ownerNode The mesh that will be dragged around once attached
  38622. * @param predicate Predicate to use for pick filtering
  38623. */
  38624. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38625. /**
  38626. * Force relase the drag action by code.
  38627. */
  38628. releaseDrag(): void;
  38629. private _startDragRay;
  38630. private _lastPointerRay;
  38631. /**
  38632. * Simulates the start of a pointer drag event on the behavior
  38633. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38634. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38635. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38636. */
  38637. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38638. private _startDrag;
  38639. private _dragDelta;
  38640. private _moveDrag;
  38641. private _pickWithRayOnDragPlane;
  38642. private _pointA;
  38643. private _pointB;
  38644. private _pointC;
  38645. private _lineA;
  38646. private _lineB;
  38647. private _localAxis;
  38648. private _lookAt;
  38649. private _updateDragPlanePosition;
  38650. /**
  38651. * Detaches the behavior from the mesh
  38652. */
  38653. detach(): void;
  38654. }
  38655. }
  38656. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38657. import { Mesh } from "babylonjs/Meshes/mesh";
  38658. import { Behavior } from "babylonjs/Behaviors/behavior";
  38659. /**
  38660. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38661. */
  38662. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38663. private _dragBehaviorA;
  38664. private _dragBehaviorB;
  38665. private _startDistance;
  38666. private _initialScale;
  38667. private _targetScale;
  38668. private _ownerNode;
  38669. private _sceneRenderObserver;
  38670. /**
  38671. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38672. */
  38673. constructor();
  38674. /**
  38675. * The name of the behavior
  38676. */
  38677. readonly name: string;
  38678. /**
  38679. * Initializes the behavior
  38680. */
  38681. init(): void;
  38682. private _getCurrentDistance;
  38683. /**
  38684. * Attaches the scale behavior the passed in mesh
  38685. * @param ownerNode The mesh that will be scaled around once attached
  38686. */
  38687. attach(ownerNode: Mesh): void;
  38688. /**
  38689. * Detaches the behavior from the mesh
  38690. */
  38691. detach(): void;
  38692. }
  38693. }
  38694. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38695. import { Behavior } from "babylonjs/Behaviors/behavior";
  38696. import { Mesh } from "babylonjs/Meshes/mesh";
  38697. import { Observable } from "babylonjs/Misc/observable";
  38698. /**
  38699. * 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
  38700. */
  38701. export class SixDofDragBehavior implements Behavior<Mesh> {
  38702. private static _virtualScene;
  38703. private _ownerNode;
  38704. private _sceneRenderObserver;
  38705. private _scene;
  38706. private _targetPosition;
  38707. private _virtualOriginMesh;
  38708. private _virtualDragMesh;
  38709. private _pointerObserver;
  38710. private _moving;
  38711. private _startingOrientation;
  38712. /**
  38713. * 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)
  38714. */
  38715. private zDragFactor;
  38716. /**
  38717. * If the object should rotate to face the drag origin
  38718. */
  38719. rotateDraggedObject: boolean;
  38720. /**
  38721. * If the behavior is currently in a dragging state
  38722. */
  38723. dragging: boolean;
  38724. /**
  38725. * 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)
  38726. */
  38727. dragDeltaRatio: number;
  38728. /**
  38729. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38730. */
  38731. currentDraggingPointerID: number;
  38732. /**
  38733. * If camera controls should be detached during the drag
  38734. */
  38735. detachCameraControls: boolean;
  38736. /**
  38737. * Fires each time a drag starts
  38738. */
  38739. onDragStartObservable: Observable<{}>;
  38740. /**
  38741. * Fires each time a drag ends (eg. mouse release after drag)
  38742. */
  38743. onDragEndObservable: Observable<{}>;
  38744. /**
  38745. * 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
  38746. */
  38747. constructor();
  38748. /**
  38749. * The name of the behavior
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * Initializes the behavior
  38754. */
  38755. init(): void;
  38756. /**
  38757. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38758. */
  38759. private readonly _pointerCamera;
  38760. /**
  38761. * Attaches the scale behavior the passed in mesh
  38762. * @param ownerNode The mesh that will be scaled around once attached
  38763. */
  38764. attach(ownerNode: Mesh): void;
  38765. /**
  38766. * Detaches the behavior from the mesh
  38767. */
  38768. detach(): void;
  38769. }
  38770. }
  38771. declare module "babylonjs/Behaviors/Meshes/index" {
  38772. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38773. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38774. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38775. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38776. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38777. }
  38778. declare module "babylonjs/Behaviors/index" {
  38779. export * from "babylonjs/Behaviors/behavior";
  38780. export * from "babylonjs/Behaviors/Cameras/index";
  38781. export * from "babylonjs/Behaviors/Meshes/index";
  38782. }
  38783. declare module "babylonjs/Bones/boneIKController" {
  38784. import { Bone } from "babylonjs/Bones/bone";
  38785. import { Vector3 } from "babylonjs/Maths/math.vector";
  38786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38787. import { Nullable } from "babylonjs/types";
  38788. /**
  38789. * Class used to apply inverse kinematics to bones
  38790. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38791. */
  38792. export class BoneIKController {
  38793. private static _tmpVecs;
  38794. private static _tmpQuat;
  38795. private static _tmpMats;
  38796. /**
  38797. * Gets or sets the target mesh
  38798. */
  38799. targetMesh: AbstractMesh;
  38800. /** Gets or sets the mesh used as pole */
  38801. poleTargetMesh: AbstractMesh;
  38802. /**
  38803. * Gets or sets the bone used as pole
  38804. */
  38805. poleTargetBone: Nullable<Bone>;
  38806. /**
  38807. * Gets or sets the target position
  38808. */
  38809. targetPosition: Vector3;
  38810. /**
  38811. * Gets or sets the pole target position
  38812. */
  38813. poleTargetPosition: Vector3;
  38814. /**
  38815. * Gets or sets the pole target local offset
  38816. */
  38817. poleTargetLocalOffset: Vector3;
  38818. /**
  38819. * Gets or sets the pole angle
  38820. */
  38821. poleAngle: number;
  38822. /**
  38823. * Gets or sets the mesh associated with the controller
  38824. */
  38825. mesh: AbstractMesh;
  38826. /**
  38827. * 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)
  38828. */
  38829. slerpAmount: number;
  38830. private _bone1Quat;
  38831. private _bone1Mat;
  38832. private _bone2Ang;
  38833. private _bone1;
  38834. private _bone2;
  38835. private _bone1Length;
  38836. private _bone2Length;
  38837. private _maxAngle;
  38838. private _maxReach;
  38839. private _rightHandedSystem;
  38840. private _bendAxis;
  38841. private _slerping;
  38842. private _adjustRoll;
  38843. /**
  38844. * Gets or sets maximum allowed angle
  38845. */
  38846. maxAngle: number;
  38847. /**
  38848. * Creates a new BoneIKController
  38849. * @param mesh defines the mesh to control
  38850. * @param bone defines the bone to control
  38851. * @param options defines options to set up the controller
  38852. */
  38853. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38854. targetMesh?: AbstractMesh;
  38855. poleTargetMesh?: AbstractMesh;
  38856. poleTargetBone?: Bone;
  38857. poleTargetLocalOffset?: Vector3;
  38858. poleAngle?: number;
  38859. bendAxis?: Vector3;
  38860. maxAngle?: number;
  38861. slerpAmount?: number;
  38862. });
  38863. private _setMaxAngle;
  38864. /**
  38865. * Force the controller to update the bones
  38866. */
  38867. update(): void;
  38868. }
  38869. }
  38870. declare module "babylonjs/Bones/boneLookController" {
  38871. import { Vector3 } from "babylonjs/Maths/math.vector";
  38872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38873. import { Bone } from "babylonjs/Bones/bone";
  38874. import { Space } from "babylonjs/Maths/math.axis";
  38875. /**
  38876. * Class used to make a bone look toward a point in space
  38877. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38878. */
  38879. export class BoneLookController {
  38880. private static _tmpVecs;
  38881. private static _tmpQuat;
  38882. private static _tmpMats;
  38883. /**
  38884. * The target Vector3 that the bone will look at
  38885. */
  38886. target: Vector3;
  38887. /**
  38888. * The mesh that the bone is attached to
  38889. */
  38890. mesh: AbstractMesh;
  38891. /**
  38892. * The bone that will be looking to the target
  38893. */
  38894. bone: Bone;
  38895. /**
  38896. * The up axis of the coordinate system that is used when the bone is rotated
  38897. */
  38898. upAxis: Vector3;
  38899. /**
  38900. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38901. */
  38902. upAxisSpace: Space;
  38903. /**
  38904. * Used to make an adjustment to the yaw of the bone
  38905. */
  38906. adjustYaw: number;
  38907. /**
  38908. * Used to make an adjustment to the pitch of the bone
  38909. */
  38910. adjustPitch: number;
  38911. /**
  38912. * Used to make an adjustment to the roll of the bone
  38913. */
  38914. adjustRoll: number;
  38915. /**
  38916. * 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)
  38917. */
  38918. slerpAmount: number;
  38919. private _minYaw;
  38920. private _maxYaw;
  38921. private _minPitch;
  38922. private _maxPitch;
  38923. private _minYawSin;
  38924. private _minYawCos;
  38925. private _maxYawSin;
  38926. private _maxYawCos;
  38927. private _midYawConstraint;
  38928. private _minPitchTan;
  38929. private _maxPitchTan;
  38930. private _boneQuat;
  38931. private _slerping;
  38932. private _transformYawPitch;
  38933. private _transformYawPitchInv;
  38934. private _firstFrameSkipped;
  38935. private _yawRange;
  38936. private _fowardAxis;
  38937. /**
  38938. * Gets or sets the minimum yaw angle that the bone can look to
  38939. */
  38940. minYaw: number;
  38941. /**
  38942. * Gets or sets the maximum yaw angle that the bone can look to
  38943. */
  38944. maxYaw: number;
  38945. /**
  38946. * Gets or sets the minimum pitch angle that the bone can look to
  38947. */
  38948. minPitch: number;
  38949. /**
  38950. * Gets or sets the maximum pitch angle that the bone can look to
  38951. */
  38952. maxPitch: number;
  38953. /**
  38954. * Create a BoneLookController
  38955. * @param mesh the mesh that the bone belongs to
  38956. * @param bone the bone that will be looking to the target
  38957. * @param target the target Vector3 to look at
  38958. * @param options optional settings:
  38959. * * maxYaw: the maximum angle the bone will yaw to
  38960. * * minYaw: the minimum angle the bone will yaw to
  38961. * * maxPitch: the maximum angle the bone will pitch to
  38962. * * minPitch: the minimum angle the bone will yaw to
  38963. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38964. * * upAxis: the up axis of the coordinate system
  38965. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38966. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38967. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38968. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38969. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38970. * * adjustRoll: used to make an adjustment to the roll of the bone
  38971. **/
  38972. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38973. maxYaw?: number;
  38974. minYaw?: number;
  38975. maxPitch?: number;
  38976. minPitch?: number;
  38977. slerpAmount?: number;
  38978. upAxis?: Vector3;
  38979. upAxisSpace?: Space;
  38980. yawAxis?: Vector3;
  38981. pitchAxis?: Vector3;
  38982. adjustYaw?: number;
  38983. adjustPitch?: number;
  38984. adjustRoll?: number;
  38985. });
  38986. /**
  38987. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38988. */
  38989. update(): void;
  38990. private _getAngleDiff;
  38991. private _getAngleBetween;
  38992. private _isAngleBetween;
  38993. }
  38994. }
  38995. declare module "babylonjs/Bones/index" {
  38996. export * from "babylonjs/Bones/bone";
  38997. export * from "babylonjs/Bones/boneIKController";
  38998. export * from "babylonjs/Bones/boneLookController";
  38999. export * from "babylonjs/Bones/skeleton";
  39000. }
  39001. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  39002. import { Nullable } from "babylonjs/types";
  39003. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39004. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39005. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39006. /**
  39007. * Manage the gamepad inputs to control an arc rotate camera.
  39008. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39009. */
  39010. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  39011. /**
  39012. * Defines the camera the input is attached to.
  39013. */
  39014. camera: ArcRotateCamera;
  39015. /**
  39016. * Defines the gamepad the input is gathering event from.
  39017. */
  39018. gamepad: Nullable<Gamepad>;
  39019. /**
  39020. * Defines the gamepad rotation sensiblity.
  39021. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39022. */
  39023. gamepadRotationSensibility: number;
  39024. /**
  39025. * Defines the gamepad move sensiblity.
  39026. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39027. */
  39028. gamepadMoveSensibility: number;
  39029. private _yAxisScale;
  39030. /**
  39031. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39032. */
  39033. invertYAxis: boolean;
  39034. private _onGamepadConnectedObserver;
  39035. private _onGamepadDisconnectedObserver;
  39036. /**
  39037. * Attach the input controls to a specific dom element to get the input from.
  39038. * @param element Defines the element the controls should be listened from
  39039. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39040. */
  39041. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39042. /**
  39043. * Detach the current controls from the specified dom element.
  39044. * @param element Defines the element to stop listening the inputs from
  39045. */
  39046. detachControl(element: Nullable<HTMLElement>): void;
  39047. /**
  39048. * Update the current camera state depending on the inputs that have been used this frame.
  39049. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39050. */
  39051. checkInputs(): void;
  39052. /**
  39053. * Gets the class name of the current intput.
  39054. * @returns the class name
  39055. */
  39056. getClassName(): string;
  39057. /**
  39058. * Get the friendly name associated with the input class.
  39059. * @returns the input friendly name
  39060. */
  39061. getSimpleName(): string;
  39062. }
  39063. }
  39064. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  39065. import { Nullable } from "babylonjs/types";
  39066. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39067. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39068. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39069. interface ArcRotateCameraInputsManager {
  39070. /**
  39071. * Add orientation input support to the input manager.
  39072. * @returns the current input manager
  39073. */
  39074. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  39075. }
  39076. }
  39077. /**
  39078. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  39079. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39080. */
  39081. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  39082. /**
  39083. * Defines the camera the input is attached to.
  39084. */
  39085. camera: ArcRotateCamera;
  39086. /**
  39087. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  39088. */
  39089. alphaCorrection: number;
  39090. /**
  39091. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  39092. */
  39093. gammaCorrection: number;
  39094. private _alpha;
  39095. private _gamma;
  39096. private _dirty;
  39097. private _deviceOrientationHandler;
  39098. /**
  39099. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  39100. */
  39101. constructor();
  39102. /**
  39103. * Attach the input controls to a specific dom element to get the input from.
  39104. * @param element Defines the element the controls should be listened from
  39105. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39106. */
  39107. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39108. /** @hidden */
  39109. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39110. /**
  39111. * Update the current camera state depending on the inputs that have been used this frame.
  39112. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39113. */
  39114. checkInputs(): void;
  39115. /**
  39116. * Detach the current controls from the specified dom element.
  39117. * @param element Defines the element to stop listening the inputs from
  39118. */
  39119. detachControl(element: Nullable<HTMLElement>): void;
  39120. /**
  39121. * Gets the class name of the current intput.
  39122. * @returns the class name
  39123. */
  39124. getClassName(): string;
  39125. /**
  39126. * Get the friendly name associated with the input class.
  39127. * @returns the input friendly name
  39128. */
  39129. getSimpleName(): string;
  39130. }
  39131. }
  39132. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39133. import { Nullable } from "babylonjs/types";
  39134. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39135. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39136. /**
  39137. * Listen to mouse events to control the camera.
  39138. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39139. */
  39140. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39141. /**
  39142. * Defines the camera the input is attached to.
  39143. */
  39144. camera: FlyCamera;
  39145. /**
  39146. * Defines if touch is enabled. (Default is true.)
  39147. */
  39148. touchEnabled: boolean;
  39149. /**
  39150. * Defines the buttons associated with the input to handle camera rotation.
  39151. */
  39152. buttons: number[];
  39153. /**
  39154. * Assign buttons for Yaw control.
  39155. */
  39156. buttonsYaw: number[];
  39157. /**
  39158. * Assign buttons for Pitch control.
  39159. */
  39160. buttonsPitch: number[];
  39161. /**
  39162. * Assign buttons for Roll control.
  39163. */
  39164. buttonsRoll: number[];
  39165. /**
  39166. * Detect if any button is being pressed while mouse is moved.
  39167. * -1 = Mouse locked.
  39168. * 0 = Left button.
  39169. * 1 = Middle Button.
  39170. * 2 = Right Button.
  39171. */
  39172. activeButton: number;
  39173. /**
  39174. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39175. * Higher values reduce its sensitivity.
  39176. */
  39177. angularSensibility: number;
  39178. private _mousemoveCallback;
  39179. private _observer;
  39180. private _rollObserver;
  39181. private previousPosition;
  39182. private noPreventDefault;
  39183. private element;
  39184. /**
  39185. * Listen to mouse events to control the camera.
  39186. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39187. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39188. */
  39189. constructor(touchEnabled?: boolean);
  39190. /**
  39191. * Attach the mouse control to the HTML DOM element.
  39192. * @param element Defines the element that listens to the input events.
  39193. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39194. */
  39195. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39196. /**
  39197. * Detach the current controls from the specified dom element.
  39198. * @param element Defines the element to stop listening the inputs from
  39199. */
  39200. detachControl(element: Nullable<HTMLElement>): void;
  39201. /**
  39202. * Gets the class name of the current input.
  39203. * @returns the class name.
  39204. */
  39205. getClassName(): string;
  39206. /**
  39207. * Get the friendly name associated with the input class.
  39208. * @returns the input's friendly name.
  39209. */
  39210. getSimpleName(): string;
  39211. private _pointerInput;
  39212. private _onMouseMove;
  39213. /**
  39214. * Rotate camera by mouse offset.
  39215. */
  39216. private rotateCamera;
  39217. }
  39218. }
  39219. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39220. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39221. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39222. /**
  39223. * Default Inputs manager for the FlyCamera.
  39224. * It groups all the default supported inputs for ease of use.
  39225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39226. */
  39227. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39228. /**
  39229. * Instantiates a new FlyCameraInputsManager.
  39230. * @param camera Defines the camera the inputs belong to.
  39231. */
  39232. constructor(camera: FlyCamera);
  39233. /**
  39234. * Add keyboard input support to the input manager.
  39235. * @returns the new FlyCameraKeyboardMoveInput().
  39236. */
  39237. addKeyboard(): FlyCameraInputsManager;
  39238. /**
  39239. * Add mouse input support to the input manager.
  39240. * @param touchEnabled Enable touch screen support.
  39241. * @returns the new FlyCameraMouseInput().
  39242. */
  39243. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39244. }
  39245. }
  39246. declare module "babylonjs/Cameras/flyCamera" {
  39247. import { Scene } from "babylonjs/scene";
  39248. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39249. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39250. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39251. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39252. /**
  39253. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39254. * such as in a 3D Space Shooter or a Flight Simulator.
  39255. */
  39256. export class FlyCamera extends TargetCamera {
  39257. /**
  39258. * Define the collision ellipsoid of the camera.
  39259. * This is helpful for simulating a camera body, like a player's body.
  39260. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39261. */
  39262. ellipsoid: Vector3;
  39263. /**
  39264. * Define an offset for the position of the ellipsoid around the camera.
  39265. * This can be helpful if the camera is attached away from the player's body center,
  39266. * such as at its head.
  39267. */
  39268. ellipsoidOffset: Vector3;
  39269. /**
  39270. * Enable or disable collisions of the camera with the rest of the scene objects.
  39271. */
  39272. checkCollisions: boolean;
  39273. /**
  39274. * Enable or disable gravity on the camera.
  39275. */
  39276. applyGravity: boolean;
  39277. /**
  39278. * Define the current direction the camera is moving to.
  39279. */
  39280. cameraDirection: Vector3;
  39281. /**
  39282. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39283. * This overrides and empties cameraRotation.
  39284. */
  39285. rotationQuaternion: Quaternion;
  39286. /**
  39287. * Track Roll to maintain the wanted Rolling when looking around.
  39288. */
  39289. _trackRoll: number;
  39290. /**
  39291. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39292. */
  39293. rollCorrect: number;
  39294. /**
  39295. * Mimic a banked turn, Rolling the camera when Yawing.
  39296. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39297. */
  39298. bankedTurn: boolean;
  39299. /**
  39300. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39301. */
  39302. bankedTurnLimit: number;
  39303. /**
  39304. * Value of 0 disables the banked Roll.
  39305. * Value of 1 is equal to the Yaw angle in radians.
  39306. */
  39307. bankedTurnMultiplier: number;
  39308. /**
  39309. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39310. */
  39311. inputs: FlyCameraInputsManager;
  39312. /**
  39313. * Gets the input sensibility for mouse input.
  39314. * Higher values reduce sensitivity.
  39315. */
  39316. /**
  39317. * Sets the input sensibility for a mouse input.
  39318. * Higher values reduce sensitivity.
  39319. */
  39320. angularSensibility: number;
  39321. /**
  39322. * Get the keys for camera movement forward.
  39323. */
  39324. /**
  39325. * Set the keys for camera movement forward.
  39326. */
  39327. keysForward: number[];
  39328. /**
  39329. * Get the keys for camera movement backward.
  39330. */
  39331. keysBackward: number[];
  39332. /**
  39333. * Get the keys for camera movement up.
  39334. */
  39335. /**
  39336. * Set the keys for camera movement up.
  39337. */
  39338. keysUp: number[];
  39339. /**
  39340. * Get the keys for camera movement down.
  39341. */
  39342. /**
  39343. * Set the keys for camera movement down.
  39344. */
  39345. keysDown: number[];
  39346. /**
  39347. * Get the keys for camera movement left.
  39348. */
  39349. /**
  39350. * Set the keys for camera movement left.
  39351. */
  39352. keysLeft: number[];
  39353. /**
  39354. * Set the keys for camera movement right.
  39355. */
  39356. /**
  39357. * Set the keys for camera movement right.
  39358. */
  39359. keysRight: number[];
  39360. /**
  39361. * Event raised when the camera collides with a mesh in the scene.
  39362. */
  39363. onCollide: (collidedMesh: AbstractMesh) => void;
  39364. private _collider;
  39365. private _needMoveForGravity;
  39366. private _oldPosition;
  39367. private _diffPosition;
  39368. private _newPosition;
  39369. /** @hidden */
  39370. _localDirection: Vector3;
  39371. /** @hidden */
  39372. _transformedDirection: Vector3;
  39373. /**
  39374. * Instantiates a FlyCamera.
  39375. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39376. * such as in a 3D Space Shooter or a Flight Simulator.
  39377. * @param name Define the name of the camera in the scene.
  39378. * @param position Define the starting position of the camera in the scene.
  39379. * @param scene Define the scene the camera belongs to.
  39380. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39381. */
  39382. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39383. /**
  39384. * Attach a control to the HTML DOM element.
  39385. * @param element Defines the element that listens to the input events.
  39386. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39387. */
  39388. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39389. /**
  39390. * Detach a control from the HTML DOM element.
  39391. * The camera will stop reacting to that input.
  39392. * @param element Defines the element that listens to the input events.
  39393. */
  39394. detachControl(element: HTMLElement): void;
  39395. private _collisionMask;
  39396. /**
  39397. * Get the mask that the camera ignores in collision events.
  39398. */
  39399. /**
  39400. * Set the mask that the camera ignores in collision events.
  39401. */
  39402. collisionMask: number;
  39403. /** @hidden */
  39404. _collideWithWorld(displacement: Vector3): void;
  39405. /** @hidden */
  39406. private _onCollisionPositionChange;
  39407. /** @hidden */
  39408. _checkInputs(): void;
  39409. /** @hidden */
  39410. _decideIfNeedsToMove(): boolean;
  39411. /** @hidden */
  39412. _updatePosition(): void;
  39413. /**
  39414. * Restore the Roll to its target value at the rate specified.
  39415. * @param rate - Higher means slower restoring.
  39416. * @hidden
  39417. */
  39418. restoreRoll(rate: number): void;
  39419. /**
  39420. * Destroy the camera and release the current resources held by it.
  39421. */
  39422. dispose(): void;
  39423. /**
  39424. * Get the current object class name.
  39425. * @returns the class name.
  39426. */
  39427. getClassName(): string;
  39428. }
  39429. }
  39430. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39431. import { Nullable } from "babylonjs/types";
  39432. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39433. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39434. /**
  39435. * Listen to keyboard events to control the camera.
  39436. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39437. */
  39438. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39439. /**
  39440. * Defines the camera the input is attached to.
  39441. */
  39442. camera: FlyCamera;
  39443. /**
  39444. * The list of keyboard keys used to control the forward move of the camera.
  39445. */
  39446. keysForward: number[];
  39447. /**
  39448. * The list of keyboard keys used to control the backward move of the camera.
  39449. */
  39450. keysBackward: number[];
  39451. /**
  39452. * The list of keyboard keys used to control the forward move of the camera.
  39453. */
  39454. keysUp: number[];
  39455. /**
  39456. * The list of keyboard keys used to control the backward move of the camera.
  39457. */
  39458. keysDown: number[];
  39459. /**
  39460. * The list of keyboard keys used to control the right strafe move of the camera.
  39461. */
  39462. keysRight: number[];
  39463. /**
  39464. * The list of keyboard keys used to control the left strafe move of the camera.
  39465. */
  39466. keysLeft: number[];
  39467. private _keys;
  39468. private _onCanvasBlurObserver;
  39469. private _onKeyboardObserver;
  39470. private _engine;
  39471. private _scene;
  39472. /**
  39473. * Attach the input controls to a specific dom element to get the input from.
  39474. * @param element Defines the element the controls should be listened from
  39475. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39476. */
  39477. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39478. /**
  39479. * Detach the current controls from the specified dom element.
  39480. * @param element Defines the element to stop listening the inputs from
  39481. */
  39482. detachControl(element: Nullable<HTMLElement>): void;
  39483. /**
  39484. * Gets the class name of the current intput.
  39485. * @returns the class name
  39486. */
  39487. getClassName(): string;
  39488. /** @hidden */
  39489. _onLostFocus(e: FocusEvent): void;
  39490. /**
  39491. * Get the friendly name associated with the input class.
  39492. * @returns the input friendly name
  39493. */
  39494. getSimpleName(): string;
  39495. /**
  39496. * Update the current camera state depending on the inputs that have been used this frame.
  39497. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39498. */
  39499. checkInputs(): void;
  39500. }
  39501. }
  39502. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39503. import { Nullable } from "babylonjs/types";
  39504. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39505. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39506. /**
  39507. * Manage the mouse wheel inputs to control a follow camera.
  39508. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39509. */
  39510. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39511. /**
  39512. * Defines the camera the input is attached to.
  39513. */
  39514. camera: FollowCamera;
  39515. /**
  39516. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39517. */
  39518. axisControlRadius: boolean;
  39519. /**
  39520. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39521. */
  39522. axisControlHeight: boolean;
  39523. /**
  39524. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39525. */
  39526. axisControlRotation: boolean;
  39527. /**
  39528. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39529. * relation to mouseWheel events.
  39530. */
  39531. wheelPrecision: number;
  39532. /**
  39533. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39534. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39535. */
  39536. wheelDeltaPercentage: number;
  39537. private _wheel;
  39538. private _observer;
  39539. /**
  39540. * Attach the input controls to a specific dom element to get the input from.
  39541. * @param element Defines the element the controls should be listened from
  39542. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39543. */
  39544. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39545. /**
  39546. * Detach the current controls from the specified dom element.
  39547. * @param element Defines the element to stop listening the inputs from
  39548. */
  39549. detachControl(element: Nullable<HTMLElement>): void;
  39550. /**
  39551. * Gets the class name of the current intput.
  39552. * @returns the class name
  39553. */
  39554. getClassName(): string;
  39555. /**
  39556. * Get the friendly name associated with the input class.
  39557. * @returns the input friendly name
  39558. */
  39559. getSimpleName(): string;
  39560. }
  39561. }
  39562. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39563. import { Nullable } from "babylonjs/types";
  39564. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39565. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39566. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39567. /**
  39568. * Manage the pointers inputs to control an follow camera.
  39569. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39570. */
  39571. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39572. /**
  39573. * Defines the camera the input is attached to.
  39574. */
  39575. camera: FollowCamera;
  39576. /**
  39577. * Gets the class name of the current input.
  39578. * @returns the class name
  39579. */
  39580. getClassName(): string;
  39581. /**
  39582. * Defines the pointer angular sensibility along the X axis or how fast is
  39583. * the camera rotating.
  39584. * A negative number will reverse the axis direction.
  39585. */
  39586. angularSensibilityX: number;
  39587. /**
  39588. * Defines the pointer angular sensibility along the Y axis or how fast is
  39589. * the camera rotating.
  39590. * A negative number will reverse the axis direction.
  39591. */
  39592. angularSensibilityY: number;
  39593. /**
  39594. * Defines the pointer pinch precision or how fast is the camera zooming.
  39595. * A negative number will reverse the axis direction.
  39596. */
  39597. pinchPrecision: number;
  39598. /**
  39599. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39600. * from 0.
  39601. * It defines the percentage of current camera.radius to use as delta when
  39602. * pinch zoom is used.
  39603. */
  39604. pinchDeltaPercentage: number;
  39605. /**
  39606. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39607. */
  39608. axisXControlRadius: boolean;
  39609. /**
  39610. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39611. */
  39612. axisXControlHeight: boolean;
  39613. /**
  39614. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39615. */
  39616. axisXControlRotation: boolean;
  39617. /**
  39618. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39619. */
  39620. axisYControlRadius: boolean;
  39621. /**
  39622. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39623. */
  39624. axisYControlHeight: boolean;
  39625. /**
  39626. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39627. */
  39628. axisYControlRotation: boolean;
  39629. /**
  39630. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39631. */
  39632. axisPinchControlRadius: boolean;
  39633. /**
  39634. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39635. */
  39636. axisPinchControlHeight: boolean;
  39637. /**
  39638. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39639. */
  39640. axisPinchControlRotation: boolean;
  39641. /**
  39642. * Log error messages if basic misconfiguration has occurred.
  39643. */
  39644. warningEnable: boolean;
  39645. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39646. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39647. private _warningCounter;
  39648. private _warning;
  39649. }
  39650. }
  39651. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39652. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39653. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39654. /**
  39655. * Default Inputs manager for the FollowCamera.
  39656. * It groups all the default supported inputs for ease of use.
  39657. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39658. */
  39659. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39660. /**
  39661. * Instantiates a new FollowCameraInputsManager.
  39662. * @param camera Defines the camera the inputs belong to
  39663. */
  39664. constructor(camera: FollowCamera);
  39665. /**
  39666. * Add keyboard input support to the input manager.
  39667. * @returns the current input manager
  39668. */
  39669. addKeyboard(): FollowCameraInputsManager;
  39670. /**
  39671. * Add mouse wheel input support to the input manager.
  39672. * @returns the current input manager
  39673. */
  39674. addMouseWheel(): FollowCameraInputsManager;
  39675. /**
  39676. * Add pointers input support to the input manager.
  39677. * @returns the current input manager
  39678. */
  39679. addPointers(): FollowCameraInputsManager;
  39680. /**
  39681. * Add orientation input support to the input manager.
  39682. * @returns the current input manager
  39683. */
  39684. addVRDeviceOrientation(): FollowCameraInputsManager;
  39685. }
  39686. }
  39687. declare module "babylonjs/Cameras/followCamera" {
  39688. import { Nullable } from "babylonjs/types";
  39689. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39690. import { Scene } from "babylonjs/scene";
  39691. import { Vector3 } from "babylonjs/Maths/math.vector";
  39692. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39693. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39694. /**
  39695. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39696. * an arc rotate version arcFollowCamera are available.
  39697. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39698. */
  39699. export class FollowCamera extends TargetCamera {
  39700. /**
  39701. * Distance the follow camera should follow an object at
  39702. */
  39703. radius: number;
  39704. /**
  39705. * Minimum allowed distance of the camera to the axis of rotation
  39706. * (The camera can not get closer).
  39707. * This can help limiting how the Camera is able to move in the scene.
  39708. */
  39709. lowerRadiusLimit: Nullable<number>;
  39710. /**
  39711. * Maximum allowed distance of the camera to the axis of rotation
  39712. * (The camera can not get further).
  39713. * This can help limiting how the Camera is able to move in the scene.
  39714. */
  39715. upperRadiusLimit: Nullable<number>;
  39716. /**
  39717. * Define a rotation offset between the camera and the object it follows
  39718. */
  39719. rotationOffset: number;
  39720. /**
  39721. * Minimum allowed angle to camera position relative to target object.
  39722. * This can help limiting how the Camera is able to move in the scene.
  39723. */
  39724. lowerRotationOffsetLimit: Nullable<number>;
  39725. /**
  39726. * Maximum allowed angle to camera position relative to target object.
  39727. * This can help limiting how the Camera is able to move in the scene.
  39728. */
  39729. upperRotationOffsetLimit: Nullable<number>;
  39730. /**
  39731. * Define a height offset between the camera and the object it follows.
  39732. * It can help following an object from the top (like a car chaing a plane)
  39733. */
  39734. heightOffset: number;
  39735. /**
  39736. * Minimum allowed height of camera position relative to target object.
  39737. * This can help limiting how the Camera is able to move in the scene.
  39738. */
  39739. lowerHeightOffsetLimit: Nullable<number>;
  39740. /**
  39741. * Maximum allowed height of camera position relative to target object.
  39742. * This can help limiting how the Camera is able to move in the scene.
  39743. */
  39744. upperHeightOffsetLimit: Nullable<number>;
  39745. /**
  39746. * Define how fast the camera can accelerate to follow it s target.
  39747. */
  39748. cameraAcceleration: number;
  39749. /**
  39750. * Define the speed limit of the camera following an object.
  39751. */
  39752. maxCameraSpeed: number;
  39753. /**
  39754. * Define the target of the camera.
  39755. */
  39756. lockedTarget: Nullable<AbstractMesh>;
  39757. /**
  39758. * Defines the input associated with the camera.
  39759. */
  39760. inputs: FollowCameraInputsManager;
  39761. /**
  39762. * Instantiates the follow camera.
  39763. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39764. * @param name Define the name of the camera in the scene
  39765. * @param position Define the position of the camera
  39766. * @param scene Define the scene the camera belong to
  39767. * @param lockedTarget Define the target of the camera
  39768. */
  39769. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39770. private _follow;
  39771. /**
  39772. * Attached controls to the current camera.
  39773. * @param element Defines the element the controls should be listened from
  39774. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39775. */
  39776. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39777. /**
  39778. * Detach the current controls from the camera.
  39779. * The camera will stop reacting to inputs.
  39780. * @param element Defines the element to stop listening the inputs from
  39781. */
  39782. detachControl(element: HTMLElement): void;
  39783. /** @hidden */
  39784. _checkInputs(): void;
  39785. private _checkLimits;
  39786. /**
  39787. * Gets the camera class name.
  39788. * @returns the class name
  39789. */
  39790. getClassName(): string;
  39791. }
  39792. /**
  39793. * Arc Rotate version of the follow camera.
  39794. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39795. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39796. */
  39797. export class ArcFollowCamera extends TargetCamera {
  39798. /** The longitudinal angle of the camera */
  39799. alpha: number;
  39800. /** The latitudinal angle of the camera */
  39801. beta: number;
  39802. /** The radius of the camera from its target */
  39803. radius: number;
  39804. /** Define the camera target (the messh it should follow) */
  39805. target: Nullable<AbstractMesh>;
  39806. private _cartesianCoordinates;
  39807. /**
  39808. * Instantiates a new ArcFollowCamera
  39809. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39810. * @param name Define the name of the camera
  39811. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39812. * @param beta Define the rotation angle of the camera around the elevation axis
  39813. * @param radius Define the radius of the camera from its target point
  39814. * @param target Define the target of the camera
  39815. * @param scene Define the scene the camera belongs to
  39816. */
  39817. constructor(name: string,
  39818. /** The longitudinal angle of the camera */
  39819. alpha: number,
  39820. /** The latitudinal angle of the camera */
  39821. beta: number,
  39822. /** The radius of the camera from its target */
  39823. radius: number,
  39824. /** Define the camera target (the messh it should follow) */
  39825. target: Nullable<AbstractMesh>, scene: Scene);
  39826. private _follow;
  39827. /** @hidden */
  39828. _checkInputs(): void;
  39829. /**
  39830. * Returns the class name of the object.
  39831. * It is mostly used internally for serialization purposes.
  39832. */
  39833. getClassName(): string;
  39834. }
  39835. }
  39836. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39837. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39838. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39839. import { Nullable } from "babylonjs/types";
  39840. /**
  39841. * Manage the keyboard inputs to control the movement of a follow camera.
  39842. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39843. */
  39844. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39845. /**
  39846. * Defines the camera the input is attached to.
  39847. */
  39848. camera: FollowCamera;
  39849. /**
  39850. * Defines the list of key codes associated with the up action (increase heightOffset)
  39851. */
  39852. keysHeightOffsetIncr: number[];
  39853. /**
  39854. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39855. */
  39856. keysHeightOffsetDecr: number[];
  39857. /**
  39858. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39859. */
  39860. keysHeightOffsetModifierAlt: boolean;
  39861. /**
  39862. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39863. */
  39864. keysHeightOffsetModifierCtrl: boolean;
  39865. /**
  39866. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39867. */
  39868. keysHeightOffsetModifierShift: boolean;
  39869. /**
  39870. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39871. */
  39872. keysRotationOffsetIncr: number[];
  39873. /**
  39874. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39875. */
  39876. keysRotationOffsetDecr: number[];
  39877. /**
  39878. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39879. */
  39880. keysRotationOffsetModifierAlt: boolean;
  39881. /**
  39882. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39883. */
  39884. keysRotationOffsetModifierCtrl: boolean;
  39885. /**
  39886. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39887. */
  39888. keysRotationOffsetModifierShift: boolean;
  39889. /**
  39890. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39891. */
  39892. keysRadiusIncr: number[];
  39893. /**
  39894. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39895. */
  39896. keysRadiusDecr: number[];
  39897. /**
  39898. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39899. */
  39900. keysRadiusModifierAlt: boolean;
  39901. /**
  39902. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39903. */
  39904. keysRadiusModifierCtrl: boolean;
  39905. /**
  39906. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39907. */
  39908. keysRadiusModifierShift: boolean;
  39909. /**
  39910. * Defines the rate of change of heightOffset.
  39911. */
  39912. heightSensibility: number;
  39913. /**
  39914. * Defines the rate of change of rotationOffset.
  39915. */
  39916. rotationSensibility: number;
  39917. /**
  39918. * Defines the rate of change of radius.
  39919. */
  39920. radiusSensibility: number;
  39921. private _keys;
  39922. private _ctrlPressed;
  39923. private _altPressed;
  39924. private _shiftPressed;
  39925. private _onCanvasBlurObserver;
  39926. private _onKeyboardObserver;
  39927. private _engine;
  39928. private _scene;
  39929. /**
  39930. * Attach the input controls to a specific dom element to get the input from.
  39931. * @param element Defines the element the controls should be listened from
  39932. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39933. */
  39934. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39935. /**
  39936. * Detach the current controls from the specified dom element.
  39937. * @param element Defines the element to stop listening the inputs from
  39938. */
  39939. detachControl(element: Nullable<HTMLElement>): void;
  39940. /**
  39941. * Update the current camera state depending on the inputs that have been used this frame.
  39942. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39943. */
  39944. checkInputs(): void;
  39945. /**
  39946. * Gets the class name of the current input.
  39947. * @returns the class name
  39948. */
  39949. getClassName(): string;
  39950. /**
  39951. * Get the friendly name associated with the input class.
  39952. * @returns the input friendly name
  39953. */
  39954. getSimpleName(): string;
  39955. /**
  39956. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39957. * allow modification of the heightOffset value.
  39958. */
  39959. private _modifierHeightOffset;
  39960. /**
  39961. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39962. * allow modification of the rotationOffset value.
  39963. */
  39964. private _modifierRotationOffset;
  39965. /**
  39966. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39967. * allow modification of the radius value.
  39968. */
  39969. private _modifierRadius;
  39970. }
  39971. }
  39972. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39973. import { Nullable } from "babylonjs/types";
  39974. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39975. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39976. import { Observable } from "babylonjs/Misc/observable";
  39977. module "babylonjs/Cameras/freeCameraInputsManager" {
  39978. interface FreeCameraInputsManager {
  39979. /**
  39980. * @hidden
  39981. */
  39982. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39983. /**
  39984. * Add orientation input support to the input manager.
  39985. * @returns the current input manager
  39986. */
  39987. addDeviceOrientation(): FreeCameraInputsManager;
  39988. }
  39989. }
  39990. /**
  39991. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39992. * Screen rotation is taken into account.
  39993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39994. */
  39995. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39996. private _camera;
  39997. private _screenOrientationAngle;
  39998. private _constantTranform;
  39999. private _screenQuaternion;
  40000. private _alpha;
  40001. private _beta;
  40002. private _gamma;
  40003. /**
  40004. * Can be used to detect if a device orientation sensor is availible on a device
  40005. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  40006. * @returns a promise that will resolve on orientation change
  40007. */
  40008. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  40009. /**
  40010. * @hidden
  40011. */
  40012. _onDeviceOrientationChangedObservable: Observable<void>;
  40013. /**
  40014. * Instantiates a new input
  40015. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40016. */
  40017. constructor();
  40018. /**
  40019. * Define the camera controlled by the input.
  40020. */
  40021. camera: FreeCamera;
  40022. /**
  40023. * Attach the input controls to a specific dom element to get the input from.
  40024. * @param element Defines the element the controls should be listened from
  40025. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40026. */
  40027. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40028. private _orientationChanged;
  40029. private _deviceOrientation;
  40030. /**
  40031. * Detach the current controls from the specified dom element.
  40032. * @param element Defines the element to stop listening the inputs from
  40033. */
  40034. detachControl(element: Nullable<HTMLElement>): void;
  40035. /**
  40036. * Update the current camera state depending on the inputs that have been used this frame.
  40037. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40038. */
  40039. checkInputs(): void;
  40040. /**
  40041. * Gets the class name of the current intput.
  40042. * @returns the class name
  40043. */
  40044. getClassName(): string;
  40045. /**
  40046. * Get the friendly name associated with the input class.
  40047. * @returns the input friendly name
  40048. */
  40049. getSimpleName(): string;
  40050. }
  40051. }
  40052. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  40053. import { Nullable } from "babylonjs/types";
  40054. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40055. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40056. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40057. /**
  40058. * Manage the gamepad inputs to control a free camera.
  40059. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40060. */
  40061. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  40062. /**
  40063. * Define the camera the input is attached to.
  40064. */
  40065. camera: FreeCamera;
  40066. /**
  40067. * Define the Gamepad controlling the input
  40068. */
  40069. gamepad: Nullable<Gamepad>;
  40070. /**
  40071. * Defines the gamepad rotation sensiblity.
  40072. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40073. */
  40074. gamepadAngularSensibility: number;
  40075. /**
  40076. * Defines the gamepad move sensiblity.
  40077. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40078. */
  40079. gamepadMoveSensibility: number;
  40080. private _yAxisScale;
  40081. /**
  40082. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40083. */
  40084. invertYAxis: boolean;
  40085. private _onGamepadConnectedObserver;
  40086. private _onGamepadDisconnectedObserver;
  40087. private _cameraTransform;
  40088. private _deltaTransform;
  40089. private _vector3;
  40090. private _vector2;
  40091. /**
  40092. * Attach the input controls to a specific dom element to get the input from.
  40093. * @param element Defines the element the controls should be listened from
  40094. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40095. */
  40096. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40097. /**
  40098. * Detach the current controls from the specified dom element.
  40099. * @param element Defines the element to stop listening the inputs from
  40100. */
  40101. detachControl(element: Nullable<HTMLElement>): void;
  40102. /**
  40103. * Update the current camera state depending on the inputs that have been used this frame.
  40104. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40105. */
  40106. checkInputs(): void;
  40107. /**
  40108. * Gets the class name of the current intput.
  40109. * @returns the class name
  40110. */
  40111. getClassName(): string;
  40112. /**
  40113. * Get the friendly name associated with the input class.
  40114. * @returns the input friendly name
  40115. */
  40116. getSimpleName(): string;
  40117. }
  40118. }
  40119. declare module "babylonjs/Misc/virtualJoystick" {
  40120. import { Nullable } from "babylonjs/types";
  40121. import { Vector3 } from "babylonjs/Maths/math.vector";
  40122. /**
  40123. * Defines the potential axis of a Joystick
  40124. */
  40125. export enum JoystickAxis {
  40126. /** X axis */
  40127. X = 0,
  40128. /** Y axis */
  40129. Y = 1,
  40130. /** Z axis */
  40131. Z = 2
  40132. }
  40133. /**
  40134. * Class used to define virtual joystick (used in touch mode)
  40135. */
  40136. export class VirtualJoystick {
  40137. /**
  40138. * Gets or sets a boolean indicating that left and right values must be inverted
  40139. */
  40140. reverseLeftRight: boolean;
  40141. /**
  40142. * Gets or sets a boolean indicating that up and down values must be inverted
  40143. */
  40144. reverseUpDown: boolean;
  40145. /**
  40146. * Gets the offset value for the position (ie. the change of the position value)
  40147. */
  40148. deltaPosition: Vector3;
  40149. /**
  40150. * Gets a boolean indicating if the virtual joystick was pressed
  40151. */
  40152. pressed: boolean;
  40153. /**
  40154. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40155. */
  40156. static Canvas: Nullable<HTMLCanvasElement>;
  40157. private static _globalJoystickIndex;
  40158. private static vjCanvasContext;
  40159. private static vjCanvasWidth;
  40160. private static vjCanvasHeight;
  40161. private static halfWidth;
  40162. private _action;
  40163. private _axisTargetedByLeftAndRight;
  40164. private _axisTargetedByUpAndDown;
  40165. private _joystickSensibility;
  40166. private _inversedSensibility;
  40167. private _joystickPointerID;
  40168. private _joystickColor;
  40169. private _joystickPointerPos;
  40170. private _joystickPreviousPointerPos;
  40171. private _joystickPointerStartPos;
  40172. private _deltaJoystickVector;
  40173. private _leftJoystick;
  40174. private _touches;
  40175. private _onPointerDownHandlerRef;
  40176. private _onPointerMoveHandlerRef;
  40177. private _onPointerUpHandlerRef;
  40178. private _onResize;
  40179. /**
  40180. * Creates a new virtual joystick
  40181. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40182. */
  40183. constructor(leftJoystick?: boolean);
  40184. /**
  40185. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40186. * @param newJoystickSensibility defines the new sensibility
  40187. */
  40188. setJoystickSensibility(newJoystickSensibility: number): void;
  40189. private _onPointerDown;
  40190. private _onPointerMove;
  40191. private _onPointerUp;
  40192. /**
  40193. * Change the color of the virtual joystick
  40194. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40195. */
  40196. setJoystickColor(newColor: string): void;
  40197. /**
  40198. * Defines a callback to call when the joystick is touched
  40199. * @param action defines the callback
  40200. */
  40201. setActionOnTouch(action: () => any): void;
  40202. /**
  40203. * Defines which axis you'd like to control for left & right
  40204. * @param axis defines the axis to use
  40205. */
  40206. setAxisForLeftRight(axis: JoystickAxis): void;
  40207. /**
  40208. * Defines which axis you'd like to control for up & down
  40209. * @param axis defines the axis to use
  40210. */
  40211. setAxisForUpDown(axis: JoystickAxis): void;
  40212. private _drawVirtualJoystick;
  40213. /**
  40214. * Release internal HTML canvas
  40215. */
  40216. releaseCanvas(): void;
  40217. }
  40218. }
  40219. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40220. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40221. import { Nullable } from "babylonjs/types";
  40222. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40223. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40224. module "babylonjs/Cameras/freeCameraInputsManager" {
  40225. interface FreeCameraInputsManager {
  40226. /**
  40227. * Add virtual joystick input support to the input manager.
  40228. * @returns the current input manager
  40229. */
  40230. addVirtualJoystick(): FreeCameraInputsManager;
  40231. }
  40232. }
  40233. /**
  40234. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40236. */
  40237. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40238. /**
  40239. * Defines the camera the input is attached to.
  40240. */
  40241. camera: FreeCamera;
  40242. private _leftjoystick;
  40243. private _rightjoystick;
  40244. /**
  40245. * Gets the left stick of the virtual joystick.
  40246. * @returns The virtual Joystick
  40247. */
  40248. getLeftJoystick(): VirtualJoystick;
  40249. /**
  40250. * Gets the right stick of the virtual joystick.
  40251. * @returns The virtual Joystick
  40252. */
  40253. getRightJoystick(): VirtualJoystick;
  40254. /**
  40255. * Update the current camera state depending on the inputs that have been used this frame.
  40256. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40257. */
  40258. checkInputs(): void;
  40259. /**
  40260. * Attach the input controls to a specific dom element to get the input from.
  40261. * @param element Defines the element the controls should be listened from
  40262. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40263. */
  40264. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40265. /**
  40266. * Detach the current controls from the specified dom element.
  40267. * @param element Defines the element to stop listening the inputs from
  40268. */
  40269. detachControl(element: Nullable<HTMLElement>): void;
  40270. /**
  40271. * Gets the class name of the current intput.
  40272. * @returns the class name
  40273. */
  40274. getClassName(): string;
  40275. /**
  40276. * Get the friendly name associated with the input class.
  40277. * @returns the input friendly name
  40278. */
  40279. getSimpleName(): string;
  40280. }
  40281. }
  40282. declare module "babylonjs/Cameras/Inputs/index" {
  40283. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40284. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40285. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40286. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40287. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40288. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40289. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40290. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40291. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40292. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40293. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40294. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40295. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40296. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40297. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40298. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40299. }
  40300. declare module "babylonjs/Cameras/touchCamera" {
  40301. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40302. import { Scene } from "babylonjs/scene";
  40303. import { Vector3 } from "babylonjs/Maths/math.vector";
  40304. /**
  40305. * This represents a FPS type of camera controlled by touch.
  40306. * This is like a universal camera minus the Gamepad controls.
  40307. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40308. */
  40309. export class TouchCamera extends FreeCamera {
  40310. /**
  40311. * Defines the touch sensibility for rotation.
  40312. * The higher the faster.
  40313. */
  40314. touchAngularSensibility: number;
  40315. /**
  40316. * Defines the touch sensibility for move.
  40317. * The higher the faster.
  40318. */
  40319. touchMoveSensibility: number;
  40320. /**
  40321. * Instantiates a new touch camera.
  40322. * This represents a FPS type of camera controlled by touch.
  40323. * This is like a universal camera minus the Gamepad controls.
  40324. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40325. * @param name Define the name of the camera in the scene
  40326. * @param position Define the start position of the camera in the scene
  40327. * @param scene Define the scene the camera belongs to
  40328. */
  40329. constructor(name: string, position: Vector3, scene: Scene);
  40330. /**
  40331. * Gets the current object class name.
  40332. * @return the class name
  40333. */
  40334. getClassName(): string;
  40335. /** @hidden */
  40336. _setupInputs(): void;
  40337. }
  40338. }
  40339. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40340. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40341. import { Scene } from "babylonjs/scene";
  40342. import { Vector3 } from "babylonjs/Maths/math.vector";
  40343. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40344. import { Axis } from "babylonjs/Maths/math.axis";
  40345. /**
  40346. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40347. * being tilted forward or back and left or right.
  40348. */
  40349. export class DeviceOrientationCamera extends FreeCamera {
  40350. private _initialQuaternion;
  40351. private _quaternionCache;
  40352. private _tmpDragQuaternion;
  40353. private _disablePointerInputWhenUsingDeviceOrientation;
  40354. /**
  40355. * Creates a new device orientation camera
  40356. * @param name The name of the camera
  40357. * @param position The start position camera
  40358. * @param scene The scene the camera belongs to
  40359. */
  40360. constructor(name: string, position: Vector3, scene: Scene);
  40361. /**
  40362. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40363. */
  40364. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40365. private _dragFactor;
  40366. /**
  40367. * Enabled turning on the y axis when the orientation sensor is active
  40368. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40369. */
  40370. enableHorizontalDragging(dragFactor?: number): void;
  40371. /**
  40372. * Gets the current instance class name ("DeviceOrientationCamera").
  40373. * This helps avoiding instanceof at run time.
  40374. * @returns the class name
  40375. */
  40376. getClassName(): string;
  40377. /**
  40378. * @hidden
  40379. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40380. */
  40381. _checkInputs(): void;
  40382. /**
  40383. * Reset the camera to its default orientation on the specified axis only.
  40384. * @param axis The axis to reset
  40385. */
  40386. resetToCurrentRotation(axis?: Axis): void;
  40387. }
  40388. }
  40389. declare module "babylonjs/Gamepads/xboxGamepad" {
  40390. import { Observable } from "babylonjs/Misc/observable";
  40391. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40392. /**
  40393. * Defines supported buttons for XBox360 compatible gamepads
  40394. */
  40395. export enum Xbox360Button {
  40396. /** A */
  40397. A = 0,
  40398. /** B */
  40399. B = 1,
  40400. /** X */
  40401. X = 2,
  40402. /** Y */
  40403. Y = 3,
  40404. /** Start */
  40405. Start = 4,
  40406. /** Back */
  40407. Back = 5,
  40408. /** Left button */
  40409. LB = 6,
  40410. /** Right button */
  40411. RB = 7,
  40412. /** Left stick */
  40413. LeftStick = 8,
  40414. /** Right stick */
  40415. RightStick = 9
  40416. }
  40417. /** Defines values for XBox360 DPad */
  40418. export enum Xbox360Dpad {
  40419. /** Up */
  40420. Up = 0,
  40421. /** Down */
  40422. Down = 1,
  40423. /** Left */
  40424. Left = 2,
  40425. /** Right */
  40426. Right = 3
  40427. }
  40428. /**
  40429. * Defines a XBox360 gamepad
  40430. */
  40431. export class Xbox360Pad extends Gamepad {
  40432. private _leftTrigger;
  40433. private _rightTrigger;
  40434. private _onlefttriggerchanged;
  40435. private _onrighttriggerchanged;
  40436. private _onbuttondown;
  40437. private _onbuttonup;
  40438. private _ondpaddown;
  40439. private _ondpadup;
  40440. /** Observable raised when a button is pressed */
  40441. onButtonDownObservable: Observable<Xbox360Button>;
  40442. /** Observable raised when a button is released */
  40443. onButtonUpObservable: Observable<Xbox360Button>;
  40444. /** Observable raised when a pad is pressed */
  40445. onPadDownObservable: Observable<Xbox360Dpad>;
  40446. /** Observable raised when a pad is released */
  40447. onPadUpObservable: Observable<Xbox360Dpad>;
  40448. private _buttonA;
  40449. private _buttonB;
  40450. private _buttonX;
  40451. private _buttonY;
  40452. private _buttonBack;
  40453. private _buttonStart;
  40454. private _buttonLB;
  40455. private _buttonRB;
  40456. private _buttonLeftStick;
  40457. private _buttonRightStick;
  40458. private _dPadUp;
  40459. private _dPadDown;
  40460. private _dPadLeft;
  40461. private _dPadRight;
  40462. private _isXboxOnePad;
  40463. /**
  40464. * Creates a new XBox360 gamepad object
  40465. * @param id defines the id of this gamepad
  40466. * @param index defines its index
  40467. * @param gamepad defines the internal HTML gamepad object
  40468. * @param xboxOne defines if it is a XBox One gamepad
  40469. */
  40470. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40471. /**
  40472. * Defines the callback to call when left trigger is pressed
  40473. * @param callback defines the callback to use
  40474. */
  40475. onlefttriggerchanged(callback: (value: number) => void): void;
  40476. /**
  40477. * Defines the callback to call when right trigger is pressed
  40478. * @param callback defines the callback to use
  40479. */
  40480. onrighttriggerchanged(callback: (value: number) => void): void;
  40481. /**
  40482. * Gets the left trigger value
  40483. */
  40484. /**
  40485. * Sets the left trigger value
  40486. */
  40487. leftTrigger: number;
  40488. /**
  40489. * Gets the right trigger value
  40490. */
  40491. /**
  40492. * Sets the right trigger value
  40493. */
  40494. rightTrigger: number;
  40495. /**
  40496. * Defines the callback to call when a button is pressed
  40497. * @param callback defines the callback to use
  40498. */
  40499. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40500. /**
  40501. * Defines the callback to call when a button is released
  40502. * @param callback defines the callback to use
  40503. */
  40504. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40505. /**
  40506. * Defines the callback to call when a pad is pressed
  40507. * @param callback defines the callback to use
  40508. */
  40509. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40510. /**
  40511. * Defines the callback to call when a pad is released
  40512. * @param callback defines the callback to use
  40513. */
  40514. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40515. private _setButtonValue;
  40516. private _setDPadValue;
  40517. /**
  40518. * Gets the value of the `A` button
  40519. */
  40520. /**
  40521. * Sets the value of the `A` button
  40522. */
  40523. buttonA: number;
  40524. /**
  40525. * Gets the value of the `B` button
  40526. */
  40527. /**
  40528. * Sets the value of the `B` button
  40529. */
  40530. buttonB: number;
  40531. /**
  40532. * Gets the value of the `X` button
  40533. */
  40534. /**
  40535. * Sets the value of the `X` button
  40536. */
  40537. buttonX: number;
  40538. /**
  40539. * Gets the value of the `Y` button
  40540. */
  40541. /**
  40542. * Sets the value of the `Y` button
  40543. */
  40544. buttonY: number;
  40545. /**
  40546. * Gets the value of the `Start` button
  40547. */
  40548. /**
  40549. * Sets the value of the `Start` button
  40550. */
  40551. buttonStart: number;
  40552. /**
  40553. * Gets the value of the `Back` button
  40554. */
  40555. /**
  40556. * Sets the value of the `Back` button
  40557. */
  40558. buttonBack: number;
  40559. /**
  40560. * Gets the value of the `Left` button
  40561. */
  40562. /**
  40563. * Sets the value of the `Left` button
  40564. */
  40565. buttonLB: number;
  40566. /**
  40567. * Gets the value of the `Right` button
  40568. */
  40569. /**
  40570. * Sets the value of the `Right` button
  40571. */
  40572. buttonRB: number;
  40573. /**
  40574. * Gets the value of the Left joystick
  40575. */
  40576. /**
  40577. * Sets the value of the Left joystick
  40578. */
  40579. buttonLeftStick: number;
  40580. /**
  40581. * Gets the value of the Right joystick
  40582. */
  40583. /**
  40584. * Sets the value of the Right joystick
  40585. */
  40586. buttonRightStick: number;
  40587. /**
  40588. * Gets the value of D-pad up
  40589. */
  40590. /**
  40591. * Sets the value of D-pad up
  40592. */
  40593. dPadUp: number;
  40594. /**
  40595. * Gets the value of D-pad down
  40596. */
  40597. /**
  40598. * Sets the value of D-pad down
  40599. */
  40600. dPadDown: number;
  40601. /**
  40602. * Gets the value of D-pad left
  40603. */
  40604. /**
  40605. * Sets the value of D-pad left
  40606. */
  40607. dPadLeft: number;
  40608. /**
  40609. * Gets the value of D-pad right
  40610. */
  40611. /**
  40612. * Sets the value of D-pad right
  40613. */
  40614. dPadRight: number;
  40615. /**
  40616. * Force the gamepad to synchronize with device values
  40617. */
  40618. update(): void;
  40619. /**
  40620. * Disposes the gamepad
  40621. */
  40622. dispose(): void;
  40623. }
  40624. }
  40625. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40626. import { Observable } from "babylonjs/Misc/observable";
  40627. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40628. /**
  40629. * Defines supported buttons for DualShock compatible gamepads
  40630. */
  40631. export enum DualShockButton {
  40632. /** Cross */
  40633. Cross = 0,
  40634. /** Circle */
  40635. Circle = 1,
  40636. /** Square */
  40637. Square = 2,
  40638. /** Triangle */
  40639. Triangle = 3,
  40640. /** Options */
  40641. Options = 4,
  40642. /** Share */
  40643. Share = 5,
  40644. /** L1 */
  40645. L1 = 6,
  40646. /** R1 */
  40647. R1 = 7,
  40648. /** Left stick */
  40649. LeftStick = 8,
  40650. /** Right stick */
  40651. RightStick = 9
  40652. }
  40653. /** Defines values for DualShock DPad */
  40654. export enum DualShockDpad {
  40655. /** Up */
  40656. Up = 0,
  40657. /** Down */
  40658. Down = 1,
  40659. /** Left */
  40660. Left = 2,
  40661. /** Right */
  40662. Right = 3
  40663. }
  40664. /**
  40665. * Defines a DualShock gamepad
  40666. */
  40667. export class DualShockPad extends Gamepad {
  40668. private _leftTrigger;
  40669. private _rightTrigger;
  40670. private _onlefttriggerchanged;
  40671. private _onrighttriggerchanged;
  40672. private _onbuttondown;
  40673. private _onbuttonup;
  40674. private _ondpaddown;
  40675. private _ondpadup;
  40676. /** Observable raised when a button is pressed */
  40677. onButtonDownObservable: Observable<DualShockButton>;
  40678. /** Observable raised when a button is released */
  40679. onButtonUpObservable: Observable<DualShockButton>;
  40680. /** Observable raised when a pad is pressed */
  40681. onPadDownObservable: Observable<DualShockDpad>;
  40682. /** Observable raised when a pad is released */
  40683. onPadUpObservable: Observable<DualShockDpad>;
  40684. private _buttonCross;
  40685. private _buttonCircle;
  40686. private _buttonSquare;
  40687. private _buttonTriangle;
  40688. private _buttonShare;
  40689. private _buttonOptions;
  40690. private _buttonL1;
  40691. private _buttonR1;
  40692. private _buttonLeftStick;
  40693. private _buttonRightStick;
  40694. private _dPadUp;
  40695. private _dPadDown;
  40696. private _dPadLeft;
  40697. private _dPadRight;
  40698. /**
  40699. * Creates a new DualShock gamepad object
  40700. * @param id defines the id of this gamepad
  40701. * @param index defines its index
  40702. * @param gamepad defines the internal HTML gamepad object
  40703. */
  40704. constructor(id: string, index: number, gamepad: any);
  40705. /**
  40706. * Defines the callback to call when left trigger is pressed
  40707. * @param callback defines the callback to use
  40708. */
  40709. onlefttriggerchanged(callback: (value: number) => void): void;
  40710. /**
  40711. * Defines the callback to call when right trigger is pressed
  40712. * @param callback defines the callback to use
  40713. */
  40714. onrighttriggerchanged(callback: (value: number) => void): void;
  40715. /**
  40716. * Gets the left trigger value
  40717. */
  40718. /**
  40719. * Sets the left trigger value
  40720. */
  40721. leftTrigger: number;
  40722. /**
  40723. * Gets the right trigger value
  40724. */
  40725. /**
  40726. * Sets the right trigger value
  40727. */
  40728. rightTrigger: number;
  40729. /**
  40730. * Defines the callback to call when a button is pressed
  40731. * @param callback defines the callback to use
  40732. */
  40733. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40734. /**
  40735. * Defines the callback to call when a button is released
  40736. * @param callback defines the callback to use
  40737. */
  40738. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40739. /**
  40740. * Defines the callback to call when a pad is pressed
  40741. * @param callback defines the callback to use
  40742. */
  40743. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40744. /**
  40745. * Defines the callback to call when a pad is released
  40746. * @param callback defines the callback to use
  40747. */
  40748. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40749. private _setButtonValue;
  40750. private _setDPadValue;
  40751. /**
  40752. * Gets the value of the `Cross` button
  40753. */
  40754. /**
  40755. * Sets the value of the `Cross` button
  40756. */
  40757. buttonCross: number;
  40758. /**
  40759. * Gets the value of the `Circle` button
  40760. */
  40761. /**
  40762. * Sets the value of the `Circle` button
  40763. */
  40764. buttonCircle: number;
  40765. /**
  40766. * Gets the value of the `Square` button
  40767. */
  40768. /**
  40769. * Sets the value of the `Square` button
  40770. */
  40771. buttonSquare: number;
  40772. /**
  40773. * Gets the value of the `Triangle` button
  40774. */
  40775. /**
  40776. * Sets the value of the `Triangle` button
  40777. */
  40778. buttonTriangle: number;
  40779. /**
  40780. * Gets the value of the `Options` button
  40781. */
  40782. /**
  40783. * Sets the value of the `Options` button
  40784. */
  40785. buttonOptions: number;
  40786. /**
  40787. * Gets the value of the `Share` button
  40788. */
  40789. /**
  40790. * Sets the value of the `Share` button
  40791. */
  40792. buttonShare: number;
  40793. /**
  40794. * Gets the value of the `L1` button
  40795. */
  40796. /**
  40797. * Sets the value of the `L1` button
  40798. */
  40799. buttonL1: number;
  40800. /**
  40801. * Gets the value of the `R1` button
  40802. */
  40803. /**
  40804. * Sets the value of the `R1` button
  40805. */
  40806. buttonR1: number;
  40807. /**
  40808. * Gets the value of the Left joystick
  40809. */
  40810. /**
  40811. * Sets the value of the Left joystick
  40812. */
  40813. buttonLeftStick: number;
  40814. /**
  40815. * Gets the value of the Right joystick
  40816. */
  40817. /**
  40818. * Sets the value of the Right joystick
  40819. */
  40820. buttonRightStick: number;
  40821. /**
  40822. * Gets the value of D-pad up
  40823. */
  40824. /**
  40825. * Sets the value of D-pad up
  40826. */
  40827. dPadUp: number;
  40828. /**
  40829. * Gets the value of D-pad down
  40830. */
  40831. /**
  40832. * Sets the value of D-pad down
  40833. */
  40834. dPadDown: number;
  40835. /**
  40836. * Gets the value of D-pad left
  40837. */
  40838. /**
  40839. * Sets the value of D-pad left
  40840. */
  40841. dPadLeft: number;
  40842. /**
  40843. * Gets the value of D-pad right
  40844. */
  40845. /**
  40846. * Sets the value of D-pad right
  40847. */
  40848. dPadRight: number;
  40849. /**
  40850. * Force the gamepad to synchronize with device values
  40851. */
  40852. update(): void;
  40853. /**
  40854. * Disposes the gamepad
  40855. */
  40856. dispose(): void;
  40857. }
  40858. }
  40859. declare module "babylonjs/Gamepads/gamepadManager" {
  40860. import { Observable } from "babylonjs/Misc/observable";
  40861. import { Nullable } from "babylonjs/types";
  40862. import { Scene } from "babylonjs/scene";
  40863. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40864. /**
  40865. * Manager for handling gamepads
  40866. */
  40867. export class GamepadManager {
  40868. private _scene?;
  40869. private _babylonGamepads;
  40870. private _oneGamepadConnected;
  40871. /** @hidden */
  40872. _isMonitoring: boolean;
  40873. private _gamepadEventSupported;
  40874. private _gamepadSupport;
  40875. /**
  40876. * observable to be triggered when the gamepad controller has been connected
  40877. */
  40878. onGamepadConnectedObservable: Observable<Gamepad>;
  40879. /**
  40880. * observable to be triggered when the gamepad controller has been disconnected
  40881. */
  40882. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40883. private _onGamepadConnectedEvent;
  40884. private _onGamepadDisconnectedEvent;
  40885. /**
  40886. * Initializes the gamepad manager
  40887. * @param _scene BabylonJS scene
  40888. */
  40889. constructor(_scene?: Scene | undefined);
  40890. /**
  40891. * The gamepads in the game pad manager
  40892. */
  40893. readonly gamepads: Gamepad[];
  40894. /**
  40895. * Get the gamepad controllers based on type
  40896. * @param type The type of gamepad controller
  40897. * @returns Nullable gamepad
  40898. */
  40899. getGamepadByType(type?: number): Nullable<Gamepad>;
  40900. /**
  40901. * Disposes the gamepad manager
  40902. */
  40903. dispose(): void;
  40904. private _addNewGamepad;
  40905. private _startMonitoringGamepads;
  40906. private _stopMonitoringGamepads;
  40907. /** @hidden */
  40908. _checkGamepadsStatus(): void;
  40909. private _updateGamepadObjects;
  40910. }
  40911. }
  40912. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40913. import { Nullable } from "babylonjs/types";
  40914. import { Scene } from "babylonjs/scene";
  40915. import { ISceneComponent } from "babylonjs/sceneComponent";
  40916. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40917. module "babylonjs/scene" {
  40918. interface Scene {
  40919. /** @hidden */
  40920. _gamepadManager: Nullable<GamepadManager>;
  40921. /**
  40922. * Gets the gamepad manager associated with the scene
  40923. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40924. */
  40925. gamepadManager: GamepadManager;
  40926. }
  40927. }
  40928. module "babylonjs/Cameras/freeCameraInputsManager" {
  40929. /**
  40930. * Interface representing a free camera inputs manager
  40931. */
  40932. interface FreeCameraInputsManager {
  40933. /**
  40934. * Adds gamepad input support to the FreeCameraInputsManager.
  40935. * @returns the FreeCameraInputsManager
  40936. */
  40937. addGamepad(): FreeCameraInputsManager;
  40938. }
  40939. }
  40940. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40941. /**
  40942. * Interface representing an arc rotate camera inputs manager
  40943. */
  40944. interface ArcRotateCameraInputsManager {
  40945. /**
  40946. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40947. * @returns the camera inputs manager
  40948. */
  40949. addGamepad(): ArcRotateCameraInputsManager;
  40950. }
  40951. }
  40952. /**
  40953. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40954. */
  40955. export class GamepadSystemSceneComponent implements ISceneComponent {
  40956. /**
  40957. * The component name helpfull to identify the component in the list of scene components.
  40958. */
  40959. readonly name: string;
  40960. /**
  40961. * The scene the component belongs to.
  40962. */
  40963. scene: Scene;
  40964. /**
  40965. * Creates a new instance of the component for the given scene
  40966. * @param scene Defines the scene to register the component in
  40967. */
  40968. constructor(scene: Scene);
  40969. /**
  40970. * Registers the component in a given scene
  40971. */
  40972. register(): void;
  40973. /**
  40974. * Rebuilds the elements related to this component in case of
  40975. * context lost for instance.
  40976. */
  40977. rebuild(): void;
  40978. /**
  40979. * Disposes the component and the associated ressources
  40980. */
  40981. dispose(): void;
  40982. private _beforeCameraUpdate;
  40983. }
  40984. }
  40985. declare module "babylonjs/Cameras/universalCamera" {
  40986. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40987. import { Scene } from "babylonjs/scene";
  40988. import { Vector3 } from "babylonjs/Maths/math.vector";
  40989. import "babylonjs/Gamepads/gamepadSceneComponent";
  40990. /**
  40991. * 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,
  40992. * which still works and will still be found in many Playgrounds.
  40993. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40994. */
  40995. export class UniversalCamera extends TouchCamera {
  40996. /**
  40997. * Defines the gamepad rotation sensiblity.
  40998. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40999. */
  41000. gamepadAngularSensibility: number;
  41001. /**
  41002. * Defines the gamepad move sensiblity.
  41003. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41004. */
  41005. gamepadMoveSensibility: number;
  41006. /**
  41007. * 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,
  41008. * which still works and will still be found in many Playgrounds.
  41009. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41010. * @param name Define the name of the camera in the scene
  41011. * @param position Define the start position of the camera in the scene
  41012. * @param scene Define the scene the camera belongs to
  41013. */
  41014. constructor(name: string, position: Vector3, scene: Scene);
  41015. /**
  41016. * Gets the current object class name.
  41017. * @return the class name
  41018. */
  41019. getClassName(): string;
  41020. }
  41021. }
  41022. declare module "babylonjs/Cameras/gamepadCamera" {
  41023. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41024. import { Scene } from "babylonjs/scene";
  41025. import { Vector3 } from "babylonjs/Maths/math.vector";
  41026. /**
  41027. * This represents a FPS type of camera. This is only here for back compat purpose.
  41028. * Please use the UniversalCamera instead as both are identical.
  41029. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41030. */
  41031. export class GamepadCamera extends UniversalCamera {
  41032. /**
  41033. * Instantiates a new Gamepad Camera
  41034. * This represents a FPS type of camera. This is only here for back compat purpose.
  41035. * Please use the UniversalCamera instead as both are identical.
  41036. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  41037. * @param name Define the name of the camera in the scene
  41038. * @param position Define the start position of the camera in the scene
  41039. * @param scene Define the scene the camera belongs to
  41040. */
  41041. constructor(name: string, position: Vector3, scene: Scene);
  41042. /**
  41043. * Gets the current object class name.
  41044. * @return the class name
  41045. */
  41046. getClassName(): string;
  41047. }
  41048. }
  41049. declare module "babylonjs/Shaders/pass.fragment" {
  41050. /** @hidden */
  41051. export var passPixelShader: {
  41052. name: string;
  41053. shader: string;
  41054. };
  41055. }
  41056. declare module "babylonjs/Shaders/passCube.fragment" {
  41057. /** @hidden */
  41058. export var passCubePixelShader: {
  41059. name: string;
  41060. shader: string;
  41061. };
  41062. }
  41063. declare module "babylonjs/PostProcesses/passPostProcess" {
  41064. import { Nullable } from "babylonjs/types";
  41065. import { Camera } from "babylonjs/Cameras/camera";
  41066. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41067. import { Engine } from "babylonjs/Engines/engine";
  41068. import "babylonjs/Shaders/pass.fragment";
  41069. import "babylonjs/Shaders/passCube.fragment";
  41070. /**
  41071. * PassPostProcess which produces an output the same as it's input
  41072. */
  41073. export class PassPostProcess extends PostProcess {
  41074. /**
  41075. * Creates the PassPostProcess
  41076. * @param name The name of the effect.
  41077. * @param options The required width/height ratio to downsize to before computing the render pass.
  41078. * @param camera The camera to apply the render pass to.
  41079. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41080. * @param engine The engine which the post process will be applied. (default: current engine)
  41081. * @param reusable If the post process can be reused on the same frame. (default: false)
  41082. * @param textureType The type of texture to be used when performing the post processing.
  41083. * @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)
  41084. */
  41085. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41086. }
  41087. /**
  41088. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  41089. */
  41090. export class PassCubePostProcess extends PostProcess {
  41091. private _face;
  41092. /**
  41093. * Gets or sets the cube face to display.
  41094. * * 0 is +X
  41095. * * 1 is -X
  41096. * * 2 is +Y
  41097. * * 3 is -Y
  41098. * * 4 is +Z
  41099. * * 5 is -Z
  41100. */
  41101. face: number;
  41102. /**
  41103. * Creates the PassCubePostProcess
  41104. * @param name The name of the effect.
  41105. * @param options The required width/height ratio to downsize to before computing the render pass.
  41106. * @param camera The camera to apply the render pass to.
  41107. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41108. * @param engine The engine which the post process will be applied. (default: current engine)
  41109. * @param reusable If the post process can be reused on the same frame. (default: false)
  41110. * @param textureType The type of texture to be used when performing the post processing.
  41111. * @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)
  41112. */
  41113. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41114. }
  41115. }
  41116. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41117. /** @hidden */
  41118. export var anaglyphPixelShader: {
  41119. name: string;
  41120. shader: string;
  41121. };
  41122. }
  41123. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41124. import { Engine } from "babylonjs/Engines/engine";
  41125. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41126. import { Camera } from "babylonjs/Cameras/camera";
  41127. import "babylonjs/Shaders/anaglyph.fragment";
  41128. /**
  41129. * Postprocess used to generate anaglyphic rendering
  41130. */
  41131. export class AnaglyphPostProcess extends PostProcess {
  41132. private _passedProcess;
  41133. /**
  41134. * Creates a new AnaglyphPostProcess
  41135. * @param name defines postprocess name
  41136. * @param options defines creation options or target ratio scale
  41137. * @param rigCameras defines cameras using this postprocess
  41138. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41139. * @param engine defines hosting engine
  41140. * @param reusable defines if the postprocess will be reused multiple times per frame
  41141. */
  41142. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41143. }
  41144. }
  41145. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41146. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41147. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41148. import { Scene } from "babylonjs/scene";
  41149. import { Vector3 } from "babylonjs/Maths/math.vector";
  41150. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41151. /**
  41152. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41153. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41154. */
  41155. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41156. /**
  41157. * Creates a new AnaglyphArcRotateCamera
  41158. * @param name defines camera name
  41159. * @param alpha defines alpha angle (in radians)
  41160. * @param beta defines beta angle (in radians)
  41161. * @param radius defines radius
  41162. * @param target defines camera target
  41163. * @param interaxialDistance defines distance between each color axis
  41164. * @param scene defines the hosting scene
  41165. */
  41166. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41167. /**
  41168. * Gets camera class name
  41169. * @returns AnaglyphArcRotateCamera
  41170. */
  41171. getClassName(): string;
  41172. }
  41173. }
  41174. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41175. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41176. import { Scene } from "babylonjs/scene";
  41177. import { Vector3 } from "babylonjs/Maths/math.vector";
  41178. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41179. /**
  41180. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41181. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41182. */
  41183. export class AnaglyphFreeCamera extends FreeCamera {
  41184. /**
  41185. * Creates a new AnaglyphFreeCamera
  41186. * @param name defines camera name
  41187. * @param position defines initial position
  41188. * @param interaxialDistance defines distance between each color axis
  41189. * @param scene defines the hosting scene
  41190. */
  41191. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41192. /**
  41193. * Gets camera class name
  41194. * @returns AnaglyphFreeCamera
  41195. */
  41196. getClassName(): string;
  41197. }
  41198. }
  41199. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41200. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41201. import { Scene } from "babylonjs/scene";
  41202. import { Vector3 } from "babylonjs/Maths/math.vector";
  41203. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41204. /**
  41205. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41206. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41207. */
  41208. export class AnaglyphGamepadCamera extends GamepadCamera {
  41209. /**
  41210. * Creates a new AnaglyphGamepadCamera
  41211. * @param name defines camera name
  41212. * @param position defines initial position
  41213. * @param interaxialDistance defines distance between each color axis
  41214. * @param scene defines the hosting scene
  41215. */
  41216. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41217. /**
  41218. * Gets camera class name
  41219. * @returns AnaglyphGamepadCamera
  41220. */
  41221. getClassName(): string;
  41222. }
  41223. }
  41224. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41225. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41226. import { Scene } from "babylonjs/scene";
  41227. import { Vector3 } from "babylonjs/Maths/math.vector";
  41228. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41229. /**
  41230. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41231. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41232. */
  41233. export class AnaglyphUniversalCamera extends UniversalCamera {
  41234. /**
  41235. * Creates a new AnaglyphUniversalCamera
  41236. * @param name defines camera name
  41237. * @param position defines initial position
  41238. * @param interaxialDistance defines distance between each color axis
  41239. * @param scene defines the hosting scene
  41240. */
  41241. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41242. /**
  41243. * Gets camera class name
  41244. * @returns AnaglyphUniversalCamera
  41245. */
  41246. getClassName(): string;
  41247. }
  41248. }
  41249. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41250. /** @hidden */
  41251. export var stereoscopicInterlacePixelShader: {
  41252. name: string;
  41253. shader: string;
  41254. };
  41255. }
  41256. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41257. import { Camera } from "babylonjs/Cameras/camera";
  41258. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41259. import { Engine } from "babylonjs/Engines/engine";
  41260. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41261. /**
  41262. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41263. */
  41264. export class StereoscopicInterlacePostProcess extends PostProcess {
  41265. private _stepSize;
  41266. private _passedProcess;
  41267. /**
  41268. * Initializes a StereoscopicInterlacePostProcess
  41269. * @param name The name of the effect.
  41270. * @param rigCameras The rig cameras to be appled to the post process
  41271. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41273. * @param engine The engine which the post process will be applied. (default: current engine)
  41274. * @param reusable If the post process can be reused on the same frame. (default: false)
  41275. */
  41276. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41277. }
  41278. }
  41279. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41280. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41281. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41282. import { Scene } from "babylonjs/scene";
  41283. import { Vector3 } from "babylonjs/Maths/math.vector";
  41284. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41285. /**
  41286. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41287. * @see http://doc.babylonjs.com/features/cameras
  41288. */
  41289. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41290. /**
  41291. * Creates a new StereoscopicArcRotateCamera
  41292. * @param name defines camera name
  41293. * @param alpha defines alpha angle (in radians)
  41294. * @param beta defines beta angle (in radians)
  41295. * @param radius defines radius
  41296. * @param target defines camera target
  41297. * @param interaxialDistance defines distance between each color axis
  41298. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41299. * @param scene defines the hosting scene
  41300. */
  41301. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41302. /**
  41303. * Gets camera class name
  41304. * @returns StereoscopicArcRotateCamera
  41305. */
  41306. getClassName(): string;
  41307. }
  41308. }
  41309. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41310. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41311. import { Scene } from "babylonjs/scene";
  41312. import { Vector3 } from "babylonjs/Maths/math.vector";
  41313. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41314. /**
  41315. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41316. * @see http://doc.babylonjs.com/features/cameras
  41317. */
  41318. export class StereoscopicFreeCamera extends FreeCamera {
  41319. /**
  41320. * Creates a new StereoscopicFreeCamera
  41321. * @param name defines camera name
  41322. * @param position defines initial position
  41323. * @param interaxialDistance defines distance between each color axis
  41324. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41325. * @param scene defines the hosting scene
  41326. */
  41327. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41328. /**
  41329. * Gets camera class name
  41330. * @returns StereoscopicFreeCamera
  41331. */
  41332. getClassName(): string;
  41333. }
  41334. }
  41335. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41336. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41337. import { Scene } from "babylonjs/scene";
  41338. import { Vector3 } from "babylonjs/Maths/math.vector";
  41339. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41340. /**
  41341. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41342. * @see http://doc.babylonjs.com/features/cameras
  41343. */
  41344. export class StereoscopicGamepadCamera extends GamepadCamera {
  41345. /**
  41346. * Creates a new StereoscopicGamepadCamera
  41347. * @param name defines camera name
  41348. * @param position defines initial position
  41349. * @param interaxialDistance defines distance between each color axis
  41350. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41351. * @param scene defines the hosting scene
  41352. */
  41353. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41354. /**
  41355. * Gets camera class name
  41356. * @returns StereoscopicGamepadCamera
  41357. */
  41358. getClassName(): string;
  41359. }
  41360. }
  41361. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41362. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41363. import { Scene } from "babylonjs/scene";
  41364. import { Vector3 } from "babylonjs/Maths/math.vector";
  41365. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41366. /**
  41367. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41368. * @see http://doc.babylonjs.com/features/cameras
  41369. */
  41370. export class StereoscopicUniversalCamera extends UniversalCamera {
  41371. /**
  41372. * Creates a new StereoscopicUniversalCamera
  41373. * @param name defines camera name
  41374. * @param position defines initial position
  41375. * @param interaxialDistance defines distance between each color axis
  41376. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41377. * @param scene defines the hosting scene
  41378. */
  41379. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41380. /**
  41381. * Gets camera class name
  41382. * @returns StereoscopicUniversalCamera
  41383. */
  41384. getClassName(): string;
  41385. }
  41386. }
  41387. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41388. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41389. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41390. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41391. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41392. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41393. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41394. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41395. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41396. }
  41397. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41398. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41399. import { Scene } from "babylonjs/scene";
  41400. import { Vector3 } from "babylonjs/Maths/math.vector";
  41401. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41402. /**
  41403. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41404. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41405. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41406. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41407. */
  41408. export class VirtualJoysticksCamera extends FreeCamera {
  41409. /**
  41410. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41411. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41412. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41413. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41414. * @param name Define the name of the camera in the scene
  41415. * @param position Define the start position of the camera in the scene
  41416. * @param scene Define the scene the camera belongs to
  41417. */
  41418. constructor(name: string, position: Vector3, scene: Scene);
  41419. /**
  41420. * Gets the current object class name.
  41421. * @return the class name
  41422. */
  41423. getClassName(): string;
  41424. }
  41425. }
  41426. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41427. import { Matrix } from "babylonjs/Maths/math.vector";
  41428. /**
  41429. * This represents all the required metrics to create a VR camera.
  41430. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41431. */
  41432. export class VRCameraMetrics {
  41433. /**
  41434. * Define the horizontal resolution off the screen.
  41435. */
  41436. hResolution: number;
  41437. /**
  41438. * Define the vertical resolution off the screen.
  41439. */
  41440. vResolution: number;
  41441. /**
  41442. * Define the horizontal screen size.
  41443. */
  41444. hScreenSize: number;
  41445. /**
  41446. * Define the vertical screen size.
  41447. */
  41448. vScreenSize: number;
  41449. /**
  41450. * Define the vertical screen center position.
  41451. */
  41452. vScreenCenter: number;
  41453. /**
  41454. * Define the distance of the eyes to the screen.
  41455. */
  41456. eyeToScreenDistance: number;
  41457. /**
  41458. * Define the distance between both lenses
  41459. */
  41460. lensSeparationDistance: number;
  41461. /**
  41462. * Define the distance between both viewer's eyes.
  41463. */
  41464. interpupillaryDistance: number;
  41465. /**
  41466. * Define the distortion factor of the VR postprocess.
  41467. * Please, touch with care.
  41468. */
  41469. distortionK: number[];
  41470. /**
  41471. * Define the chromatic aberration correction factors for the VR post process.
  41472. */
  41473. chromaAbCorrection: number[];
  41474. /**
  41475. * Define the scale factor of the post process.
  41476. * The smaller the better but the slower.
  41477. */
  41478. postProcessScaleFactor: number;
  41479. /**
  41480. * Define an offset for the lens center.
  41481. */
  41482. lensCenterOffset: number;
  41483. /**
  41484. * Define if the current vr camera should compensate the distortion of the lense or not.
  41485. */
  41486. compensateDistortion: boolean;
  41487. /**
  41488. * Defines if multiview should be enabled when rendering (Default: false)
  41489. */
  41490. multiviewEnabled: boolean;
  41491. /**
  41492. * Gets the rendering aspect ratio based on the provided resolutions.
  41493. */
  41494. readonly aspectRatio: number;
  41495. /**
  41496. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41497. */
  41498. readonly aspectRatioFov: number;
  41499. /**
  41500. * @hidden
  41501. */
  41502. readonly leftHMatrix: Matrix;
  41503. /**
  41504. * @hidden
  41505. */
  41506. readonly rightHMatrix: Matrix;
  41507. /**
  41508. * @hidden
  41509. */
  41510. readonly leftPreViewMatrix: Matrix;
  41511. /**
  41512. * @hidden
  41513. */
  41514. readonly rightPreViewMatrix: Matrix;
  41515. /**
  41516. * Get the default VRMetrics based on the most generic setup.
  41517. * @returns the default vr metrics
  41518. */
  41519. static GetDefault(): VRCameraMetrics;
  41520. }
  41521. }
  41522. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41523. /** @hidden */
  41524. export var vrDistortionCorrectionPixelShader: {
  41525. name: string;
  41526. shader: string;
  41527. };
  41528. }
  41529. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41530. import { Camera } from "babylonjs/Cameras/camera";
  41531. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41532. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41533. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41534. /**
  41535. * VRDistortionCorrectionPostProcess used for mobile VR
  41536. */
  41537. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41538. private _isRightEye;
  41539. private _distortionFactors;
  41540. private _postProcessScaleFactor;
  41541. private _lensCenterOffset;
  41542. private _scaleIn;
  41543. private _scaleFactor;
  41544. private _lensCenter;
  41545. /**
  41546. * Initializes the VRDistortionCorrectionPostProcess
  41547. * @param name The name of the effect.
  41548. * @param camera The camera to apply the render pass to.
  41549. * @param isRightEye If this is for the right eye distortion
  41550. * @param vrMetrics All the required metrics for the VR camera
  41551. */
  41552. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41553. }
  41554. }
  41555. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41556. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41557. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41558. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41559. import { Scene } from "babylonjs/scene";
  41560. import { Vector3 } from "babylonjs/Maths/math.vector";
  41561. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41562. import "babylonjs/Cameras/RigModes/vrRigMode";
  41563. /**
  41564. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41565. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41566. */
  41567. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41568. /**
  41569. * Creates a new VRDeviceOrientationArcRotateCamera
  41570. * @param name defines camera name
  41571. * @param alpha defines the camera rotation along the logitudinal axis
  41572. * @param beta defines the camera rotation along the latitudinal axis
  41573. * @param radius defines the camera distance from its target
  41574. * @param target defines the camera target
  41575. * @param scene defines the scene the camera belongs to
  41576. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41577. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41578. */
  41579. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41580. /**
  41581. * Gets camera class name
  41582. * @returns VRDeviceOrientationArcRotateCamera
  41583. */
  41584. getClassName(): string;
  41585. }
  41586. }
  41587. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41588. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41589. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41590. import { Scene } from "babylonjs/scene";
  41591. import { Vector3 } from "babylonjs/Maths/math.vector";
  41592. import "babylonjs/Cameras/RigModes/vrRigMode";
  41593. /**
  41594. * Camera used to simulate VR rendering (based on FreeCamera)
  41595. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41596. */
  41597. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41598. /**
  41599. * Creates a new VRDeviceOrientationFreeCamera
  41600. * @param name defines camera name
  41601. * @param position defines the start position of the camera
  41602. * @param scene defines the scene the camera belongs to
  41603. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41604. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41605. */
  41606. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41607. /**
  41608. * Gets camera class name
  41609. * @returns VRDeviceOrientationFreeCamera
  41610. */
  41611. getClassName(): string;
  41612. }
  41613. }
  41614. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41615. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41616. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41617. import { Scene } from "babylonjs/scene";
  41618. import { Vector3 } from "babylonjs/Maths/math.vector";
  41619. import "babylonjs/Gamepads/gamepadSceneComponent";
  41620. /**
  41621. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41622. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41623. */
  41624. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41625. /**
  41626. * Creates a new VRDeviceOrientationGamepadCamera
  41627. * @param name defines camera name
  41628. * @param position defines the start position of the camera
  41629. * @param scene defines the scene the camera belongs to
  41630. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41631. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41632. */
  41633. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41634. /**
  41635. * Gets camera class name
  41636. * @returns VRDeviceOrientationGamepadCamera
  41637. */
  41638. getClassName(): string;
  41639. }
  41640. }
  41641. declare module "babylonjs/Materials/pushMaterial" {
  41642. import { Nullable } from "babylonjs/types";
  41643. import { Scene } from "babylonjs/scene";
  41644. import { Matrix } from "babylonjs/Maths/math.vector";
  41645. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41646. import { Mesh } from "babylonjs/Meshes/mesh";
  41647. import { Material } from "babylonjs/Materials/material";
  41648. import { Effect } from "babylonjs/Materials/effect";
  41649. /**
  41650. * Base class of materials working in push mode in babylon JS
  41651. * @hidden
  41652. */
  41653. export class PushMaterial extends Material {
  41654. protected _activeEffect: Effect;
  41655. protected _normalMatrix: Matrix;
  41656. /**
  41657. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41658. * This means that the material can keep using a previous shader while a new one is being compiled.
  41659. * This is mostly used when shader parallel compilation is supported (true by default)
  41660. */
  41661. allowShaderHotSwapping: boolean;
  41662. constructor(name: string, scene: Scene);
  41663. getEffect(): Effect;
  41664. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41665. /**
  41666. * Binds the given world matrix to the active effect
  41667. *
  41668. * @param world the matrix to bind
  41669. */
  41670. bindOnlyWorldMatrix(world: Matrix): void;
  41671. /**
  41672. * Binds the given normal matrix to the active effect
  41673. *
  41674. * @param normalMatrix the matrix to bind
  41675. */
  41676. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41677. bind(world: Matrix, mesh?: Mesh): void;
  41678. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41679. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41680. }
  41681. }
  41682. declare module "babylonjs/Materials/materialFlags" {
  41683. /**
  41684. * This groups all the flags used to control the materials channel.
  41685. */
  41686. export class MaterialFlags {
  41687. private static _DiffuseTextureEnabled;
  41688. /**
  41689. * Are diffuse textures enabled in the application.
  41690. */
  41691. static DiffuseTextureEnabled: boolean;
  41692. private static _AmbientTextureEnabled;
  41693. /**
  41694. * Are ambient textures enabled in the application.
  41695. */
  41696. static AmbientTextureEnabled: boolean;
  41697. private static _OpacityTextureEnabled;
  41698. /**
  41699. * Are opacity textures enabled in the application.
  41700. */
  41701. static OpacityTextureEnabled: boolean;
  41702. private static _ReflectionTextureEnabled;
  41703. /**
  41704. * Are reflection textures enabled in the application.
  41705. */
  41706. static ReflectionTextureEnabled: boolean;
  41707. private static _EmissiveTextureEnabled;
  41708. /**
  41709. * Are emissive textures enabled in the application.
  41710. */
  41711. static EmissiveTextureEnabled: boolean;
  41712. private static _SpecularTextureEnabled;
  41713. /**
  41714. * Are specular textures enabled in the application.
  41715. */
  41716. static SpecularTextureEnabled: boolean;
  41717. private static _BumpTextureEnabled;
  41718. /**
  41719. * Are bump textures enabled in the application.
  41720. */
  41721. static BumpTextureEnabled: boolean;
  41722. private static _LightmapTextureEnabled;
  41723. /**
  41724. * Are lightmap textures enabled in the application.
  41725. */
  41726. static LightmapTextureEnabled: boolean;
  41727. private static _RefractionTextureEnabled;
  41728. /**
  41729. * Are refraction textures enabled in the application.
  41730. */
  41731. static RefractionTextureEnabled: boolean;
  41732. private static _ColorGradingTextureEnabled;
  41733. /**
  41734. * Are color grading textures enabled in the application.
  41735. */
  41736. static ColorGradingTextureEnabled: boolean;
  41737. private static _FresnelEnabled;
  41738. /**
  41739. * Are fresnels enabled in the application.
  41740. */
  41741. static FresnelEnabled: boolean;
  41742. private static _ClearCoatTextureEnabled;
  41743. /**
  41744. * Are clear coat textures enabled in the application.
  41745. */
  41746. static ClearCoatTextureEnabled: boolean;
  41747. private static _ClearCoatBumpTextureEnabled;
  41748. /**
  41749. * Are clear coat bump textures enabled in the application.
  41750. */
  41751. static ClearCoatBumpTextureEnabled: boolean;
  41752. private static _ClearCoatTintTextureEnabled;
  41753. /**
  41754. * Are clear coat tint textures enabled in the application.
  41755. */
  41756. static ClearCoatTintTextureEnabled: boolean;
  41757. private static _SheenTextureEnabled;
  41758. /**
  41759. * Are sheen textures enabled in the application.
  41760. */
  41761. static SheenTextureEnabled: boolean;
  41762. private static _AnisotropicTextureEnabled;
  41763. /**
  41764. * Are anisotropic textures enabled in the application.
  41765. */
  41766. static AnisotropicTextureEnabled: boolean;
  41767. private static _ThicknessTextureEnabled;
  41768. /**
  41769. * Are thickness textures enabled in the application.
  41770. */
  41771. static ThicknessTextureEnabled: boolean;
  41772. }
  41773. }
  41774. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41775. /** @hidden */
  41776. export var defaultFragmentDeclaration: {
  41777. name: string;
  41778. shader: string;
  41779. };
  41780. }
  41781. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41782. /** @hidden */
  41783. export var defaultUboDeclaration: {
  41784. name: string;
  41785. shader: string;
  41786. };
  41787. }
  41788. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41789. /** @hidden */
  41790. export var lightFragmentDeclaration: {
  41791. name: string;
  41792. shader: string;
  41793. };
  41794. }
  41795. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41796. /** @hidden */
  41797. export var lightUboDeclaration: {
  41798. name: string;
  41799. shader: string;
  41800. };
  41801. }
  41802. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41803. /** @hidden */
  41804. export var lightsFragmentFunctions: {
  41805. name: string;
  41806. shader: string;
  41807. };
  41808. }
  41809. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41810. /** @hidden */
  41811. export var shadowsFragmentFunctions: {
  41812. name: string;
  41813. shader: string;
  41814. };
  41815. }
  41816. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41817. /** @hidden */
  41818. export var fresnelFunction: {
  41819. name: string;
  41820. shader: string;
  41821. };
  41822. }
  41823. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41824. /** @hidden */
  41825. export var reflectionFunction: {
  41826. name: string;
  41827. shader: string;
  41828. };
  41829. }
  41830. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41831. /** @hidden */
  41832. export var bumpFragmentFunctions: {
  41833. name: string;
  41834. shader: string;
  41835. };
  41836. }
  41837. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41838. /** @hidden */
  41839. export var logDepthDeclaration: {
  41840. name: string;
  41841. shader: string;
  41842. };
  41843. }
  41844. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41845. /** @hidden */
  41846. export var bumpFragment: {
  41847. name: string;
  41848. shader: string;
  41849. };
  41850. }
  41851. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41852. /** @hidden */
  41853. export var depthPrePass: {
  41854. name: string;
  41855. shader: string;
  41856. };
  41857. }
  41858. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41859. /** @hidden */
  41860. export var lightFragment: {
  41861. name: string;
  41862. shader: string;
  41863. };
  41864. }
  41865. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41866. /** @hidden */
  41867. export var logDepthFragment: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/Shaders/default.fragment" {
  41873. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41874. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41875. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41876. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41877. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41878. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41879. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41880. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41881. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41882. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41883. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41884. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41885. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41886. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41887. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41888. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41889. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41890. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41891. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41892. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41893. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41894. /** @hidden */
  41895. export var defaultPixelShader: {
  41896. name: string;
  41897. shader: string;
  41898. };
  41899. }
  41900. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41901. /** @hidden */
  41902. export var defaultVertexDeclaration: {
  41903. name: string;
  41904. shader: string;
  41905. };
  41906. }
  41907. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41908. /** @hidden */
  41909. export var bumpVertexDeclaration: {
  41910. name: string;
  41911. shader: string;
  41912. };
  41913. }
  41914. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41915. /** @hidden */
  41916. export var bumpVertex: {
  41917. name: string;
  41918. shader: string;
  41919. };
  41920. }
  41921. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41922. /** @hidden */
  41923. export var fogVertex: {
  41924. name: string;
  41925. shader: string;
  41926. };
  41927. }
  41928. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41929. /** @hidden */
  41930. export var shadowsVertex: {
  41931. name: string;
  41932. shader: string;
  41933. };
  41934. }
  41935. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41936. /** @hidden */
  41937. export var pointCloudVertex: {
  41938. name: string;
  41939. shader: string;
  41940. };
  41941. }
  41942. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41943. /** @hidden */
  41944. export var logDepthVertex: {
  41945. name: string;
  41946. shader: string;
  41947. };
  41948. }
  41949. declare module "babylonjs/Shaders/default.vertex" {
  41950. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41951. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41952. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41953. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41954. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41955. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41956. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41957. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41958. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41959. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41960. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41961. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41962. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41963. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41964. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41965. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41966. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41967. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41968. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41969. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41970. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41971. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41972. /** @hidden */
  41973. export var defaultVertexShader: {
  41974. name: string;
  41975. shader: string;
  41976. };
  41977. }
  41978. declare module "babylonjs/Materials/standardMaterial" {
  41979. import { SmartArray } from "babylonjs/Misc/smartArray";
  41980. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41981. import { Nullable } from "babylonjs/types";
  41982. import { Scene } from "babylonjs/scene";
  41983. import { Matrix } from "babylonjs/Maths/math.vector";
  41984. import { Color3 } from "babylonjs/Maths/math.color";
  41985. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41987. import { Mesh } from "babylonjs/Meshes/mesh";
  41988. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41989. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41990. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41991. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41992. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41993. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41994. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41995. import "babylonjs/Shaders/default.fragment";
  41996. import "babylonjs/Shaders/default.vertex";
  41997. /** @hidden */
  41998. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41999. MAINUV1: boolean;
  42000. MAINUV2: boolean;
  42001. DIFFUSE: boolean;
  42002. DIFFUSEDIRECTUV: number;
  42003. AMBIENT: boolean;
  42004. AMBIENTDIRECTUV: number;
  42005. OPACITY: boolean;
  42006. OPACITYDIRECTUV: number;
  42007. OPACITYRGB: boolean;
  42008. REFLECTION: boolean;
  42009. EMISSIVE: boolean;
  42010. EMISSIVEDIRECTUV: number;
  42011. SPECULAR: boolean;
  42012. SPECULARDIRECTUV: number;
  42013. BUMP: boolean;
  42014. BUMPDIRECTUV: number;
  42015. PARALLAX: boolean;
  42016. PARALLAXOCCLUSION: boolean;
  42017. SPECULAROVERALPHA: boolean;
  42018. CLIPPLANE: boolean;
  42019. CLIPPLANE2: boolean;
  42020. CLIPPLANE3: boolean;
  42021. CLIPPLANE4: boolean;
  42022. ALPHATEST: boolean;
  42023. DEPTHPREPASS: boolean;
  42024. ALPHAFROMDIFFUSE: boolean;
  42025. POINTSIZE: boolean;
  42026. FOG: boolean;
  42027. SPECULARTERM: boolean;
  42028. DIFFUSEFRESNEL: boolean;
  42029. OPACITYFRESNEL: boolean;
  42030. REFLECTIONFRESNEL: boolean;
  42031. REFRACTIONFRESNEL: boolean;
  42032. EMISSIVEFRESNEL: boolean;
  42033. FRESNEL: boolean;
  42034. NORMAL: boolean;
  42035. UV1: boolean;
  42036. UV2: boolean;
  42037. VERTEXCOLOR: boolean;
  42038. VERTEXALPHA: boolean;
  42039. NUM_BONE_INFLUENCERS: number;
  42040. BonesPerMesh: number;
  42041. BONETEXTURE: boolean;
  42042. INSTANCES: boolean;
  42043. GLOSSINESS: boolean;
  42044. ROUGHNESS: boolean;
  42045. EMISSIVEASILLUMINATION: boolean;
  42046. LINKEMISSIVEWITHDIFFUSE: boolean;
  42047. REFLECTIONFRESNELFROMSPECULAR: boolean;
  42048. LIGHTMAP: boolean;
  42049. LIGHTMAPDIRECTUV: number;
  42050. OBJECTSPACE_NORMALMAP: boolean;
  42051. USELIGHTMAPASSHADOWMAP: boolean;
  42052. REFLECTIONMAP_3D: boolean;
  42053. REFLECTIONMAP_SPHERICAL: boolean;
  42054. REFLECTIONMAP_PLANAR: boolean;
  42055. REFLECTIONMAP_CUBIC: boolean;
  42056. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  42057. REFLECTIONMAP_PROJECTION: boolean;
  42058. REFLECTIONMAP_SKYBOX: boolean;
  42059. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  42060. REFLECTIONMAP_EXPLICIT: boolean;
  42061. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  42062. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  42063. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  42064. INVERTCUBICMAP: boolean;
  42065. LOGARITHMICDEPTH: boolean;
  42066. REFRACTION: boolean;
  42067. REFRACTIONMAP_3D: boolean;
  42068. REFLECTIONOVERALPHA: boolean;
  42069. TWOSIDEDLIGHTING: boolean;
  42070. SHADOWFLOAT: boolean;
  42071. MORPHTARGETS: boolean;
  42072. MORPHTARGETS_NORMAL: boolean;
  42073. MORPHTARGETS_TANGENT: boolean;
  42074. MORPHTARGETS_UV: boolean;
  42075. NUM_MORPH_INFLUENCERS: number;
  42076. NONUNIFORMSCALING: boolean;
  42077. PREMULTIPLYALPHA: boolean;
  42078. IMAGEPROCESSING: boolean;
  42079. VIGNETTE: boolean;
  42080. VIGNETTEBLENDMODEMULTIPLY: boolean;
  42081. VIGNETTEBLENDMODEOPAQUE: boolean;
  42082. TONEMAPPING: boolean;
  42083. TONEMAPPING_ACES: boolean;
  42084. CONTRAST: boolean;
  42085. COLORCURVES: boolean;
  42086. COLORGRADING: boolean;
  42087. COLORGRADING3D: boolean;
  42088. SAMPLER3DGREENDEPTH: boolean;
  42089. SAMPLER3DBGRMAP: boolean;
  42090. IMAGEPROCESSINGPOSTPROCESS: boolean;
  42091. MULTIVIEW: boolean;
  42092. /**
  42093. * If the reflection texture on this material is in linear color space
  42094. * @hidden
  42095. */
  42096. IS_REFLECTION_LINEAR: boolean;
  42097. /**
  42098. * If the refraction texture on this material is in linear color space
  42099. * @hidden
  42100. */
  42101. IS_REFRACTION_LINEAR: boolean;
  42102. EXPOSURE: boolean;
  42103. constructor();
  42104. setReflectionMode(modeToEnable: string): void;
  42105. }
  42106. /**
  42107. * This is the default material used in Babylon. It is the best trade off between quality
  42108. * and performances.
  42109. * @see http://doc.babylonjs.com/babylon101/materials
  42110. */
  42111. export class StandardMaterial extends PushMaterial {
  42112. private _diffuseTexture;
  42113. /**
  42114. * The basic texture of the material as viewed under a light.
  42115. */
  42116. diffuseTexture: Nullable<BaseTexture>;
  42117. private _ambientTexture;
  42118. /**
  42119. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42120. */
  42121. ambientTexture: Nullable<BaseTexture>;
  42122. private _opacityTexture;
  42123. /**
  42124. * Define the transparency of the material from a texture.
  42125. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42126. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42127. */
  42128. opacityTexture: Nullable<BaseTexture>;
  42129. private _reflectionTexture;
  42130. /**
  42131. * Define the texture used to display the reflection.
  42132. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42133. */
  42134. reflectionTexture: Nullable<BaseTexture>;
  42135. private _emissiveTexture;
  42136. /**
  42137. * Define texture of the material as if self lit.
  42138. * This will be mixed in the final result even in the absence of light.
  42139. */
  42140. emissiveTexture: Nullable<BaseTexture>;
  42141. private _specularTexture;
  42142. /**
  42143. * Define how the color and intensity of the highlight given by the light in the material.
  42144. */
  42145. specularTexture: Nullable<BaseTexture>;
  42146. private _bumpTexture;
  42147. /**
  42148. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42149. * 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.
  42150. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42151. */
  42152. bumpTexture: Nullable<BaseTexture>;
  42153. private _lightmapTexture;
  42154. /**
  42155. * Complex lighting can be computationally expensive to compute at runtime.
  42156. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42157. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42158. */
  42159. lightmapTexture: Nullable<BaseTexture>;
  42160. private _refractionTexture;
  42161. /**
  42162. * Define the texture used to display the refraction.
  42163. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42164. */
  42165. refractionTexture: Nullable<BaseTexture>;
  42166. /**
  42167. * The color of the material lit by the environmental background lighting.
  42168. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42169. */
  42170. ambientColor: Color3;
  42171. /**
  42172. * The basic color of the material as viewed under a light.
  42173. */
  42174. diffuseColor: Color3;
  42175. /**
  42176. * Define how the color and intensity of the highlight given by the light in the material.
  42177. */
  42178. specularColor: Color3;
  42179. /**
  42180. * Define the color of the material as if self lit.
  42181. * This will be mixed in the final result even in the absence of light.
  42182. */
  42183. emissiveColor: Color3;
  42184. /**
  42185. * Defines how sharp are the highlights in the material.
  42186. * The bigger the value the sharper giving a more glossy feeling to the result.
  42187. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42188. */
  42189. specularPower: number;
  42190. private _useAlphaFromDiffuseTexture;
  42191. /**
  42192. * Does the transparency come from the diffuse texture alpha channel.
  42193. */
  42194. useAlphaFromDiffuseTexture: boolean;
  42195. private _useEmissiveAsIllumination;
  42196. /**
  42197. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42198. */
  42199. useEmissiveAsIllumination: boolean;
  42200. private _linkEmissiveWithDiffuse;
  42201. /**
  42202. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42203. * the emissive level when the final color is close to one.
  42204. */
  42205. linkEmissiveWithDiffuse: boolean;
  42206. private _useSpecularOverAlpha;
  42207. /**
  42208. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42209. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42210. */
  42211. useSpecularOverAlpha: boolean;
  42212. private _useReflectionOverAlpha;
  42213. /**
  42214. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42215. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42216. */
  42217. useReflectionOverAlpha: boolean;
  42218. private _disableLighting;
  42219. /**
  42220. * Does lights from the scene impacts this material.
  42221. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42222. */
  42223. disableLighting: boolean;
  42224. private _useObjectSpaceNormalMap;
  42225. /**
  42226. * Allows using an object space normal map (instead of tangent space).
  42227. */
  42228. useObjectSpaceNormalMap: boolean;
  42229. private _useParallax;
  42230. /**
  42231. * Is parallax enabled or not.
  42232. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42233. */
  42234. useParallax: boolean;
  42235. private _useParallaxOcclusion;
  42236. /**
  42237. * Is parallax occlusion enabled or not.
  42238. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42239. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42240. */
  42241. useParallaxOcclusion: boolean;
  42242. /**
  42243. * 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.
  42244. */
  42245. parallaxScaleBias: number;
  42246. private _roughness;
  42247. /**
  42248. * Helps to define how blurry the reflections should appears in the material.
  42249. */
  42250. roughness: number;
  42251. /**
  42252. * In case of refraction, define the value of the index of refraction.
  42253. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42254. */
  42255. indexOfRefraction: number;
  42256. /**
  42257. * Invert the refraction texture alongside the y axis.
  42258. * It can be useful with procedural textures or probe for instance.
  42259. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42260. */
  42261. invertRefractionY: boolean;
  42262. /**
  42263. * Defines the alpha limits in alpha test mode.
  42264. */
  42265. alphaCutOff: number;
  42266. private _useLightmapAsShadowmap;
  42267. /**
  42268. * In case of light mapping, define whether the map contains light or shadow informations.
  42269. */
  42270. useLightmapAsShadowmap: boolean;
  42271. private _diffuseFresnelParameters;
  42272. /**
  42273. * Define the diffuse fresnel parameters of the material.
  42274. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42275. */
  42276. diffuseFresnelParameters: FresnelParameters;
  42277. private _opacityFresnelParameters;
  42278. /**
  42279. * Define the opacity fresnel parameters of the material.
  42280. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42281. */
  42282. opacityFresnelParameters: FresnelParameters;
  42283. private _reflectionFresnelParameters;
  42284. /**
  42285. * Define the reflection fresnel parameters of the material.
  42286. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42287. */
  42288. reflectionFresnelParameters: FresnelParameters;
  42289. private _refractionFresnelParameters;
  42290. /**
  42291. * Define the refraction fresnel parameters of the material.
  42292. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42293. */
  42294. refractionFresnelParameters: FresnelParameters;
  42295. private _emissiveFresnelParameters;
  42296. /**
  42297. * Define the emissive fresnel parameters of the material.
  42298. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42299. */
  42300. emissiveFresnelParameters: FresnelParameters;
  42301. private _useReflectionFresnelFromSpecular;
  42302. /**
  42303. * If true automatically deducts the fresnels values from the material specularity.
  42304. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42305. */
  42306. useReflectionFresnelFromSpecular: boolean;
  42307. private _useGlossinessFromSpecularMapAlpha;
  42308. /**
  42309. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42310. */
  42311. useGlossinessFromSpecularMapAlpha: boolean;
  42312. private _maxSimultaneousLights;
  42313. /**
  42314. * Defines the maximum number of lights that can be used in the material
  42315. */
  42316. maxSimultaneousLights: number;
  42317. private _invertNormalMapX;
  42318. /**
  42319. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42320. */
  42321. invertNormalMapX: boolean;
  42322. private _invertNormalMapY;
  42323. /**
  42324. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42325. */
  42326. invertNormalMapY: boolean;
  42327. private _twoSidedLighting;
  42328. /**
  42329. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42330. */
  42331. twoSidedLighting: boolean;
  42332. /**
  42333. * Default configuration related to image processing available in the standard Material.
  42334. */
  42335. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42336. /**
  42337. * Gets the image processing configuration used either in this material.
  42338. */
  42339. /**
  42340. * Sets the Default image processing configuration used either in the this material.
  42341. *
  42342. * If sets to null, the scene one is in use.
  42343. */
  42344. imageProcessingConfiguration: ImageProcessingConfiguration;
  42345. /**
  42346. * Keep track of the image processing observer to allow dispose and replace.
  42347. */
  42348. private _imageProcessingObserver;
  42349. /**
  42350. * Attaches a new image processing configuration to the Standard Material.
  42351. * @param configuration
  42352. */
  42353. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42354. /**
  42355. * Gets wether the color curves effect is enabled.
  42356. */
  42357. /**
  42358. * Sets wether the color curves effect is enabled.
  42359. */
  42360. cameraColorCurvesEnabled: boolean;
  42361. /**
  42362. * Gets wether the color grading effect is enabled.
  42363. */
  42364. /**
  42365. * Gets wether the color grading effect is enabled.
  42366. */
  42367. cameraColorGradingEnabled: boolean;
  42368. /**
  42369. * Gets wether tonemapping is enabled or not.
  42370. */
  42371. /**
  42372. * Sets wether tonemapping is enabled or not
  42373. */
  42374. cameraToneMappingEnabled: boolean;
  42375. /**
  42376. * The camera exposure used on this material.
  42377. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42378. * This corresponds to a photographic exposure.
  42379. */
  42380. /**
  42381. * The camera exposure used on this material.
  42382. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42383. * This corresponds to a photographic exposure.
  42384. */
  42385. cameraExposure: number;
  42386. /**
  42387. * Gets The camera contrast used on this material.
  42388. */
  42389. /**
  42390. * Sets The camera contrast used on this material.
  42391. */
  42392. cameraContrast: number;
  42393. /**
  42394. * Gets the Color Grading 2D Lookup Texture.
  42395. */
  42396. /**
  42397. * Sets the Color Grading 2D Lookup Texture.
  42398. */
  42399. cameraColorGradingTexture: Nullable<BaseTexture>;
  42400. /**
  42401. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42402. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42403. * 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;
  42404. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42405. */
  42406. /**
  42407. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42408. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42409. * 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;
  42410. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42411. */
  42412. cameraColorCurves: Nullable<ColorCurves>;
  42413. /**
  42414. * Custom callback helping to override the default shader used in the material.
  42415. */
  42416. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42417. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42418. protected _worldViewProjectionMatrix: Matrix;
  42419. protected _globalAmbientColor: Color3;
  42420. protected _useLogarithmicDepth: boolean;
  42421. protected _rebuildInParallel: boolean;
  42422. /**
  42423. * Instantiates a new standard material.
  42424. * This is the default material used in Babylon. It is the best trade off between quality
  42425. * and performances.
  42426. * @see http://doc.babylonjs.com/babylon101/materials
  42427. * @param name Define the name of the material in the scene
  42428. * @param scene Define the scene the material belong to
  42429. */
  42430. constructor(name: string, scene: Scene);
  42431. /**
  42432. * Gets a boolean indicating that current material needs to register RTT
  42433. */
  42434. readonly hasRenderTargetTextures: boolean;
  42435. /**
  42436. * Gets the current class name of the material e.g. "StandardMaterial"
  42437. * Mainly use in serialization.
  42438. * @returns the class name
  42439. */
  42440. getClassName(): string;
  42441. /**
  42442. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42443. * You can try switching to logarithmic depth.
  42444. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42445. */
  42446. useLogarithmicDepth: boolean;
  42447. /**
  42448. * Specifies if the material will require alpha blending
  42449. * @returns a boolean specifying if alpha blending is needed
  42450. */
  42451. needAlphaBlending(): boolean;
  42452. /**
  42453. * Specifies if this material should be rendered in alpha test mode
  42454. * @returns a boolean specifying if an alpha test is needed.
  42455. */
  42456. needAlphaTesting(): boolean;
  42457. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42458. /**
  42459. * Get the texture used for alpha test purpose.
  42460. * @returns the diffuse texture in case of the standard material.
  42461. */
  42462. getAlphaTestTexture(): Nullable<BaseTexture>;
  42463. /**
  42464. * Get if the submesh is ready to be used and all its information available.
  42465. * Child classes can use it to update shaders
  42466. * @param mesh defines the mesh to check
  42467. * @param subMesh defines which submesh to check
  42468. * @param useInstances specifies that instances should be used
  42469. * @returns a boolean indicating that the submesh is ready or not
  42470. */
  42471. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42472. /**
  42473. * Builds the material UBO layouts.
  42474. * Used internally during the effect preparation.
  42475. */
  42476. buildUniformLayout(): void;
  42477. /**
  42478. * Unbinds the material from the mesh
  42479. */
  42480. unbind(): void;
  42481. /**
  42482. * Binds the submesh to this material by preparing the effect and shader to draw
  42483. * @param world defines the world transformation matrix
  42484. * @param mesh defines the mesh containing the submesh
  42485. * @param subMesh defines the submesh to bind the material to
  42486. */
  42487. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42488. /**
  42489. * Get the list of animatables in the material.
  42490. * @returns the list of animatables object used in the material
  42491. */
  42492. getAnimatables(): IAnimatable[];
  42493. /**
  42494. * Gets the active textures from the material
  42495. * @returns an array of textures
  42496. */
  42497. getActiveTextures(): BaseTexture[];
  42498. /**
  42499. * Specifies if the material uses a texture
  42500. * @param texture defines the texture to check against the material
  42501. * @returns a boolean specifying if the material uses the texture
  42502. */
  42503. hasTexture(texture: BaseTexture): boolean;
  42504. /**
  42505. * Disposes the material
  42506. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42507. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42508. */
  42509. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42510. /**
  42511. * Makes a duplicate of the material, and gives it a new name
  42512. * @param name defines the new name for the duplicated material
  42513. * @returns the cloned material
  42514. */
  42515. clone(name: string): StandardMaterial;
  42516. /**
  42517. * Serializes this material in a JSON representation
  42518. * @returns the serialized material object
  42519. */
  42520. serialize(): any;
  42521. /**
  42522. * Creates a standard material from parsed material data
  42523. * @param source defines the JSON representation of the material
  42524. * @param scene defines the hosting scene
  42525. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42526. * @returns a new standard material
  42527. */
  42528. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42529. /**
  42530. * Are diffuse textures enabled in the application.
  42531. */
  42532. static DiffuseTextureEnabled: boolean;
  42533. /**
  42534. * Are ambient textures enabled in the application.
  42535. */
  42536. static AmbientTextureEnabled: boolean;
  42537. /**
  42538. * Are opacity textures enabled in the application.
  42539. */
  42540. static OpacityTextureEnabled: boolean;
  42541. /**
  42542. * Are reflection textures enabled in the application.
  42543. */
  42544. static ReflectionTextureEnabled: boolean;
  42545. /**
  42546. * Are emissive textures enabled in the application.
  42547. */
  42548. static EmissiveTextureEnabled: boolean;
  42549. /**
  42550. * Are specular textures enabled in the application.
  42551. */
  42552. static SpecularTextureEnabled: boolean;
  42553. /**
  42554. * Are bump textures enabled in the application.
  42555. */
  42556. static BumpTextureEnabled: boolean;
  42557. /**
  42558. * Are lightmap textures enabled in the application.
  42559. */
  42560. static LightmapTextureEnabled: boolean;
  42561. /**
  42562. * Are refraction textures enabled in the application.
  42563. */
  42564. static RefractionTextureEnabled: boolean;
  42565. /**
  42566. * Are color grading textures enabled in the application.
  42567. */
  42568. static ColorGradingTextureEnabled: boolean;
  42569. /**
  42570. * Are fresnels enabled in the application.
  42571. */
  42572. static FresnelEnabled: boolean;
  42573. }
  42574. }
  42575. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42576. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42577. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42578. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42579. /** @hidden */
  42580. export var imageProcessingPixelShader: {
  42581. name: string;
  42582. shader: string;
  42583. };
  42584. }
  42585. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42586. import { Nullable } from "babylonjs/types";
  42587. import { Color4 } from "babylonjs/Maths/math.color";
  42588. import { Camera } from "babylonjs/Cameras/camera";
  42589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42590. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42591. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42592. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42593. import { Engine } from "babylonjs/Engines/engine";
  42594. import "babylonjs/Shaders/imageProcessing.fragment";
  42595. import "babylonjs/Shaders/postprocess.vertex";
  42596. /**
  42597. * ImageProcessingPostProcess
  42598. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42599. */
  42600. export class ImageProcessingPostProcess extends PostProcess {
  42601. /**
  42602. * Default configuration related to image processing available in the PBR Material.
  42603. */
  42604. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42605. /**
  42606. * Gets the image processing configuration used either in this material.
  42607. */
  42608. /**
  42609. * Sets the Default image processing configuration used either in the this material.
  42610. *
  42611. * If sets to null, the scene one is in use.
  42612. */
  42613. imageProcessingConfiguration: ImageProcessingConfiguration;
  42614. /**
  42615. * Keep track of the image processing observer to allow dispose and replace.
  42616. */
  42617. private _imageProcessingObserver;
  42618. /**
  42619. * Attaches a new image processing configuration to the PBR Material.
  42620. * @param configuration
  42621. */
  42622. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42623. /**
  42624. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42625. */
  42626. /**
  42627. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42628. */
  42629. colorCurves: Nullable<ColorCurves>;
  42630. /**
  42631. * Gets wether the color curves effect is enabled.
  42632. */
  42633. /**
  42634. * Sets wether the color curves effect is enabled.
  42635. */
  42636. colorCurvesEnabled: boolean;
  42637. /**
  42638. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42639. */
  42640. /**
  42641. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42642. */
  42643. colorGradingTexture: Nullable<BaseTexture>;
  42644. /**
  42645. * Gets wether the color grading effect is enabled.
  42646. */
  42647. /**
  42648. * Gets wether the color grading effect is enabled.
  42649. */
  42650. colorGradingEnabled: boolean;
  42651. /**
  42652. * Gets exposure used in the effect.
  42653. */
  42654. /**
  42655. * Sets exposure used in the effect.
  42656. */
  42657. exposure: number;
  42658. /**
  42659. * Gets wether tonemapping is enabled or not.
  42660. */
  42661. /**
  42662. * Sets wether tonemapping is enabled or not
  42663. */
  42664. toneMappingEnabled: boolean;
  42665. /**
  42666. * Gets the type of tone mapping effect.
  42667. */
  42668. /**
  42669. * Sets the type of tone mapping effect.
  42670. */
  42671. toneMappingType: number;
  42672. /**
  42673. * Gets contrast used in the effect.
  42674. */
  42675. /**
  42676. * Sets contrast used in the effect.
  42677. */
  42678. contrast: number;
  42679. /**
  42680. * Gets Vignette stretch size.
  42681. */
  42682. /**
  42683. * Sets Vignette stretch size.
  42684. */
  42685. vignetteStretch: number;
  42686. /**
  42687. * Gets Vignette centre X Offset.
  42688. */
  42689. /**
  42690. * Sets Vignette centre X Offset.
  42691. */
  42692. vignetteCentreX: number;
  42693. /**
  42694. * Gets Vignette centre Y Offset.
  42695. */
  42696. /**
  42697. * Sets Vignette centre Y Offset.
  42698. */
  42699. vignetteCentreY: number;
  42700. /**
  42701. * Gets Vignette weight or intensity of the vignette effect.
  42702. */
  42703. /**
  42704. * Sets Vignette weight or intensity of the vignette effect.
  42705. */
  42706. vignetteWeight: number;
  42707. /**
  42708. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42709. * if vignetteEnabled is set to true.
  42710. */
  42711. /**
  42712. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42713. * if vignetteEnabled is set to true.
  42714. */
  42715. vignetteColor: Color4;
  42716. /**
  42717. * Gets Camera field of view used by the Vignette effect.
  42718. */
  42719. /**
  42720. * Sets Camera field of view used by the Vignette effect.
  42721. */
  42722. vignetteCameraFov: number;
  42723. /**
  42724. * Gets the vignette blend mode allowing different kind of effect.
  42725. */
  42726. /**
  42727. * Sets the vignette blend mode allowing different kind of effect.
  42728. */
  42729. vignetteBlendMode: number;
  42730. /**
  42731. * Gets wether the vignette effect is enabled.
  42732. */
  42733. /**
  42734. * Sets wether the vignette effect is enabled.
  42735. */
  42736. vignetteEnabled: boolean;
  42737. private _fromLinearSpace;
  42738. /**
  42739. * Gets wether the input of the processing is in Gamma or Linear Space.
  42740. */
  42741. /**
  42742. * Sets wether the input of the processing is in Gamma or Linear Space.
  42743. */
  42744. fromLinearSpace: boolean;
  42745. /**
  42746. * Defines cache preventing GC.
  42747. */
  42748. private _defines;
  42749. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42750. /**
  42751. * "ImageProcessingPostProcess"
  42752. * @returns "ImageProcessingPostProcess"
  42753. */
  42754. getClassName(): string;
  42755. protected _updateParameters(): void;
  42756. dispose(camera?: Camera): void;
  42757. }
  42758. }
  42759. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42760. import { Scene } from "babylonjs/scene";
  42761. import { Color3 } from "babylonjs/Maths/math.color";
  42762. import { Mesh } from "babylonjs/Meshes/mesh";
  42763. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42764. import { Nullable } from "babylonjs/types";
  42765. /**
  42766. * Class containing static functions to help procedurally build meshes
  42767. */
  42768. export class GroundBuilder {
  42769. /**
  42770. * Creates a ground mesh
  42771. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42772. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42773. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42774. * @param name defines the name of the mesh
  42775. * @param options defines the options used to create the mesh
  42776. * @param scene defines the hosting scene
  42777. * @returns the ground mesh
  42778. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42779. */
  42780. static CreateGround(name: string, options: {
  42781. width?: number;
  42782. height?: number;
  42783. subdivisions?: number;
  42784. subdivisionsX?: number;
  42785. subdivisionsY?: number;
  42786. updatable?: boolean;
  42787. }, scene: any): Mesh;
  42788. /**
  42789. * Creates a tiled ground mesh
  42790. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42791. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42792. * * 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
  42793. * * 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
  42794. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42795. * @param name defines the name of the mesh
  42796. * @param options defines the options used to create the mesh
  42797. * @param scene defines the hosting scene
  42798. * @returns the tiled ground mesh
  42799. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42800. */
  42801. static CreateTiledGround(name: string, options: {
  42802. xmin: number;
  42803. zmin: number;
  42804. xmax: number;
  42805. zmax: number;
  42806. subdivisions?: {
  42807. w: number;
  42808. h: number;
  42809. };
  42810. precision?: {
  42811. w: number;
  42812. h: number;
  42813. };
  42814. updatable?: boolean;
  42815. }, scene?: Nullable<Scene>): Mesh;
  42816. /**
  42817. * Creates a ground mesh from a height map
  42818. * * The parameter `url` sets the URL of the height map image resource.
  42819. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42820. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42821. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42822. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42823. * * 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.
  42824. * * 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).
  42825. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42826. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42827. * @param name defines the name of the mesh
  42828. * @param url defines the url to the height map
  42829. * @param options defines the options used to create the mesh
  42830. * @param scene defines the hosting scene
  42831. * @returns the ground mesh
  42832. * @see https://doc.babylonjs.com/babylon101/height_map
  42833. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42834. */
  42835. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42836. width?: number;
  42837. height?: number;
  42838. subdivisions?: number;
  42839. minHeight?: number;
  42840. maxHeight?: number;
  42841. colorFilter?: Color3;
  42842. alphaFilter?: number;
  42843. updatable?: boolean;
  42844. onReady?: (mesh: GroundMesh) => void;
  42845. }, scene?: Nullable<Scene>): GroundMesh;
  42846. }
  42847. }
  42848. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42849. import { Vector4 } from "babylonjs/Maths/math.vector";
  42850. import { Mesh } from "babylonjs/Meshes/mesh";
  42851. /**
  42852. * Class containing static functions to help procedurally build meshes
  42853. */
  42854. export class TorusBuilder {
  42855. /**
  42856. * Creates a torus mesh
  42857. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42858. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42859. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42860. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42861. * * 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
  42862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42863. * @param name defines the name of the mesh
  42864. * @param options defines the options used to create the mesh
  42865. * @param scene defines the hosting scene
  42866. * @returns the torus mesh
  42867. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42868. */
  42869. static CreateTorus(name: string, options: {
  42870. diameter?: number;
  42871. thickness?: number;
  42872. tessellation?: number;
  42873. updatable?: boolean;
  42874. sideOrientation?: number;
  42875. frontUVs?: Vector4;
  42876. backUVs?: Vector4;
  42877. }, scene: any): Mesh;
  42878. }
  42879. }
  42880. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42881. import { Vector4 } from "babylonjs/Maths/math.vector";
  42882. import { Color4 } from "babylonjs/Maths/math.color";
  42883. import { Mesh } from "babylonjs/Meshes/mesh";
  42884. /**
  42885. * Class containing static functions to help procedurally build meshes
  42886. */
  42887. export class CylinderBuilder {
  42888. /**
  42889. * Creates a cylinder or a cone mesh
  42890. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42891. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42892. * * 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.
  42893. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42894. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42895. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42896. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42897. * * 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).
  42898. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42899. * * 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).
  42900. * * 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
  42901. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42902. * * 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
  42903. * * 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.
  42904. * * If `enclose` is false, a ring surface is one element.
  42905. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42906. * * 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
  42907. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42908. * * 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
  42909. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42910. * @param name defines the name of the mesh
  42911. * @param options defines the options used to create the mesh
  42912. * @param scene defines the hosting scene
  42913. * @returns the cylinder mesh
  42914. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42915. */
  42916. static CreateCylinder(name: string, options: {
  42917. height?: number;
  42918. diameterTop?: number;
  42919. diameterBottom?: number;
  42920. diameter?: number;
  42921. tessellation?: number;
  42922. subdivisions?: number;
  42923. arc?: number;
  42924. faceColors?: Color4[];
  42925. faceUV?: Vector4[];
  42926. updatable?: boolean;
  42927. hasRings?: boolean;
  42928. enclose?: boolean;
  42929. cap?: number;
  42930. sideOrientation?: number;
  42931. frontUVs?: Vector4;
  42932. backUVs?: Vector4;
  42933. }, scene: any): Mesh;
  42934. }
  42935. }
  42936. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42937. import { Observable } from "babylonjs/Misc/observable";
  42938. import { Nullable } from "babylonjs/types";
  42939. import { Camera } from "babylonjs/Cameras/camera";
  42940. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42941. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42942. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42943. import { Scene } from "babylonjs/scene";
  42944. import { Vector3 } from "babylonjs/Maths/math.vector";
  42945. import { Color3 } from "babylonjs/Maths/math.color";
  42946. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42948. import { Mesh } from "babylonjs/Meshes/mesh";
  42949. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42950. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42951. import "babylonjs/Meshes/Builders/groundBuilder";
  42952. import "babylonjs/Meshes/Builders/torusBuilder";
  42953. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42954. import "babylonjs/Gamepads/gamepadSceneComponent";
  42955. import "babylonjs/Animations/animatable";
  42956. /**
  42957. * Options to modify the vr teleportation behavior.
  42958. */
  42959. export interface VRTeleportationOptions {
  42960. /**
  42961. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42962. */
  42963. floorMeshName?: string;
  42964. /**
  42965. * A list of meshes to be used as the teleportation floor. (default: empty)
  42966. */
  42967. floorMeshes?: Mesh[];
  42968. }
  42969. /**
  42970. * Options to modify the vr experience helper's behavior.
  42971. */
  42972. export interface VRExperienceHelperOptions extends WebVROptions {
  42973. /**
  42974. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42975. */
  42976. createDeviceOrientationCamera?: boolean;
  42977. /**
  42978. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42979. */
  42980. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42981. /**
  42982. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42983. */
  42984. laserToggle?: boolean;
  42985. /**
  42986. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42987. */
  42988. floorMeshes?: Mesh[];
  42989. /**
  42990. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42991. */
  42992. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42993. }
  42994. /**
  42995. * Event containing information after VR has been entered
  42996. */
  42997. export class OnAfterEnteringVRObservableEvent {
  42998. /**
  42999. * If entering vr was successful
  43000. */
  43001. success: boolean;
  43002. }
  43003. /**
  43004. * Helps to quickly add VR support to an existing scene.
  43005. * See http://doc.babylonjs.com/how_to/webvr_helper
  43006. */
  43007. export class VRExperienceHelper {
  43008. /** Options to modify the vr experience helper's behavior. */
  43009. webVROptions: VRExperienceHelperOptions;
  43010. private _scene;
  43011. private _position;
  43012. private _btnVR;
  43013. private _btnVRDisplayed;
  43014. private _webVRsupported;
  43015. private _webVRready;
  43016. private _webVRrequesting;
  43017. private _webVRpresenting;
  43018. private _hasEnteredVR;
  43019. private _fullscreenVRpresenting;
  43020. private _inputElement;
  43021. private _webVRCamera;
  43022. private _vrDeviceOrientationCamera;
  43023. private _deviceOrientationCamera;
  43024. private _existingCamera;
  43025. private _onKeyDown;
  43026. private _onVrDisplayPresentChange;
  43027. private _onVRDisplayChanged;
  43028. private _onVRRequestPresentStart;
  43029. private _onVRRequestPresentComplete;
  43030. /**
  43031. * 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)
  43032. */
  43033. enableGazeEvenWhenNoPointerLock: boolean;
  43034. /**
  43035. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  43036. */
  43037. exitVROnDoubleTap: boolean;
  43038. /**
  43039. * Observable raised right before entering VR.
  43040. */
  43041. onEnteringVRObservable: Observable<VRExperienceHelper>;
  43042. /**
  43043. * Observable raised when entering VR has completed.
  43044. */
  43045. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  43046. /**
  43047. * Observable raised when exiting VR.
  43048. */
  43049. onExitingVRObservable: Observable<VRExperienceHelper>;
  43050. /**
  43051. * Observable raised when controller mesh is loaded.
  43052. */
  43053. onControllerMeshLoadedObservable: Observable<WebVRController>;
  43054. /** Return this.onEnteringVRObservable
  43055. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  43056. */
  43057. readonly onEnteringVR: Observable<VRExperienceHelper>;
  43058. /** Return this.onExitingVRObservable
  43059. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  43060. */
  43061. readonly onExitingVR: Observable<VRExperienceHelper>;
  43062. /** Return this.onControllerMeshLoadedObservable
  43063. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  43064. */
  43065. readonly onControllerMeshLoaded: Observable<WebVRController>;
  43066. private _rayLength;
  43067. private _useCustomVRButton;
  43068. private _teleportationRequested;
  43069. private _teleportActive;
  43070. private _floorMeshName;
  43071. private _floorMeshesCollection;
  43072. private _rotationAllowed;
  43073. private _teleportBackwardsVector;
  43074. private _teleportationTarget;
  43075. private _isDefaultTeleportationTarget;
  43076. private _postProcessMove;
  43077. private _teleportationFillColor;
  43078. private _teleportationBorderColor;
  43079. private _rotationAngle;
  43080. private _haloCenter;
  43081. private _cameraGazer;
  43082. private _padSensibilityUp;
  43083. private _padSensibilityDown;
  43084. private _leftController;
  43085. private _rightController;
  43086. /**
  43087. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  43088. */
  43089. onNewMeshSelected: Observable<AbstractMesh>;
  43090. /**
  43091. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  43092. * This observable will provide the mesh and the controller used to select the mesh
  43093. */
  43094. onMeshSelectedWithController: Observable<{
  43095. mesh: AbstractMesh;
  43096. controller: WebVRController;
  43097. }>;
  43098. /**
  43099. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  43100. */
  43101. onNewMeshPicked: Observable<PickingInfo>;
  43102. private _circleEase;
  43103. /**
  43104. * Observable raised before camera teleportation
  43105. */
  43106. onBeforeCameraTeleport: Observable<Vector3>;
  43107. /**
  43108. * Observable raised after camera teleportation
  43109. */
  43110. onAfterCameraTeleport: Observable<Vector3>;
  43111. /**
  43112. * Observable raised when current selected mesh gets unselected
  43113. */
  43114. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43115. private _raySelectionPredicate;
  43116. /**
  43117. * To be optionaly changed by user to define custom ray selection
  43118. */
  43119. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43120. /**
  43121. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43122. */
  43123. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43124. /**
  43125. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43126. */
  43127. teleportationEnabled: boolean;
  43128. private _defaultHeight;
  43129. private _teleportationInitialized;
  43130. private _interactionsEnabled;
  43131. private _interactionsRequested;
  43132. private _displayGaze;
  43133. private _displayLaserPointer;
  43134. /**
  43135. * The mesh used to display where the user is going to teleport.
  43136. */
  43137. /**
  43138. * Sets the mesh to be used to display where the user is going to teleport.
  43139. */
  43140. teleportationTarget: Mesh;
  43141. /**
  43142. * 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
  43143. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43144. * See http://doc.babylonjs.com/resources/baking_transformations
  43145. */
  43146. gazeTrackerMesh: Mesh;
  43147. /**
  43148. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43149. */
  43150. updateGazeTrackerScale: boolean;
  43151. /**
  43152. * If the gaze trackers color should be updated when selecting meshes
  43153. */
  43154. updateGazeTrackerColor: boolean;
  43155. /**
  43156. * If the controller laser color should be updated when selecting meshes
  43157. */
  43158. updateControllerLaserColor: boolean;
  43159. /**
  43160. * The gaze tracking mesh corresponding to the left controller
  43161. */
  43162. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43163. /**
  43164. * The gaze tracking mesh corresponding to the right controller
  43165. */
  43166. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43167. /**
  43168. * If the ray of the gaze should be displayed.
  43169. */
  43170. /**
  43171. * Sets if the ray of the gaze should be displayed.
  43172. */
  43173. displayGaze: boolean;
  43174. /**
  43175. * If the ray of the LaserPointer should be displayed.
  43176. */
  43177. /**
  43178. * Sets if the ray of the LaserPointer should be displayed.
  43179. */
  43180. displayLaserPointer: boolean;
  43181. /**
  43182. * The deviceOrientationCamera used as the camera when not in VR.
  43183. */
  43184. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43185. /**
  43186. * Based on the current WebVR support, returns the current VR camera used.
  43187. */
  43188. readonly currentVRCamera: Nullable<Camera>;
  43189. /**
  43190. * The webVRCamera which is used when in VR.
  43191. */
  43192. readonly webVRCamera: WebVRFreeCamera;
  43193. /**
  43194. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43195. */
  43196. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43197. /**
  43198. * The html button that is used to trigger entering into VR.
  43199. */
  43200. readonly vrButton: Nullable<HTMLButtonElement>;
  43201. private readonly _teleportationRequestInitiated;
  43202. /**
  43203. * Defines wether or not Pointer lock should be requested when switching to
  43204. * full screen.
  43205. */
  43206. requestPointerLockOnFullScreen: boolean;
  43207. /**
  43208. * Instantiates a VRExperienceHelper.
  43209. * Helps to quickly add VR support to an existing scene.
  43210. * @param scene The scene the VRExperienceHelper belongs to.
  43211. * @param webVROptions Options to modify the vr experience helper's behavior.
  43212. */
  43213. constructor(scene: Scene,
  43214. /** Options to modify the vr experience helper's behavior. */
  43215. webVROptions?: VRExperienceHelperOptions);
  43216. private _onDefaultMeshLoaded;
  43217. private _onResize;
  43218. private _onFullscreenChange;
  43219. /**
  43220. * Gets a value indicating if we are currently in VR mode.
  43221. */
  43222. readonly isInVRMode: boolean;
  43223. private onVrDisplayPresentChange;
  43224. private onVRDisplayChanged;
  43225. private moveButtonToBottomRight;
  43226. private displayVRButton;
  43227. private updateButtonVisibility;
  43228. private _cachedAngularSensibility;
  43229. /**
  43230. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43231. * Otherwise, will use the fullscreen API.
  43232. */
  43233. enterVR(): void;
  43234. /**
  43235. * Attempt to exit VR, or fullscreen.
  43236. */
  43237. exitVR(): void;
  43238. /**
  43239. * The position of the vr experience helper.
  43240. */
  43241. /**
  43242. * Sets the position of the vr experience helper.
  43243. */
  43244. position: Vector3;
  43245. /**
  43246. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43247. */
  43248. enableInteractions(): void;
  43249. private readonly _noControllerIsActive;
  43250. private beforeRender;
  43251. private _isTeleportationFloor;
  43252. /**
  43253. * Adds a floor mesh to be used for teleportation.
  43254. * @param floorMesh the mesh to be used for teleportation.
  43255. */
  43256. addFloorMesh(floorMesh: Mesh): void;
  43257. /**
  43258. * Removes a floor mesh from being used for teleportation.
  43259. * @param floorMesh the mesh to be removed.
  43260. */
  43261. removeFloorMesh(floorMesh: Mesh): void;
  43262. /**
  43263. * Enables interactions and teleportation using the VR controllers and gaze.
  43264. * @param vrTeleportationOptions options to modify teleportation behavior.
  43265. */
  43266. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43267. private _onNewGamepadConnected;
  43268. private _tryEnableInteractionOnController;
  43269. private _onNewGamepadDisconnected;
  43270. private _enableInteractionOnController;
  43271. private _checkTeleportWithRay;
  43272. private _checkRotate;
  43273. private _checkTeleportBackwards;
  43274. private _enableTeleportationOnController;
  43275. private _createTeleportationCircles;
  43276. private _displayTeleportationTarget;
  43277. private _hideTeleportationTarget;
  43278. private _rotateCamera;
  43279. private _moveTeleportationSelectorTo;
  43280. private _workingVector;
  43281. private _workingQuaternion;
  43282. private _workingMatrix;
  43283. /**
  43284. * Teleports the users feet to the desired location
  43285. * @param location The location where the user's feet should be placed
  43286. */
  43287. teleportCamera(location: Vector3): void;
  43288. private _convertNormalToDirectionOfRay;
  43289. private _castRayAndSelectObject;
  43290. private _notifySelectedMeshUnselected;
  43291. /**
  43292. * Sets the color of the laser ray from the vr controllers.
  43293. * @param color new color for the ray.
  43294. */
  43295. changeLaserColor(color: Color3): void;
  43296. /**
  43297. * Sets the color of the ray from the vr headsets gaze.
  43298. * @param color new color for the ray.
  43299. */
  43300. changeGazeColor(color: Color3): void;
  43301. /**
  43302. * Exits VR and disposes of the vr experience helper
  43303. */
  43304. dispose(): void;
  43305. /**
  43306. * Gets the name of the VRExperienceHelper class
  43307. * @returns "VRExperienceHelper"
  43308. */
  43309. getClassName(): string;
  43310. }
  43311. }
  43312. declare module "babylonjs/Cameras/VR/index" {
  43313. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43314. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43315. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43316. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43317. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43318. export * from "babylonjs/Cameras/VR/webVRCamera";
  43319. }
  43320. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43321. import { Nullable } from "babylonjs/types";
  43322. import { IDisposable } from "babylonjs/scene";
  43323. /**
  43324. * States of the webXR experience
  43325. */
  43326. export enum WebXRState {
  43327. /**
  43328. * Transitioning to being in XR mode
  43329. */
  43330. ENTERING_XR = 0,
  43331. /**
  43332. * Transitioning to non XR mode
  43333. */
  43334. EXITING_XR = 1,
  43335. /**
  43336. * In XR mode and presenting
  43337. */
  43338. IN_XR = 2,
  43339. /**
  43340. * Not entered XR mode
  43341. */
  43342. NOT_IN_XR = 3
  43343. }
  43344. /**
  43345. * Abstraction of the XR render target
  43346. */
  43347. export interface WebXRRenderTarget extends IDisposable {
  43348. /**
  43349. * xrpresent context of the canvas which can be used to display/mirror xr content
  43350. */
  43351. canvasContext: WebGLRenderingContext;
  43352. /**
  43353. * xr layer for the canvas
  43354. */
  43355. xrLayer: Nullable<XRWebGLLayer>;
  43356. /**
  43357. * Initializes the xr layer for the session
  43358. * @param xrSession xr session
  43359. * @returns a promise that will resolve once the XR Layer has been created
  43360. */
  43361. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43362. }
  43363. }
  43364. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43365. import { Nullable } from "babylonjs/types";
  43366. import { Observable } from "babylonjs/Misc/observable";
  43367. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43368. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43369. /**
  43370. * COnfiguration object for WebXR output canvas
  43371. */
  43372. export class WebXRManagedOutputCanvasOptions {
  43373. /**
  43374. * Options for this XR Layer output
  43375. */
  43376. canvasOptions: XRWebGLLayerOptions;
  43377. /**
  43378. * CSS styling for a newly created canvas (if not provided)
  43379. */
  43380. newCanvasCssStyle?: string;
  43381. /**
  43382. * Get the default values of the configuration object
  43383. * @returns default values of this configuration object
  43384. */
  43385. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43386. }
  43387. /**
  43388. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43389. */
  43390. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43391. private configuration;
  43392. private _engine;
  43393. private _canvas;
  43394. /**
  43395. * xrpresent context of the canvas which can be used to display/mirror xr content
  43396. */
  43397. canvasContext: WebGLRenderingContext;
  43398. /**
  43399. * xr layer for the canvas
  43400. */
  43401. xrLayer: Nullable<XRWebGLLayer>;
  43402. /**
  43403. * Initializes the xr layer for the session
  43404. * @param xrSession xr session
  43405. * @returns a promise that will resolve once the XR Layer has been created
  43406. */
  43407. initializeXRLayerAsync(xrSession: any): any;
  43408. /**
  43409. * Initializes the canvas to be added/removed upon entering/exiting xr
  43410. * @param engine the Babylon engine
  43411. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43412. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43413. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  43414. */
  43415. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  43416. /**
  43417. * Disposes of the object
  43418. */
  43419. dispose(): void;
  43420. private _setManagedOutputCanvas;
  43421. private _addCanvas;
  43422. private _removeCanvas;
  43423. }
  43424. }
  43425. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43426. import { Observable } from "babylonjs/Misc/observable";
  43427. import { Nullable } from "babylonjs/types";
  43428. import { IDisposable, Scene } from "babylonjs/scene";
  43429. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43430. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43431. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43432. /**
  43433. * Manages an XRSession to work with Babylon's engine
  43434. * @see https://doc.babylonjs.com/how_to/webxr
  43435. */
  43436. export class WebXRSessionManager implements IDisposable {
  43437. private scene;
  43438. /**
  43439. * Fires every time a new xrFrame arrives which can be used to update the camera
  43440. */
  43441. onXRFrameObservable: Observable<any>;
  43442. /**
  43443. * Fires when the xr session is ended either by the device or manually done
  43444. */
  43445. onXRSessionEnded: Observable<any>;
  43446. /**
  43447. * Underlying xr session
  43448. */
  43449. session: XRSession;
  43450. /**
  43451. * Type of reference space used when creating the session
  43452. */
  43453. referenceSpace: XRReferenceSpace;
  43454. /**
  43455. * Current XR frame
  43456. */
  43457. currentFrame: Nullable<XRFrame>;
  43458. private _xrNavigator;
  43459. private baseLayer;
  43460. private _rttProvider;
  43461. private _sessionEnded;
  43462. /**
  43463. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43464. * @param scene The scene which the session should be created for
  43465. */
  43466. constructor(scene: Scene);
  43467. /**
  43468. * Initializes the manager
  43469. * After initialization enterXR can be called to start an XR session
  43470. * @returns Promise which resolves after it is initialized
  43471. */
  43472. initializeAsync(): Promise<void>;
  43473. /**
  43474. * Initializes an xr session
  43475. * @param xrSessionMode mode to initialize
  43476. * @param optionalFeatures defines optional values to pass to the session builder
  43477. * @returns a promise which will resolve once the session has been initialized
  43478. */
  43479. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43480. /**
  43481. * Sets the reference space on the xr session
  43482. * @param referenceSpace space to set
  43483. * @returns a promise that will resolve once the reference space has been set
  43484. */
  43485. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43486. /**
  43487. * Updates the render state of the session
  43488. * @param state state to set
  43489. * @returns a promise that resolves once the render state has been updated
  43490. */
  43491. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43492. /**
  43493. * Starts rendering to the xr layer
  43494. * @returns a promise that will resolve once rendering has started
  43495. */
  43496. startRenderingToXRAsync(): Promise<void>;
  43497. /**
  43498. * Gets the correct render target texture to be rendered this frame for this eye
  43499. * @param eye the eye for which to get the render target
  43500. * @returns the render target for the specified eye
  43501. */
  43502. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43503. /**
  43504. * Stops the xrSession and restores the renderloop
  43505. * @returns Promise which resolves after it exits XR
  43506. */
  43507. exitXRAsync(): Promise<void>;
  43508. /**
  43509. * Checks if a session would be supported for the creation options specified
  43510. * @param sessionMode session mode to check if supported eg. immersive-vr
  43511. * @returns true if supported
  43512. */
  43513. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43514. /**
  43515. * Creates a WebXRRenderTarget object for the XR session
  43516. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43517. * @param options optional options to provide when creating a new render target
  43518. * @returns a WebXR render target to which the session can render
  43519. */
  43520. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  43521. /**
  43522. * @hidden
  43523. * Converts the render layer of xrSession to a render target
  43524. * @param session session to create render target for
  43525. * @param scene scene the new render target should be created for
  43526. */
  43527. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43528. /**
  43529. * Disposes of the session manager
  43530. */
  43531. dispose(): void;
  43532. }
  43533. }
  43534. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43535. import { Scene } from "babylonjs/scene";
  43536. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43537. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43538. /**
  43539. * WebXR Camera which holds the views for the xrSession
  43540. * @see https://doc.babylonjs.com/how_to/webxr
  43541. */
  43542. export class WebXRCamera extends FreeCamera {
  43543. /**
  43544. * Is the camera in debug mode. Used when using an emulator
  43545. */
  43546. debugMode: boolean;
  43547. /**
  43548. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43549. * @param name the name of the camera
  43550. * @param scene the scene to add the camera to
  43551. */
  43552. constructor(name: string, scene: Scene);
  43553. private _updateNumberOfRigCameras;
  43554. /** @hidden */
  43555. _updateForDualEyeDebugging(): void;
  43556. /**
  43557. * Updates the cameras position from the current pose information of the XR session
  43558. * @param xrSessionManager the session containing pose information
  43559. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43560. */
  43561. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43562. }
  43563. }
  43564. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43565. import { Observable } from "babylonjs/Misc/observable";
  43566. import { IDisposable, Scene } from "babylonjs/scene";
  43567. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43568. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43569. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43570. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43571. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43572. /**
  43573. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43574. * @see https://doc.babylonjs.com/how_to/webxr
  43575. */
  43576. export class WebXRExperienceHelper implements IDisposable {
  43577. private scene;
  43578. /**
  43579. * 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
  43580. */
  43581. container: AbstractMesh;
  43582. /**
  43583. * Camera used to render xr content
  43584. */
  43585. camera: WebXRCamera;
  43586. /**
  43587. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43588. */
  43589. state: WebXRState;
  43590. private _setState;
  43591. private static _TmpVector;
  43592. /**
  43593. * Fires when the state of the experience helper has changed
  43594. */
  43595. onStateChangedObservable: Observable<WebXRState>;
  43596. /** Session manager used to keep track of xr session */
  43597. sessionManager: WebXRSessionManager;
  43598. private _nonVRCamera;
  43599. private _originalSceneAutoClear;
  43600. private _supported;
  43601. /**
  43602. * Creates the experience helper
  43603. * @param scene the scene to attach the experience helper to
  43604. * @returns a promise for the experience helper
  43605. */
  43606. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43607. /**
  43608. * Creates a WebXRExperienceHelper
  43609. * @param scene The scene the helper should be created in
  43610. */
  43611. private constructor();
  43612. /**
  43613. * Exits XR mode and returns the scene to its original state
  43614. * @returns promise that resolves after xr mode has exited
  43615. */
  43616. exitXRAsync(): Promise<void>;
  43617. /**
  43618. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43619. * @param sessionMode options for the XR session
  43620. * @param referenceSpaceType frame of reference of the XR session
  43621. * @param renderTarget the output canvas that will be used to enter XR mode
  43622. * @returns promise that resolves after xr mode has entered
  43623. */
  43624. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43625. /**
  43626. * Updates the global position of the camera by moving the camera's container
  43627. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43628. * @param position The desired global position of the camera
  43629. */
  43630. setPositionOfCameraUsingContainer(position: Vector3): void;
  43631. /**
  43632. * Rotates the xr camera by rotating the camera's container around the camera's position
  43633. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43634. * @param rotation the desired quaternion rotation to apply to the camera
  43635. */
  43636. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43637. /**
  43638. * Disposes of the experience helper
  43639. */
  43640. dispose(): void;
  43641. }
  43642. }
  43643. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43644. import { Nullable } from "babylonjs/types";
  43645. import { Observable } from "babylonjs/Misc/observable";
  43646. import { IDisposable, Scene } from "babylonjs/scene";
  43647. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43648. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43649. /**
  43650. * Button which can be used to enter a different mode of XR
  43651. */
  43652. export class WebXREnterExitUIButton {
  43653. /** button element */
  43654. element: HTMLElement;
  43655. /** XR initialization options for the button */
  43656. sessionMode: XRSessionMode;
  43657. /** Reference space type */
  43658. referenceSpaceType: XRReferenceSpaceType;
  43659. /**
  43660. * Creates a WebXREnterExitUIButton
  43661. * @param element button element
  43662. * @param sessionMode XR initialization session mode
  43663. * @param referenceSpaceType the type of reference space to be used
  43664. */
  43665. constructor(
  43666. /** button element */
  43667. element: HTMLElement,
  43668. /** XR initialization options for the button */
  43669. sessionMode: XRSessionMode,
  43670. /** Reference space type */
  43671. referenceSpaceType: XRReferenceSpaceType);
  43672. /**
  43673. * Overwritable function which can be used to update the button's visuals when the state changes
  43674. * @param activeButton the current active button in the UI
  43675. */
  43676. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43677. }
  43678. /**
  43679. * Options to create the webXR UI
  43680. */
  43681. export class WebXREnterExitUIOptions {
  43682. /**
  43683. * Context to enter xr with
  43684. */
  43685. renderTarget?: Nullable<WebXRRenderTarget>;
  43686. /**
  43687. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43688. */
  43689. customButtons?: Array<WebXREnterExitUIButton>;
  43690. }
  43691. /**
  43692. * UI to allow the user to enter/exit XR mode
  43693. */
  43694. export class WebXREnterExitUI implements IDisposable {
  43695. private scene;
  43696. private _overlay;
  43697. private _buttons;
  43698. private _activeButton;
  43699. /**
  43700. * Fired every time the active button is changed.
  43701. *
  43702. * When xr is entered via a button that launches xr that button will be the callback parameter
  43703. *
  43704. * When exiting xr the callback parameter will be null)
  43705. */
  43706. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43707. /**
  43708. * Creates UI to allow the user to enter/exit XR mode
  43709. * @param scene the scene to add the ui to
  43710. * @param helper the xr experience helper to enter/exit xr with
  43711. * @param options options to configure the UI
  43712. * @returns the created ui
  43713. */
  43714. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43715. private constructor();
  43716. private _updateButtons;
  43717. /**
  43718. * Disposes of the object
  43719. */
  43720. dispose(): void;
  43721. }
  43722. }
  43723. declare module "babylonjs/Cameras/XR/webXRController" {
  43724. import { Nullable } from "babylonjs/types";
  43725. import { Observable } from "babylonjs/Misc/observable";
  43726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43727. import { Ray } from "babylonjs/Culling/ray";
  43728. import { Scene } from "babylonjs/scene";
  43729. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43730. /**
  43731. * Represents an XR input
  43732. */
  43733. export class WebXRController {
  43734. private scene;
  43735. /** The underlying input source for the controller */
  43736. inputSource: XRInputSource;
  43737. private parentContainer;
  43738. /**
  43739. * 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
  43740. */
  43741. grip?: AbstractMesh;
  43742. /**
  43743. * Pointer which can be used to select objects or attach a visible laser to
  43744. */
  43745. pointer: AbstractMesh;
  43746. private _gamepadMode;
  43747. /**
  43748. * If available, this is the gamepad object related to this controller.
  43749. * Using this object it is possible to get click events and trackpad changes of the
  43750. * webxr controller that is currently being used.
  43751. */
  43752. gamepadController?: WebVRController;
  43753. /**
  43754. * Event that fires when the controller is removed/disposed
  43755. */
  43756. onDisposeObservable: Observable<{}>;
  43757. private _tmpMatrix;
  43758. private _tmpQuaternion;
  43759. private _tmpVector;
  43760. /**
  43761. * Creates the controller
  43762. * @see https://doc.babylonjs.com/how_to/webxr
  43763. * @param scene the scene which the controller should be associated to
  43764. * @param inputSource the underlying input source for the controller
  43765. * @param parentContainer parent that the controller meshes should be children of
  43766. */
  43767. constructor(scene: Scene,
  43768. /** The underlying input source for the controller */
  43769. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43770. /**
  43771. * Updates the controller pose based on the given XRFrame
  43772. * @param xrFrame xr frame to update the pose with
  43773. * @param referenceSpace reference space to use
  43774. */
  43775. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43776. /**
  43777. * Gets a world space ray coming from the controller
  43778. * @param result the resulting ray
  43779. */
  43780. getWorldPointerRayToRef(result: Ray): void;
  43781. /**
  43782. * Get the scene associated with this controller
  43783. * @returns the scene object
  43784. */
  43785. getScene(): Scene;
  43786. /**
  43787. * Disposes of the object
  43788. */
  43789. dispose(): void;
  43790. }
  43791. }
  43792. declare module "babylonjs/Cameras/XR/webXRInput" {
  43793. import { Observable } from "babylonjs/Misc/observable";
  43794. import { IDisposable } from "babylonjs/scene";
  43795. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43796. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43797. /**
  43798. * XR input used to track XR inputs such as controllers/rays
  43799. */
  43800. export class WebXRInput implements IDisposable {
  43801. /**
  43802. * Base experience the input listens to
  43803. */
  43804. baseExperience: WebXRExperienceHelper;
  43805. /**
  43806. * XR controllers being tracked
  43807. */
  43808. controllers: Array<WebXRController>;
  43809. private _frameObserver;
  43810. private _stateObserver;
  43811. /**
  43812. * Event when a controller has been connected/added
  43813. */
  43814. onControllerAddedObservable: Observable<WebXRController>;
  43815. /**
  43816. * Event when a controller has been removed/disconnected
  43817. */
  43818. onControllerRemovedObservable: Observable<WebXRController>;
  43819. /**
  43820. * Initializes the WebXRInput
  43821. * @param baseExperience experience helper which the input should be created for
  43822. */
  43823. constructor(
  43824. /**
  43825. * Base experience the input listens to
  43826. */
  43827. baseExperience: WebXRExperienceHelper);
  43828. private _onInputSourcesChange;
  43829. private _addAndRemoveControllers;
  43830. /**
  43831. * Disposes of the object
  43832. */
  43833. dispose(): void;
  43834. }
  43835. }
  43836. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43838. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43839. /**
  43840. * Enables teleportation
  43841. */
  43842. export class WebXRControllerTeleportation {
  43843. private _teleportationFillColor;
  43844. private _teleportationBorderColor;
  43845. private _tmpRay;
  43846. private _tmpVector;
  43847. /**
  43848. * Creates a WebXRControllerTeleportation
  43849. * @param input input manager to add teleportation to
  43850. * @param floorMeshes floormeshes which can be teleported to
  43851. */
  43852. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43853. }
  43854. }
  43855. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43856. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43857. /**
  43858. * Handles pointer input automatically for the pointer of XR controllers
  43859. */
  43860. export class WebXRControllerPointerSelection {
  43861. private static _idCounter;
  43862. private _tmpRay;
  43863. /**
  43864. * Creates a WebXRControllerPointerSelection
  43865. * @param input input manager to setup pointer selection
  43866. */
  43867. constructor(input: WebXRInput);
  43868. private _convertNormalToDirectionOfRay;
  43869. private _updatePointerDistance;
  43870. }
  43871. }
  43872. declare module "babylonjs/Loading/sceneLoader" {
  43873. import { Observable } from "babylonjs/Misc/observable";
  43874. import { Nullable } from "babylonjs/types";
  43875. import { Scene } from "babylonjs/scene";
  43876. import { Engine } from "babylonjs/Engines/engine";
  43877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43878. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43879. import { AssetContainer } from "babylonjs/assetContainer";
  43880. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43881. import { Skeleton } from "babylonjs/Bones/skeleton";
  43882. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43883. import { WebRequest } from "babylonjs/Misc/webRequest";
  43884. /**
  43885. * Class used to represent data loading progression
  43886. */
  43887. export class SceneLoaderProgressEvent {
  43888. /** defines if data length to load can be evaluated */
  43889. readonly lengthComputable: boolean;
  43890. /** defines the loaded data length */
  43891. readonly loaded: number;
  43892. /** defines the data length to load */
  43893. readonly total: number;
  43894. /**
  43895. * Create a new progress event
  43896. * @param lengthComputable defines if data length to load can be evaluated
  43897. * @param loaded defines the loaded data length
  43898. * @param total defines the data length to load
  43899. */
  43900. constructor(
  43901. /** defines if data length to load can be evaluated */
  43902. lengthComputable: boolean,
  43903. /** defines the loaded data length */
  43904. loaded: number,
  43905. /** defines the data length to load */
  43906. total: number);
  43907. /**
  43908. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43909. * @param event defines the source event
  43910. * @returns a new SceneLoaderProgressEvent
  43911. */
  43912. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43913. }
  43914. /**
  43915. * Interface used by SceneLoader plugins to define supported file extensions
  43916. */
  43917. export interface ISceneLoaderPluginExtensions {
  43918. /**
  43919. * Defines the list of supported extensions
  43920. */
  43921. [extension: string]: {
  43922. isBinary: boolean;
  43923. };
  43924. }
  43925. /**
  43926. * Interface used by SceneLoader plugin factory
  43927. */
  43928. export interface ISceneLoaderPluginFactory {
  43929. /**
  43930. * Defines the name of the factory
  43931. */
  43932. name: string;
  43933. /**
  43934. * Function called to create a new plugin
  43935. * @return the new plugin
  43936. */
  43937. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43938. /**
  43939. * The callback that returns true if the data can be directly loaded.
  43940. * @param data string containing the file data
  43941. * @returns if the data can be loaded directly
  43942. */
  43943. canDirectLoad?(data: string): boolean;
  43944. }
  43945. /**
  43946. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43947. */
  43948. export interface ISceneLoaderPluginBase {
  43949. /**
  43950. * The friendly name of this plugin.
  43951. */
  43952. name: string;
  43953. /**
  43954. * The file extensions supported by this plugin.
  43955. */
  43956. extensions: string | ISceneLoaderPluginExtensions;
  43957. /**
  43958. * The callback called when loading from a url.
  43959. * @param scene scene loading this url
  43960. * @param url url to load
  43961. * @param onSuccess callback called when the file successfully loads
  43962. * @param onProgress callback called while file is loading (if the server supports this mode)
  43963. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43964. * @param onError callback called when the file fails to load
  43965. * @returns a file request object
  43966. */
  43967. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43968. /**
  43969. * The callback called when loading from a file object.
  43970. * @param scene scene loading this file
  43971. * @param file defines the file to load
  43972. * @param onSuccess defines the callback to call when data is loaded
  43973. * @param onProgress defines the callback to call during loading process
  43974. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43975. * @param onError defines the callback to call when an error occurs
  43976. * @returns a file request object
  43977. */
  43978. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43979. /**
  43980. * The callback that returns true if the data can be directly loaded.
  43981. * @param data string containing the file data
  43982. * @returns if the data can be loaded directly
  43983. */
  43984. canDirectLoad?(data: string): boolean;
  43985. /**
  43986. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43987. * @param scene scene loading this data
  43988. * @param data string containing the data
  43989. * @returns data to pass to the plugin
  43990. */
  43991. directLoad?(scene: Scene, data: string): any;
  43992. /**
  43993. * The callback that allows custom handling of the root url based on the response url.
  43994. * @param rootUrl the original root url
  43995. * @param responseURL the response url if available
  43996. * @returns the new root url
  43997. */
  43998. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43999. }
  44000. /**
  44001. * Interface used to define a SceneLoader plugin
  44002. */
  44003. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44004. /**
  44005. * Import meshes into a scene.
  44006. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44007. * @param scene The scene to import into
  44008. * @param data The data to import
  44009. * @param rootUrl The root url for scene and resources
  44010. * @param meshes The meshes array to import into
  44011. * @param particleSystems The particle systems array to import into
  44012. * @param skeletons The skeletons array to import into
  44013. * @param onError The callback when import fails
  44014. * @returns True if successful or false otherwise
  44015. */
  44016. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44017. /**
  44018. * Load into a scene.
  44019. * @param scene The scene to load into
  44020. * @param data The data to import
  44021. * @param rootUrl The root url for scene and resources
  44022. * @param onError The callback when import fails
  44023. * @returns True if successful or false otherwise
  44024. */
  44025. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44026. /**
  44027. * Load into an asset container.
  44028. * @param scene The scene to load into
  44029. * @param data The data to import
  44030. * @param rootUrl The root url for scene and resources
  44031. * @param onError The callback when import fails
  44032. * @returns The loaded asset container
  44033. */
  44034. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44035. }
  44036. /**
  44037. * Interface used to define an async SceneLoader plugin
  44038. */
  44039. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44040. /**
  44041. * Import meshes into a scene.
  44042. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44043. * @param scene The scene to import into
  44044. * @param data The data to import
  44045. * @param rootUrl The root url for scene and resources
  44046. * @param onProgress The callback when the load progresses
  44047. * @param fileName Defines the name of the file to load
  44048. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44049. */
  44050. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44051. meshes: AbstractMesh[];
  44052. particleSystems: IParticleSystem[];
  44053. skeletons: Skeleton[];
  44054. animationGroups: AnimationGroup[];
  44055. }>;
  44056. /**
  44057. * Load into a scene.
  44058. * @param scene The scene to load into
  44059. * @param data The data to import
  44060. * @param rootUrl The root url for scene and resources
  44061. * @param onProgress The callback when the load progresses
  44062. * @param fileName Defines the name of the file to load
  44063. * @returns Nothing
  44064. */
  44065. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44066. /**
  44067. * Load into an asset container.
  44068. * @param scene The scene to load into
  44069. * @param data The data to import
  44070. * @param rootUrl The root url for scene and resources
  44071. * @param onProgress The callback when the load progresses
  44072. * @param fileName Defines the name of the file to load
  44073. * @returns The loaded asset container
  44074. */
  44075. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44076. }
  44077. /**
  44078. * Class used to load scene from various file formats using registered plugins
  44079. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44080. */
  44081. export class SceneLoader {
  44082. /**
  44083. * No logging while loading
  44084. */
  44085. static readonly NO_LOGGING: number;
  44086. /**
  44087. * Minimal logging while loading
  44088. */
  44089. static readonly MINIMAL_LOGGING: number;
  44090. /**
  44091. * Summary logging while loading
  44092. */
  44093. static readonly SUMMARY_LOGGING: number;
  44094. /**
  44095. * Detailled logging while loading
  44096. */
  44097. static readonly DETAILED_LOGGING: number;
  44098. /**
  44099. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44100. */
  44101. static ForceFullSceneLoadingForIncremental: boolean;
  44102. /**
  44103. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44104. */
  44105. static ShowLoadingScreen: boolean;
  44106. /**
  44107. * Defines the current logging level (while loading the scene)
  44108. * @ignorenaming
  44109. */
  44110. static loggingLevel: number;
  44111. /**
  44112. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44113. */
  44114. static CleanBoneMatrixWeights: boolean;
  44115. /**
  44116. * Event raised when a plugin is used to load a scene
  44117. */
  44118. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44119. private static _registeredPlugins;
  44120. private static _getDefaultPlugin;
  44121. private static _getPluginForExtension;
  44122. private static _getPluginForDirectLoad;
  44123. private static _getPluginForFilename;
  44124. private static _getDirectLoad;
  44125. private static _loadData;
  44126. private static _getFileInfo;
  44127. /**
  44128. * Gets a plugin that can load the given extension
  44129. * @param extension defines the extension to load
  44130. * @returns a plugin or null if none works
  44131. */
  44132. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44133. /**
  44134. * Gets a boolean indicating that the given extension can be loaded
  44135. * @param extension defines the extension to load
  44136. * @returns true if the extension is supported
  44137. */
  44138. static IsPluginForExtensionAvailable(extension: string): boolean;
  44139. /**
  44140. * Adds a new plugin to the list of registered plugins
  44141. * @param plugin defines the plugin to add
  44142. */
  44143. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44144. /**
  44145. * Import meshes into a scene
  44146. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44147. * @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)
  44148. * @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)
  44149. * @param scene the instance of BABYLON.Scene to append to
  44150. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44151. * @param onProgress a callback with a progress event for each file being loaded
  44152. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44153. * @param pluginExtension the extension used to determine the plugin
  44154. * @returns The loaded plugin
  44155. */
  44156. 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>;
  44157. /**
  44158. * Import meshes into a scene
  44159. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44160. * @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)
  44161. * @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)
  44162. * @param scene the instance of BABYLON.Scene to append to
  44163. * @param onProgress a callback with a progress event for each file being loaded
  44164. * @param pluginExtension the extension used to determine the plugin
  44165. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44166. */
  44167. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44168. meshes: AbstractMesh[];
  44169. particleSystems: IParticleSystem[];
  44170. skeletons: Skeleton[];
  44171. animationGroups: AnimationGroup[];
  44172. }>;
  44173. /**
  44174. * Load a scene
  44175. * @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)
  44176. * @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)
  44177. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44178. * @param onSuccess a callback with the scene when import succeeds
  44179. * @param onProgress a callback with a progress event for each file being loaded
  44180. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44181. * @param pluginExtension the extension used to determine the plugin
  44182. * @returns The loaded plugin
  44183. */
  44184. 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>;
  44185. /**
  44186. * Load a scene
  44187. * @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)
  44188. * @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)
  44189. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44190. * @param onProgress a callback with a progress event for each file being loaded
  44191. * @param pluginExtension the extension used to determine the plugin
  44192. * @returns The loaded scene
  44193. */
  44194. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44195. /**
  44196. * Append a scene
  44197. * @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)
  44198. * @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)
  44199. * @param scene is the instance of BABYLON.Scene to append to
  44200. * @param onSuccess a callback with the scene when import succeeds
  44201. * @param onProgress a callback with a progress event for each file being loaded
  44202. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44203. * @param pluginExtension the extension used to determine the plugin
  44204. * @returns The loaded plugin
  44205. */
  44206. 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>;
  44207. /**
  44208. * Append a scene
  44209. * @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)
  44210. * @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)
  44211. * @param scene is the instance of BABYLON.Scene to append to
  44212. * @param onProgress a callback with a progress event for each file being loaded
  44213. * @param pluginExtension the extension used to determine the plugin
  44214. * @returns The given scene
  44215. */
  44216. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44217. /**
  44218. * Load a scene into an asset container
  44219. * @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)
  44220. * @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)
  44221. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44222. * @param onSuccess a callback with the scene when import succeeds
  44223. * @param onProgress a callback with a progress event for each file being loaded
  44224. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44225. * @param pluginExtension the extension used to determine the plugin
  44226. * @returns The loaded plugin
  44227. */
  44228. 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>;
  44229. /**
  44230. * Load a scene into an asset container
  44231. * @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)
  44232. * @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)
  44233. * @param scene is the instance of Scene to append to
  44234. * @param onProgress a callback with a progress event for each file being loaded
  44235. * @param pluginExtension the extension used to determine the plugin
  44236. * @returns The loaded asset container
  44237. */
  44238. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44239. }
  44240. }
  44241. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44242. import { Scene } from "babylonjs/scene";
  44243. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44244. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44245. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44246. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44247. /**
  44248. * Generic Controller
  44249. */
  44250. export class GenericController extends WebVRController {
  44251. /**
  44252. * Base Url for the controller model.
  44253. */
  44254. static readonly MODEL_BASE_URL: string;
  44255. /**
  44256. * File name for the controller model.
  44257. */
  44258. static readonly MODEL_FILENAME: string;
  44259. /**
  44260. * Creates a new GenericController from a gamepad
  44261. * @param vrGamepad the gamepad that the controller should be created from
  44262. */
  44263. constructor(vrGamepad: any);
  44264. /**
  44265. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44266. * @param scene scene in which to add meshes
  44267. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44268. */
  44269. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44270. /**
  44271. * Called once for each button that changed state since the last frame
  44272. * @param buttonIdx Which button index changed
  44273. * @param state New state of the button
  44274. * @param changes Which properties on the state changed since last frame
  44275. */
  44276. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44277. }
  44278. }
  44279. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44280. import { Observable } from "babylonjs/Misc/observable";
  44281. import { Scene } from "babylonjs/scene";
  44282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44283. import { Ray } from "babylonjs/Culling/ray";
  44284. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44285. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44286. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44287. /**
  44288. * Defines the WindowsMotionController object that the state of the windows motion controller
  44289. */
  44290. export class WindowsMotionController extends WebVRController {
  44291. /**
  44292. * The base url used to load the left and right controller models
  44293. */
  44294. static MODEL_BASE_URL: string;
  44295. /**
  44296. * The name of the left controller model file
  44297. */
  44298. static MODEL_LEFT_FILENAME: string;
  44299. /**
  44300. * The name of the right controller model file
  44301. */
  44302. static MODEL_RIGHT_FILENAME: string;
  44303. /**
  44304. * The controller name prefix for this controller type
  44305. */
  44306. static readonly GAMEPAD_ID_PREFIX: string;
  44307. /**
  44308. * The controller id pattern for this controller type
  44309. */
  44310. private static readonly GAMEPAD_ID_PATTERN;
  44311. private _loadedMeshInfo;
  44312. private readonly _mapping;
  44313. /**
  44314. * Fired when the trackpad on this controller is clicked
  44315. */
  44316. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44317. /**
  44318. * Fired when the trackpad on this controller is modified
  44319. */
  44320. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44321. /**
  44322. * The current x and y values of this controller's trackpad
  44323. */
  44324. trackpad: StickValues;
  44325. /**
  44326. * Creates a new WindowsMotionController from a gamepad
  44327. * @param vrGamepad the gamepad that the controller should be created from
  44328. */
  44329. constructor(vrGamepad: any);
  44330. /**
  44331. * Fired when the trigger on this controller is modified
  44332. */
  44333. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44334. /**
  44335. * Fired when the menu button on this controller is modified
  44336. */
  44337. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44338. /**
  44339. * Fired when the grip button on this controller is modified
  44340. */
  44341. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44342. /**
  44343. * Fired when the thumbstick button on this controller is modified
  44344. */
  44345. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44346. /**
  44347. * Fired when the touchpad button on this controller is modified
  44348. */
  44349. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44350. /**
  44351. * Fired when the touchpad values on this controller are modified
  44352. */
  44353. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44354. private _updateTrackpad;
  44355. /**
  44356. * Called once per frame by the engine.
  44357. */
  44358. update(): void;
  44359. /**
  44360. * Called once for each button that changed state since the last frame
  44361. * @param buttonIdx Which button index changed
  44362. * @param state New state of the button
  44363. * @param changes Which properties on the state changed since last frame
  44364. */
  44365. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44366. /**
  44367. * Moves the buttons on the controller mesh based on their current state
  44368. * @param buttonName the name of the button to move
  44369. * @param buttonValue the value of the button which determines the buttons new position
  44370. */
  44371. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44372. /**
  44373. * Moves the axis on the controller mesh based on its current state
  44374. * @param axis the index of the axis
  44375. * @param axisValue the value of the axis which determines the meshes new position
  44376. * @hidden
  44377. */
  44378. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44379. /**
  44380. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44381. * @param scene scene in which to add meshes
  44382. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44383. */
  44384. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44385. /**
  44386. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44387. * can be transformed by button presses and axes values, based on this._mapping.
  44388. *
  44389. * @param scene scene in which the meshes exist
  44390. * @param meshes list of meshes that make up the controller model to process
  44391. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44392. */
  44393. private processModel;
  44394. private createMeshInfo;
  44395. /**
  44396. * Gets the ray of the controller in the direction the controller is pointing
  44397. * @param length the length the resulting ray should be
  44398. * @returns a ray in the direction the controller is pointing
  44399. */
  44400. getForwardRay(length?: number): Ray;
  44401. /**
  44402. * Disposes of the controller
  44403. */
  44404. dispose(): void;
  44405. }
  44406. }
  44407. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44408. import { Observable } from "babylonjs/Misc/observable";
  44409. import { Scene } from "babylonjs/scene";
  44410. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44411. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44412. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44413. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44414. /**
  44415. * Oculus Touch Controller
  44416. */
  44417. export class OculusTouchController extends WebVRController {
  44418. /**
  44419. * Base Url for the controller model.
  44420. */
  44421. static MODEL_BASE_URL: string;
  44422. /**
  44423. * File name for the left controller model.
  44424. */
  44425. static MODEL_LEFT_FILENAME: string;
  44426. /**
  44427. * File name for the right controller model.
  44428. */
  44429. static MODEL_RIGHT_FILENAME: string;
  44430. /**
  44431. * Base Url for the Quest controller model.
  44432. */
  44433. static QUEST_MODEL_BASE_URL: string;
  44434. /**
  44435. * @hidden
  44436. * If the controllers are running on a device that needs the updated Quest controller models
  44437. */
  44438. static _IsQuest: boolean;
  44439. /**
  44440. * Fired when the secondary trigger on this controller is modified
  44441. */
  44442. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44443. /**
  44444. * Fired when the thumb rest on this controller is modified
  44445. */
  44446. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44447. /**
  44448. * Creates a new OculusTouchController from a gamepad
  44449. * @param vrGamepad the gamepad that the controller should be created from
  44450. */
  44451. constructor(vrGamepad: any);
  44452. /**
  44453. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44454. * @param scene scene in which to add meshes
  44455. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44456. */
  44457. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44458. /**
  44459. * Fired when the A button on this controller is modified
  44460. */
  44461. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44462. /**
  44463. * Fired when the B button on this controller is modified
  44464. */
  44465. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44466. /**
  44467. * Fired when the X button on this controller is modified
  44468. */
  44469. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44470. /**
  44471. * Fired when the Y button on this controller is modified
  44472. */
  44473. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44474. /**
  44475. * Called once for each button that changed state since the last frame
  44476. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44477. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44478. * 2) secondary trigger (same)
  44479. * 3) A (right) X (left), touch, pressed = value
  44480. * 4) B / Y
  44481. * 5) thumb rest
  44482. * @param buttonIdx Which button index changed
  44483. * @param state New state of the button
  44484. * @param changes Which properties on the state changed since last frame
  44485. */
  44486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44487. }
  44488. }
  44489. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44490. import { Scene } from "babylonjs/scene";
  44491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44492. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44493. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44494. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44495. import { Observable } from "babylonjs/Misc/observable";
  44496. /**
  44497. * Vive Controller
  44498. */
  44499. export class ViveController extends WebVRController {
  44500. /**
  44501. * Base Url for the controller model.
  44502. */
  44503. static MODEL_BASE_URL: string;
  44504. /**
  44505. * File name for the controller model.
  44506. */
  44507. static MODEL_FILENAME: string;
  44508. /**
  44509. * Creates a new ViveController from a gamepad
  44510. * @param vrGamepad the gamepad that the controller should be created from
  44511. */
  44512. constructor(vrGamepad: any);
  44513. /**
  44514. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44515. * @param scene scene in which to add meshes
  44516. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44517. */
  44518. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44519. /**
  44520. * Fired when the left button on this controller is modified
  44521. */
  44522. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44523. /**
  44524. * Fired when the right button on this controller is modified
  44525. */
  44526. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44527. /**
  44528. * Fired when the menu button on this controller is modified
  44529. */
  44530. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44531. /**
  44532. * Called once for each button that changed state since the last frame
  44533. * Vive mapping:
  44534. * 0: touchpad
  44535. * 1: trigger
  44536. * 2: left AND right buttons
  44537. * 3: menu button
  44538. * @param buttonIdx Which button index changed
  44539. * @param state New state of the button
  44540. * @param changes Which properties on the state changed since last frame
  44541. */
  44542. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44543. }
  44544. }
  44545. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44546. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44547. /**
  44548. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44549. */
  44550. export class WebXRControllerModelLoader {
  44551. /**
  44552. * Creates the WebXRControllerModelLoader
  44553. * @param input xr input that creates the controllers
  44554. */
  44555. constructor(input: WebXRInput);
  44556. }
  44557. }
  44558. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  44559. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44560. import { Scene } from "babylonjs/scene";
  44561. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44562. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44563. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44564. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44565. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44566. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  44567. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44568. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44569. /**
  44570. * Options for the default xr helper
  44571. */
  44572. export class WebXRDefaultExperienceOptions {
  44573. /**
  44574. * Floor meshes that should be used for teleporting
  44575. */
  44576. floorMeshes: Array<AbstractMesh>;
  44577. /**
  44578. * Enable or disable default UI to enter XR
  44579. */
  44580. disableDefaultUI: boolean;
  44581. /**
  44582. * optional configuration for the output canvas
  44583. */
  44584. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  44585. }
  44586. /**
  44587. * Default experience which provides a similar setup to the previous webVRExperience
  44588. */
  44589. export class WebXRDefaultExperience {
  44590. /**
  44591. * Base experience
  44592. */
  44593. baseExperience: WebXRExperienceHelper;
  44594. /**
  44595. * Input experience extension
  44596. */
  44597. input: WebXRInput;
  44598. /**
  44599. * Loads the controller models
  44600. */
  44601. controllerModelLoader: WebXRControllerModelLoader;
  44602. /**
  44603. * Enables laser pointer and selection
  44604. */
  44605. pointerSelection: WebXRControllerPointerSelection;
  44606. /**
  44607. * Enables teleportation
  44608. */
  44609. teleportation: WebXRControllerTeleportation;
  44610. /**
  44611. * Enables ui for enetering/exiting xr
  44612. */
  44613. enterExitUI: WebXREnterExitUI;
  44614. /**
  44615. * Default target xr should render to
  44616. */
  44617. renderTarget: WebXRRenderTarget;
  44618. /**
  44619. * Creates the default xr experience
  44620. * @param scene scene
  44621. * @param options options for basic configuration
  44622. * @returns resulting WebXRDefaultExperience
  44623. */
  44624. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  44625. private constructor();
  44626. /**
  44627. * DIsposes of the experience helper
  44628. */
  44629. dispose(): void;
  44630. }
  44631. }
  44632. declare module "babylonjs/Cameras/XR/index" {
  44633. export * from "babylonjs/Cameras/XR/webXRCamera";
  44634. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44635. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44636. export * from "babylonjs/Cameras/XR/webXRInput";
  44637. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44638. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44639. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44640. export * from "babylonjs/Cameras/XR/webXRController";
  44641. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44642. export * from "babylonjs/Cameras/XR/webXRTypes";
  44643. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44644. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  44645. }
  44646. declare module "babylonjs/Cameras/RigModes/index" {
  44647. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44648. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44649. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44650. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44651. }
  44652. declare module "babylonjs/Cameras/index" {
  44653. export * from "babylonjs/Cameras/Inputs/index";
  44654. export * from "babylonjs/Cameras/cameraInputsManager";
  44655. export * from "babylonjs/Cameras/camera";
  44656. export * from "babylonjs/Cameras/targetCamera";
  44657. export * from "babylonjs/Cameras/freeCamera";
  44658. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44659. export * from "babylonjs/Cameras/touchCamera";
  44660. export * from "babylonjs/Cameras/arcRotateCamera";
  44661. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44662. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44663. export * from "babylonjs/Cameras/flyCamera";
  44664. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44665. export * from "babylonjs/Cameras/followCamera";
  44666. export * from "babylonjs/Cameras/followCameraInputsManager";
  44667. export * from "babylonjs/Cameras/gamepadCamera";
  44668. export * from "babylonjs/Cameras/Stereoscopic/index";
  44669. export * from "babylonjs/Cameras/universalCamera";
  44670. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44671. export * from "babylonjs/Cameras/VR/index";
  44672. export * from "babylonjs/Cameras/XR/index";
  44673. export * from "babylonjs/Cameras/RigModes/index";
  44674. }
  44675. declare module "babylonjs/Collisions/index" {
  44676. export * from "babylonjs/Collisions/collider";
  44677. export * from "babylonjs/Collisions/collisionCoordinator";
  44678. export * from "babylonjs/Collisions/pickingInfo";
  44679. export * from "babylonjs/Collisions/intersectionInfo";
  44680. export * from "babylonjs/Collisions/meshCollisionData";
  44681. }
  44682. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44683. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44684. import { Vector3 } from "babylonjs/Maths/math.vector";
  44685. import { Ray } from "babylonjs/Culling/ray";
  44686. import { Plane } from "babylonjs/Maths/math.plane";
  44687. /**
  44688. * Contains an array of blocks representing the octree
  44689. */
  44690. export interface IOctreeContainer<T> {
  44691. /**
  44692. * Blocks within the octree
  44693. */
  44694. blocks: Array<OctreeBlock<T>>;
  44695. }
  44696. /**
  44697. * Class used to store a cell in an octree
  44698. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44699. */
  44700. export class OctreeBlock<T> {
  44701. /**
  44702. * Gets the content of the current block
  44703. */
  44704. entries: T[];
  44705. /**
  44706. * Gets the list of block children
  44707. */
  44708. blocks: Array<OctreeBlock<T>>;
  44709. private _depth;
  44710. private _maxDepth;
  44711. private _capacity;
  44712. private _minPoint;
  44713. private _maxPoint;
  44714. private _boundingVectors;
  44715. private _creationFunc;
  44716. /**
  44717. * Creates a new block
  44718. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44719. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44720. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44721. * @param depth defines the current depth of this block in the octree
  44722. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44723. * @param creationFunc defines a callback to call when an element is added to the block
  44724. */
  44725. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44726. /**
  44727. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44728. */
  44729. readonly capacity: number;
  44730. /**
  44731. * Gets the minimum vector (in world space) of the block's bounding box
  44732. */
  44733. readonly minPoint: Vector3;
  44734. /**
  44735. * Gets the maximum vector (in world space) of the block's bounding box
  44736. */
  44737. readonly maxPoint: Vector3;
  44738. /**
  44739. * Add a new element to this block
  44740. * @param entry defines the element to add
  44741. */
  44742. addEntry(entry: T): void;
  44743. /**
  44744. * Remove an element from this block
  44745. * @param entry defines the element to remove
  44746. */
  44747. removeEntry(entry: T): void;
  44748. /**
  44749. * Add an array of elements to this block
  44750. * @param entries defines the array of elements to add
  44751. */
  44752. addEntries(entries: T[]): void;
  44753. /**
  44754. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44755. * @param frustumPlanes defines the frustum planes to test
  44756. * @param selection defines the array to store current content if selection is positive
  44757. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44758. */
  44759. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44760. /**
  44761. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44762. * @param sphereCenter defines the bounding sphere center
  44763. * @param sphereRadius defines the bounding sphere radius
  44764. * @param selection defines the array to store current content if selection is positive
  44765. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44766. */
  44767. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44768. /**
  44769. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44770. * @param ray defines the ray to test with
  44771. * @param selection defines the array to store current content if selection is positive
  44772. */
  44773. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44774. /**
  44775. * Subdivide the content into child blocks (this block will then be empty)
  44776. */
  44777. createInnerBlocks(): void;
  44778. /**
  44779. * @hidden
  44780. */
  44781. 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;
  44782. }
  44783. }
  44784. declare module "babylonjs/Culling/Octrees/octree" {
  44785. import { SmartArray } from "babylonjs/Misc/smartArray";
  44786. import { Vector3 } from "babylonjs/Maths/math.vector";
  44787. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44789. import { Ray } from "babylonjs/Culling/ray";
  44790. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44791. import { Plane } from "babylonjs/Maths/math.plane";
  44792. /**
  44793. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44794. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44795. */
  44796. export class Octree<T> {
  44797. /** 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.) */
  44798. maxDepth: number;
  44799. /**
  44800. * Blocks within the octree containing objects
  44801. */
  44802. blocks: Array<OctreeBlock<T>>;
  44803. /**
  44804. * Content stored in the octree
  44805. */
  44806. dynamicContent: T[];
  44807. private _maxBlockCapacity;
  44808. private _selectionContent;
  44809. private _creationFunc;
  44810. /**
  44811. * Creates a octree
  44812. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44813. * @param creationFunc function to be used to instatiate the octree
  44814. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44815. * @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.)
  44816. */
  44817. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44818. /** 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.) */
  44819. maxDepth?: number);
  44820. /**
  44821. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44822. * @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);
  44823. * @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);
  44824. * @param entries meshes to be added to the octree blocks
  44825. */
  44826. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44827. /**
  44828. * Adds a mesh to the octree
  44829. * @param entry Mesh to add to the octree
  44830. */
  44831. addMesh(entry: T): void;
  44832. /**
  44833. * Remove an element from the octree
  44834. * @param entry defines the element to remove
  44835. */
  44836. removeMesh(entry: T): void;
  44837. /**
  44838. * Selects an array of meshes within the frustum
  44839. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44840. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44841. * @returns array of meshes within the frustum
  44842. */
  44843. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44844. /**
  44845. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44846. * @param sphereCenter defines the bounding sphere center
  44847. * @param sphereRadius defines the bounding sphere radius
  44848. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44849. * @returns an array of objects that intersect the sphere
  44850. */
  44851. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44852. /**
  44853. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44854. * @param ray defines the ray to test with
  44855. * @returns array of intersected objects
  44856. */
  44857. intersectsRay(ray: Ray): SmartArray<T>;
  44858. /**
  44859. * Adds a mesh into the octree block if it intersects the block
  44860. */
  44861. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44862. /**
  44863. * Adds a submesh into the octree block if it intersects the block
  44864. */
  44865. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44866. }
  44867. }
  44868. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44869. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44870. import { Scene } from "babylonjs/scene";
  44871. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44872. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44873. import { Ray } from "babylonjs/Culling/ray";
  44874. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44875. import { Collider } from "babylonjs/Collisions/collider";
  44876. module "babylonjs/scene" {
  44877. interface Scene {
  44878. /**
  44879. * @hidden
  44880. * Backing Filed
  44881. */
  44882. _selectionOctree: Octree<AbstractMesh>;
  44883. /**
  44884. * Gets the octree used to boost mesh selection (picking)
  44885. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44886. */
  44887. selectionOctree: Octree<AbstractMesh>;
  44888. /**
  44889. * Creates or updates the octree used to boost selection (picking)
  44890. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44891. * @param maxCapacity defines the maximum capacity per leaf
  44892. * @param maxDepth defines the maximum depth of the octree
  44893. * @returns an octree of AbstractMesh
  44894. */
  44895. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44896. }
  44897. }
  44898. module "babylonjs/Meshes/abstractMesh" {
  44899. interface AbstractMesh {
  44900. /**
  44901. * @hidden
  44902. * Backing Field
  44903. */
  44904. _submeshesOctree: Octree<SubMesh>;
  44905. /**
  44906. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44907. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44908. * @param maxCapacity defines the maximum size of each block (64 by default)
  44909. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44910. * @returns the new octree
  44911. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44913. */
  44914. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44915. }
  44916. }
  44917. /**
  44918. * Defines the octree scene component responsible to manage any octrees
  44919. * in a given scene.
  44920. */
  44921. export class OctreeSceneComponent {
  44922. /**
  44923. * The component name help to identify the component in the list of scene components.
  44924. */
  44925. readonly name: string;
  44926. /**
  44927. * The scene the component belongs to.
  44928. */
  44929. scene: Scene;
  44930. /**
  44931. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44932. */
  44933. readonly checksIsEnabled: boolean;
  44934. /**
  44935. * Creates a new instance of the component for the given scene
  44936. * @param scene Defines the scene to register the component in
  44937. */
  44938. constructor(scene: Scene);
  44939. /**
  44940. * Registers the component in a given scene
  44941. */
  44942. register(): void;
  44943. /**
  44944. * Return the list of active meshes
  44945. * @returns the list of active meshes
  44946. */
  44947. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44948. /**
  44949. * Return the list of active sub meshes
  44950. * @param mesh The mesh to get the candidates sub meshes from
  44951. * @returns the list of active sub meshes
  44952. */
  44953. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44954. private _tempRay;
  44955. /**
  44956. * Return the list of sub meshes intersecting with a given local ray
  44957. * @param mesh defines the mesh to find the submesh for
  44958. * @param localRay defines the ray in local space
  44959. * @returns the list of intersecting sub meshes
  44960. */
  44961. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44962. /**
  44963. * Return the list of sub meshes colliding with a collider
  44964. * @param mesh defines the mesh to find the submesh for
  44965. * @param collider defines the collider to evaluate the collision against
  44966. * @returns the list of colliding sub meshes
  44967. */
  44968. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44969. /**
  44970. * Rebuilds the elements related to this component in case of
  44971. * context lost for instance.
  44972. */
  44973. rebuild(): void;
  44974. /**
  44975. * Disposes the component and the associated ressources.
  44976. */
  44977. dispose(): void;
  44978. }
  44979. }
  44980. declare module "babylonjs/Culling/Octrees/index" {
  44981. export * from "babylonjs/Culling/Octrees/octree";
  44982. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44983. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44984. }
  44985. declare module "babylonjs/Culling/index" {
  44986. export * from "babylonjs/Culling/boundingBox";
  44987. export * from "babylonjs/Culling/boundingInfo";
  44988. export * from "babylonjs/Culling/boundingSphere";
  44989. export * from "babylonjs/Culling/Octrees/index";
  44990. export * from "babylonjs/Culling/ray";
  44991. }
  44992. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44993. import { IDisposable, Scene } from "babylonjs/scene";
  44994. import { Nullable } from "babylonjs/types";
  44995. import { Observable } from "babylonjs/Misc/observable";
  44996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44997. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44998. import { Camera } from "babylonjs/Cameras/camera";
  44999. /**
  45000. * Renders a layer on top of an existing scene
  45001. */
  45002. export class UtilityLayerRenderer implements IDisposable {
  45003. /** the original scene that will be rendered on top of */
  45004. originalScene: Scene;
  45005. private _pointerCaptures;
  45006. private _lastPointerEvents;
  45007. private static _DefaultUtilityLayer;
  45008. private static _DefaultKeepDepthUtilityLayer;
  45009. private _sharedGizmoLight;
  45010. private _renderCamera;
  45011. /**
  45012. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  45013. * @returns the camera that is used when rendering the utility layer
  45014. */
  45015. getRenderCamera(): Nullable<Camera>;
  45016. /**
  45017. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  45018. * @param cam the camera that should be used when rendering the utility layer
  45019. */
  45020. setRenderCamera(cam: Nullable<Camera>): void;
  45021. /**
  45022. * @hidden
  45023. * Light which used by gizmos to get light shading
  45024. */
  45025. _getSharedGizmoLight(): HemisphericLight;
  45026. /**
  45027. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  45028. */
  45029. pickUtilitySceneFirst: boolean;
  45030. /**
  45031. * 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)
  45032. */
  45033. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  45034. /**
  45035. * 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)
  45036. */
  45037. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  45038. /**
  45039. * The scene that is rendered on top of the original scene
  45040. */
  45041. utilityLayerScene: Scene;
  45042. /**
  45043. * If the utility layer should automatically be rendered on top of existing scene
  45044. */
  45045. shouldRender: boolean;
  45046. /**
  45047. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  45048. */
  45049. onlyCheckPointerDownEvents: boolean;
  45050. /**
  45051. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  45052. */
  45053. processAllEvents: boolean;
  45054. /**
  45055. * Observable raised when the pointer move from the utility layer scene to the main scene
  45056. */
  45057. onPointerOutObservable: Observable<number>;
  45058. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  45059. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  45060. private _afterRenderObserver;
  45061. private _sceneDisposeObserver;
  45062. private _originalPointerObserver;
  45063. /**
  45064. * Instantiates a UtilityLayerRenderer
  45065. * @param originalScene the original scene that will be rendered on top of
  45066. * @param handleEvents boolean indicating if the utility layer should handle events
  45067. */
  45068. constructor(
  45069. /** the original scene that will be rendered on top of */
  45070. originalScene: Scene, handleEvents?: boolean);
  45071. private _notifyObservers;
  45072. /**
  45073. * Renders the utility layers scene on top of the original scene
  45074. */
  45075. render(): void;
  45076. /**
  45077. * Disposes of the renderer
  45078. */
  45079. dispose(): void;
  45080. private _updateCamera;
  45081. }
  45082. }
  45083. declare module "babylonjs/Gizmos/gizmo" {
  45084. import { Nullable } from "babylonjs/types";
  45085. import { IDisposable } from "babylonjs/scene";
  45086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45087. import { Mesh } from "babylonjs/Meshes/mesh";
  45088. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45089. /**
  45090. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  45091. */
  45092. export class Gizmo implements IDisposable {
  45093. /** The utility layer the gizmo will be added to */
  45094. gizmoLayer: UtilityLayerRenderer;
  45095. /**
  45096. * The root mesh of the gizmo
  45097. */
  45098. _rootMesh: Mesh;
  45099. private _attachedMesh;
  45100. /**
  45101. * Ratio for the scale of the gizmo (Default: 1)
  45102. */
  45103. scaleRatio: number;
  45104. /**
  45105. * If a custom mesh has been set (Default: false)
  45106. */
  45107. protected _customMeshSet: boolean;
  45108. /**
  45109. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  45110. * * When set, interactions will be enabled
  45111. */
  45112. attachedMesh: Nullable<AbstractMesh>;
  45113. /**
  45114. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45115. * @param mesh The mesh to replace the default mesh of the gizmo
  45116. */
  45117. setCustomMesh(mesh: Mesh): void;
  45118. /**
  45119. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  45120. */
  45121. updateGizmoRotationToMatchAttachedMesh: boolean;
  45122. /**
  45123. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  45124. */
  45125. updateGizmoPositionToMatchAttachedMesh: boolean;
  45126. /**
  45127. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  45128. */
  45129. updateScale: boolean;
  45130. protected _interactionsEnabled: boolean;
  45131. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45132. private _beforeRenderObserver;
  45133. private _tempVector;
  45134. /**
  45135. * Creates a gizmo
  45136. * @param gizmoLayer The utility layer the gizmo will be added to
  45137. */
  45138. constructor(
  45139. /** The utility layer the gizmo will be added to */
  45140. gizmoLayer?: UtilityLayerRenderer);
  45141. /**
  45142. * Updates the gizmo to match the attached mesh's position/rotation
  45143. */
  45144. protected _update(): void;
  45145. /**
  45146. * Disposes of the gizmo
  45147. */
  45148. dispose(): void;
  45149. }
  45150. }
  45151. declare module "babylonjs/Gizmos/planeDragGizmo" {
  45152. import { Observable } from "babylonjs/Misc/observable";
  45153. import { Nullable } from "babylonjs/types";
  45154. import { Vector3 } from "babylonjs/Maths/math.vector";
  45155. import { Color3 } from "babylonjs/Maths/math.color";
  45156. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45158. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45159. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45160. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45161. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45162. import { Scene } from "babylonjs/scene";
  45163. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45164. /**
  45165. * Single plane drag gizmo
  45166. */
  45167. export class PlaneDragGizmo extends Gizmo {
  45168. /**
  45169. * Drag behavior responsible for the gizmos dragging interactions
  45170. */
  45171. dragBehavior: PointerDragBehavior;
  45172. private _pointerObserver;
  45173. /**
  45174. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45175. */
  45176. snapDistance: number;
  45177. /**
  45178. * Event that fires each time the gizmo snaps to a new location.
  45179. * * snapDistance is the the change in distance
  45180. */
  45181. onSnapObservable: Observable<{
  45182. snapDistance: number;
  45183. }>;
  45184. private _plane;
  45185. private _coloredMaterial;
  45186. private _hoverMaterial;
  45187. private _isEnabled;
  45188. private _parent;
  45189. /** @hidden */
  45190. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  45191. /** @hidden */
  45192. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45193. /**
  45194. * Creates a PlaneDragGizmo
  45195. * @param gizmoLayer The utility layer the gizmo will be added to
  45196. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  45197. * @param color The color of the gizmo
  45198. */
  45199. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45200. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45201. /**
  45202. * If the gizmo is enabled
  45203. */
  45204. isEnabled: boolean;
  45205. /**
  45206. * Disposes of the gizmo
  45207. */
  45208. dispose(): void;
  45209. }
  45210. }
  45211. declare module "babylonjs/Gizmos/positionGizmo" {
  45212. import { Observable } from "babylonjs/Misc/observable";
  45213. import { Nullable } from "babylonjs/types";
  45214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45215. import { Mesh } from "babylonjs/Meshes/mesh";
  45216. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45217. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45218. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45219. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45220. /**
  45221. * Gizmo that enables dragging a mesh along 3 axis
  45222. */
  45223. export class PositionGizmo extends Gizmo {
  45224. /**
  45225. * Internal gizmo used for interactions on the x axis
  45226. */
  45227. xGizmo: AxisDragGizmo;
  45228. /**
  45229. * Internal gizmo used for interactions on the y axis
  45230. */
  45231. yGizmo: AxisDragGizmo;
  45232. /**
  45233. * Internal gizmo used for interactions on the z axis
  45234. */
  45235. zGizmo: AxisDragGizmo;
  45236. /**
  45237. * Internal gizmo used for interactions on the yz plane
  45238. */
  45239. xPlaneGizmo: PlaneDragGizmo;
  45240. /**
  45241. * Internal gizmo used for interactions on the xz plane
  45242. */
  45243. yPlaneGizmo: PlaneDragGizmo;
  45244. /**
  45245. * Internal gizmo used for interactions on the xy plane
  45246. */
  45247. zPlaneGizmo: PlaneDragGizmo;
  45248. /**
  45249. * private variables
  45250. */
  45251. private _meshAttached;
  45252. private _updateGizmoRotationToMatchAttachedMesh;
  45253. private _snapDistance;
  45254. private _scaleRatio;
  45255. /** Fires an event when any of it's sub gizmos are dragged */
  45256. onDragStartObservable: Observable<unknown>;
  45257. /** Fires an event when any of it's sub gizmos are released from dragging */
  45258. onDragEndObservable: Observable<unknown>;
  45259. /**
  45260. * If set to true, planar drag is enabled
  45261. */
  45262. private _planarGizmoEnabled;
  45263. attachedMesh: Nullable<AbstractMesh>;
  45264. /**
  45265. * Creates a PositionGizmo
  45266. * @param gizmoLayer The utility layer the gizmo will be added to
  45267. */
  45268. constructor(gizmoLayer?: UtilityLayerRenderer);
  45269. /**
  45270. * If the planar drag gizmo is enabled
  45271. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45272. */
  45273. planarGizmoEnabled: boolean;
  45274. updateGizmoRotationToMatchAttachedMesh: boolean;
  45275. /**
  45276. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45277. */
  45278. snapDistance: number;
  45279. /**
  45280. * Ratio for the scale of the gizmo (Default: 1)
  45281. */
  45282. scaleRatio: number;
  45283. /**
  45284. * Disposes of the gizmo
  45285. */
  45286. dispose(): void;
  45287. /**
  45288. * CustomMeshes are not supported by this gizmo
  45289. * @param mesh The mesh to replace the default mesh of the gizmo
  45290. */
  45291. setCustomMesh(mesh: Mesh): void;
  45292. }
  45293. }
  45294. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45295. import { Observable } from "babylonjs/Misc/observable";
  45296. import { Nullable } from "babylonjs/types";
  45297. import { Vector3 } from "babylonjs/Maths/math.vector";
  45298. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45299. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45300. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45301. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45302. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45303. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45304. import { Scene } from "babylonjs/scene";
  45305. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45306. import { Color3 } from "babylonjs/Maths/math.color";
  45307. /**
  45308. * Single axis drag gizmo
  45309. */
  45310. export class AxisDragGizmo extends Gizmo {
  45311. /**
  45312. * Drag behavior responsible for the gizmos dragging interactions
  45313. */
  45314. dragBehavior: PointerDragBehavior;
  45315. private _pointerObserver;
  45316. /**
  45317. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45318. */
  45319. snapDistance: number;
  45320. /**
  45321. * Event that fires each time the gizmo snaps to a new location.
  45322. * * snapDistance is the the change in distance
  45323. */
  45324. onSnapObservable: Observable<{
  45325. snapDistance: number;
  45326. }>;
  45327. private _isEnabled;
  45328. private _parent;
  45329. private _arrow;
  45330. private _coloredMaterial;
  45331. private _hoverMaterial;
  45332. /** @hidden */
  45333. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45334. /** @hidden */
  45335. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45336. /**
  45337. * Creates an AxisDragGizmo
  45338. * @param gizmoLayer The utility layer the gizmo will be added to
  45339. * @param dragAxis The axis which the gizmo will be able to drag on
  45340. * @param color The color of the gizmo
  45341. */
  45342. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45343. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45344. /**
  45345. * If the gizmo is enabled
  45346. */
  45347. isEnabled: boolean;
  45348. /**
  45349. * Disposes of the gizmo
  45350. */
  45351. dispose(): void;
  45352. }
  45353. }
  45354. declare module "babylonjs/Debug/axesViewer" {
  45355. import { Vector3 } from "babylonjs/Maths/math.vector";
  45356. import { Nullable } from "babylonjs/types";
  45357. import { Scene } from "babylonjs/scene";
  45358. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45359. /**
  45360. * The Axes viewer will show 3 axes in a specific point in space
  45361. */
  45362. export class AxesViewer {
  45363. private _xAxis;
  45364. private _yAxis;
  45365. private _zAxis;
  45366. private _scaleLinesFactor;
  45367. private _instanced;
  45368. /**
  45369. * Gets the hosting scene
  45370. */
  45371. scene: Scene;
  45372. /**
  45373. * Gets or sets a number used to scale line length
  45374. */
  45375. scaleLines: number;
  45376. /** Gets the node hierarchy used to render x-axis */
  45377. readonly xAxis: TransformNode;
  45378. /** Gets the node hierarchy used to render y-axis */
  45379. readonly yAxis: TransformNode;
  45380. /** Gets the node hierarchy used to render z-axis */
  45381. readonly zAxis: TransformNode;
  45382. /**
  45383. * Creates a new AxesViewer
  45384. * @param scene defines the hosting scene
  45385. * @param scaleLines defines a number used to scale line length (1 by default)
  45386. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45387. * @param xAxis defines the node hierarchy used to render the x-axis
  45388. * @param yAxis defines the node hierarchy used to render the y-axis
  45389. * @param zAxis defines the node hierarchy used to render the z-axis
  45390. */
  45391. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45392. /**
  45393. * Force the viewer to update
  45394. * @param position defines the position of the viewer
  45395. * @param xaxis defines the x axis of the viewer
  45396. * @param yaxis defines the y axis of the viewer
  45397. * @param zaxis defines the z axis of the viewer
  45398. */
  45399. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45400. /**
  45401. * Creates an instance of this axes viewer.
  45402. * @returns a new axes viewer with instanced meshes
  45403. */
  45404. createInstance(): AxesViewer;
  45405. /** Releases resources */
  45406. dispose(): void;
  45407. private static _SetRenderingGroupId;
  45408. }
  45409. }
  45410. declare module "babylonjs/Debug/boneAxesViewer" {
  45411. import { Nullable } from "babylonjs/types";
  45412. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45413. import { Vector3 } from "babylonjs/Maths/math.vector";
  45414. import { Mesh } from "babylonjs/Meshes/mesh";
  45415. import { Bone } from "babylonjs/Bones/bone";
  45416. import { Scene } from "babylonjs/scene";
  45417. /**
  45418. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45419. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45420. */
  45421. export class BoneAxesViewer extends AxesViewer {
  45422. /**
  45423. * Gets or sets the target mesh where to display the axes viewer
  45424. */
  45425. mesh: Nullable<Mesh>;
  45426. /**
  45427. * Gets or sets the target bone where to display the axes viewer
  45428. */
  45429. bone: Nullable<Bone>;
  45430. /** Gets current position */
  45431. pos: Vector3;
  45432. /** Gets direction of X axis */
  45433. xaxis: Vector3;
  45434. /** Gets direction of Y axis */
  45435. yaxis: Vector3;
  45436. /** Gets direction of Z axis */
  45437. zaxis: Vector3;
  45438. /**
  45439. * Creates a new BoneAxesViewer
  45440. * @param scene defines the hosting scene
  45441. * @param bone defines the target bone
  45442. * @param mesh defines the target mesh
  45443. * @param scaleLines defines a scaling factor for line length (1 by default)
  45444. */
  45445. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45446. /**
  45447. * Force the viewer to update
  45448. */
  45449. update(): void;
  45450. /** Releases resources */
  45451. dispose(): void;
  45452. }
  45453. }
  45454. declare module "babylonjs/Debug/debugLayer" {
  45455. import { Scene } from "babylonjs/scene";
  45456. /**
  45457. * Interface used to define scene explorer extensibility option
  45458. */
  45459. export interface IExplorerExtensibilityOption {
  45460. /**
  45461. * Define the option label
  45462. */
  45463. label: string;
  45464. /**
  45465. * Defines the action to execute on click
  45466. */
  45467. action: (entity: any) => void;
  45468. }
  45469. /**
  45470. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45471. */
  45472. export interface IExplorerExtensibilityGroup {
  45473. /**
  45474. * Defines a predicate to test if a given type mut be extended
  45475. */
  45476. predicate: (entity: any) => boolean;
  45477. /**
  45478. * Gets the list of options added to a type
  45479. */
  45480. entries: IExplorerExtensibilityOption[];
  45481. }
  45482. /**
  45483. * Interface used to define the options to use to create the Inspector
  45484. */
  45485. export interface IInspectorOptions {
  45486. /**
  45487. * Display in overlay mode (default: false)
  45488. */
  45489. overlay?: boolean;
  45490. /**
  45491. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45492. */
  45493. globalRoot?: HTMLElement;
  45494. /**
  45495. * Display the Scene explorer
  45496. */
  45497. showExplorer?: boolean;
  45498. /**
  45499. * Display the property inspector
  45500. */
  45501. showInspector?: boolean;
  45502. /**
  45503. * Display in embed mode (both panes on the right)
  45504. */
  45505. embedMode?: boolean;
  45506. /**
  45507. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45508. */
  45509. handleResize?: boolean;
  45510. /**
  45511. * Allow the panes to popup (default: true)
  45512. */
  45513. enablePopup?: boolean;
  45514. /**
  45515. * Allow the panes to be closed by users (default: true)
  45516. */
  45517. enableClose?: boolean;
  45518. /**
  45519. * Optional list of extensibility entries
  45520. */
  45521. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45522. /**
  45523. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45524. */
  45525. inspectorURL?: string;
  45526. }
  45527. module "babylonjs/scene" {
  45528. interface Scene {
  45529. /**
  45530. * @hidden
  45531. * Backing field
  45532. */
  45533. _debugLayer: DebugLayer;
  45534. /**
  45535. * Gets the debug layer (aka Inspector) associated with the scene
  45536. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45537. */
  45538. debugLayer: DebugLayer;
  45539. }
  45540. }
  45541. /**
  45542. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45543. * what is happening in your scene
  45544. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45545. */
  45546. export class DebugLayer {
  45547. /**
  45548. * Define the url to get the inspector script from.
  45549. * By default it uses the babylonjs CDN.
  45550. * @ignoreNaming
  45551. */
  45552. static InspectorURL: string;
  45553. private _scene;
  45554. private BJSINSPECTOR;
  45555. private _onPropertyChangedObservable?;
  45556. /**
  45557. * Observable triggered when a property is changed through the inspector.
  45558. */
  45559. readonly onPropertyChangedObservable: any;
  45560. /**
  45561. * Instantiates a new debug layer.
  45562. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45563. * what is happening in your scene
  45564. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45565. * @param scene Defines the scene to inspect
  45566. */
  45567. constructor(scene: Scene);
  45568. /** Creates the inspector window. */
  45569. private _createInspector;
  45570. /**
  45571. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45572. * @param entity defines the entity to select
  45573. * @param lineContainerTitle defines the specific block to highlight
  45574. */
  45575. select(entity: any, lineContainerTitle?: string): void;
  45576. /** Get the inspector from bundle or global */
  45577. private _getGlobalInspector;
  45578. /**
  45579. * Get if the inspector is visible or not.
  45580. * @returns true if visible otherwise, false
  45581. */
  45582. isVisible(): boolean;
  45583. /**
  45584. * Hide the inspector and close its window.
  45585. */
  45586. hide(): void;
  45587. /**
  45588. * Launch the debugLayer.
  45589. * @param config Define the configuration of the inspector
  45590. * @return a promise fulfilled when the debug layer is visible
  45591. */
  45592. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45593. }
  45594. }
  45595. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45596. import { Nullable } from "babylonjs/types";
  45597. import { Scene } from "babylonjs/scene";
  45598. import { Vector4 } from "babylonjs/Maths/math.vector";
  45599. import { Color4 } from "babylonjs/Maths/math.color";
  45600. import { Mesh } from "babylonjs/Meshes/mesh";
  45601. /**
  45602. * Class containing static functions to help procedurally build meshes
  45603. */
  45604. export class BoxBuilder {
  45605. /**
  45606. * Creates a box mesh
  45607. * * The parameter `size` sets the size (float) of each box side (default 1)
  45608. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45609. * * 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)
  45610. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45611. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45612. * * 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
  45613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45614. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45615. * @param name defines the name of the mesh
  45616. * @param options defines the options used to create the mesh
  45617. * @param scene defines the hosting scene
  45618. * @returns the box mesh
  45619. */
  45620. static CreateBox(name: string, options: {
  45621. size?: number;
  45622. width?: number;
  45623. height?: number;
  45624. depth?: number;
  45625. faceUV?: Vector4[];
  45626. faceColors?: Color4[];
  45627. sideOrientation?: number;
  45628. frontUVs?: Vector4;
  45629. backUVs?: Vector4;
  45630. wrap?: boolean;
  45631. topBaseAt?: number;
  45632. bottomBaseAt?: number;
  45633. updatable?: boolean;
  45634. }, scene?: Nullable<Scene>): Mesh;
  45635. }
  45636. }
  45637. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45638. import { Vector4 } from "babylonjs/Maths/math.vector";
  45639. import { Mesh } from "babylonjs/Meshes/mesh";
  45640. import { Scene } from "babylonjs/scene";
  45641. import { Nullable } from "babylonjs/types";
  45642. /**
  45643. * Class containing static functions to help procedurally build meshes
  45644. */
  45645. export class SphereBuilder {
  45646. /**
  45647. * Creates a sphere mesh
  45648. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45649. * * 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`)
  45650. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45651. * * 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
  45652. * * 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)
  45653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45654. * * 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
  45655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45656. * @param name defines the name of the mesh
  45657. * @param options defines the options used to create the mesh
  45658. * @param scene defines the hosting scene
  45659. * @returns the sphere mesh
  45660. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45661. */
  45662. static CreateSphere(name: string, options: {
  45663. segments?: number;
  45664. diameter?: number;
  45665. diameterX?: number;
  45666. diameterY?: number;
  45667. diameterZ?: number;
  45668. arc?: number;
  45669. slice?: number;
  45670. sideOrientation?: number;
  45671. frontUVs?: Vector4;
  45672. backUVs?: Vector4;
  45673. updatable?: boolean;
  45674. }, scene?: Nullable<Scene>): Mesh;
  45675. }
  45676. }
  45677. declare module "babylonjs/Debug/physicsViewer" {
  45678. import { Nullable } from "babylonjs/types";
  45679. import { Scene } from "babylonjs/scene";
  45680. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45681. import { Mesh } from "babylonjs/Meshes/mesh";
  45682. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45683. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45684. /**
  45685. * Used to show the physics impostor around the specific mesh
  45686. */
  45687. export class PhysicsViewer {
  45688. /** @hidden */
  45689. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45690. /** @hidden */
  45691. protected _meshes: Array<Nullable<AbstractMesh>>;
  45692. /** @hidden */
  45693. protected _scene: Nullable<Scene>;
  45694. /** @hidden */
  45695. protected _numMeshes: number;
  45696. /** @hidden */
  45697. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45698. private _renderFunction;
  45699. private _utilityLayer;
  45700. private _debugBoxMesh;
  45701. private _debugSphereMesh;
  45702. private _debugCylinderMesh;
  45703. private _debugMaterial;
  45704. private _debugMeshMeshes;
  45705. /**
  45706. * Creates a new PhysicsViewer
  45707. * @param scene defines the hosting scene
  45708. */
  45709. constructor(scene: Scene);
  45710. /** @hidden */
  45711. protected _updateDebugMeshes(): void;
  45712. /**
  45713. * Renders a specified physic impostor
  45714. * @param impostor defines the impostor to render
  45715. * @param targetMesh defines the mesh represented by the impostor
  45716. * @returns the new debug mesh used to render the impostor
  45717. */
  45718. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45719. /**
  45720. * Hides a specified physic impostor
  45721. * @param impostor defines the impostor to hide
  45722. */
  45723. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45724. private _getDebugMaterial;
  45725. private _getDebugBoxMesh;
  45726. private _getDebugSphereMesh;
  45727. private _getDebugCylinderMesh;
  45728. private _getDebugMeshMesh;
  45729. private _getDebugMesh;
  45730. /** Releases all resources */
  45731. dispose(): void;
  45732. }
  45733. }
  45734. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45735. import { Vector3 } from "babylonjs/Maths/math.vector";
  45736. import { Color4 } from "babylonjs/Maths/math.color";
  45737. import { Nullable } from "babylonjs/types";
  45738. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45739. import { Scene } from "babylonjs/scene";
  45740. /**
  45741. * Class containing static functions to help procedurally build meshes
  45742. */
  45743. export class LinesBuilder {
  45744. /**
  45745. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45746. * * 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
  45747. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45748. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45749. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45750. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45751. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45752. * * 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
  45753. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45756. * @param name defines the name of the new line system
  45757. * @param options defines the options used to create the line system
  45758. * @param scene defines the hosting scene
  45759. * @returns a new line system mesh
  45760. */
  45761. static CreateLineSystem(name: string, options: {
  45762. lines: Vector3[][];
  45763. updatable?: boolean;
  45764. instance?: Nullable<LinesMesh>;
  45765. colors?: Nullable<Color4[][]>;
  45766. useVertexAlpha?: boolean;
  45767. }, scene: Nullable<Scene>): LinesMesh;
  45768. /**
  45769. * Creates a line mesh
  45770. * 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
  45771. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45772. * * The parameter `points` is an array successive Vector3
  45773. * * 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
  45774. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45775. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45776. * * When updating an instance, remember that only point positions can change, not the number of points
  45777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45778. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45779. * @param name defines the name of the new line system
  45780. * @param options defines the options used to create the line system
  45781. * @param scene defines the hosting scene
  45782. * @returns a new line mesh
  45783. */
  45784. static CreateLines(name: string, options: {
  45785. points: Vector3[];
  45786. updatable?: boolean;
  45787. instance?: Nullable<LinesMesh>;
  45788. colors?: Color4[];
  45789. useVertexAlpha?: boolean;
  45790. }, scene?: Nullable<Scene>): LinesMesh;
  45791. /**
  45792. * Creates a dashed line mesh
  45793. * * 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
  45794. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45795. * * The parameter `points` is an array successive Vector3
  45796. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45797. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45798. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45799. * * 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
  45800. * * When updating an instance, remember that only point positions can change, not the number of points
  45801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45802. * @param name defines the name of the mesh
  45803. * @param options defines the options used to create the mesh
  45804. * @param scene defines the hosting scene
  45805. * @returns the dashed line mesh
  45806. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45807. */
  45808. static CreateDashedLines(name: string, options: {
  45809. points: Vector3[];
  45810. dashSize?: number;
  45811. gapSize?: number;
  45812. dashNb?: number;
  45813. updatable?: boolean;
  45814. instance?: LinesMesh;
  45815. }, scene?: Nullable<Scene>): LinesMesh;
  45816. }
  45817. }
  45818. declare module "babylonjs/Debug/rayHelper" {
  45819. import { Nullable } from "babylonjs/types";
  45820. import { Ray } from "babylonjs/Culling/ray";
  45821. import { Vector3 } from "babylonjs/Maths/math.vector";
  45822. import { Color3 } from "babylonjs/Maths/math.color";
  45823. import { Scene } from "babylonjs/scene";
  45824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45825. import "babylonjs/Meshes/Builders/linesBuilder";
  45826. /**
  45827. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45828. * in order to better appreciate the issue one might have.
  45829. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45830. */
  45831. export class RayHelper {
  45832. /**
  45833. * Defines the ray we are currently tryin to visualize.
  45834. */
  45835. ray: Nullable<Ray>;
  45836. private _renderPoints;
  45837. private _renderLine;
  45838. private _renderFunction;
  45839. private _scene;
  45840. private _updateToMeshFunction;
  45841. private _attachedToMesh;
  45842. private _meshSpaceDirection;
  45843. private _meshSpaceOrigin;
  45844. /**
  45845. * Helper function to create a colored helper in a scene in one line.
  45846. * @param ray Defines the ray we are currently tryin to visualize
  45847. * @param scene Defines the scene the ray is used in
  45848. * @param color Defines the color we want to see the ray in
  45849. * @returns The newly created ray helper.
  45850. */
  45851. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45852. /**
  45853. * Instantiate a new ray helper.
  45854. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45855. * in order to better appreciate the issue one might have.
  45856. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45857. * @param ray Defines the ray we are currently tryin to visualize
  45858. */
  45859. constructor(ray: Ray);
  45860. /**
  45861. * Shows the ray we are willing to debug.
  45862. * @param scene Defines the scene the ray needs to be rendered in
  45863. * @param color Defines the color the ray needs to be rendered in
  45864. */
  45865. show(scene: Scene, color?: Color3): void;
  45866. /**
  45867. * Hides the ray we are debugging.
  45868. */
  45869. hide(): void;
  45870. private _render;
  45871. /**
  45872. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45873. * @param mesh Defines the mesh we want the helper attached to
  45874. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45875. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45876. * @param length Defines the length of the ray
  45877. */
  45878. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45879. /**
  45880. * Detach the ray helper from the mesh it has previously been attached to.
  45881. */
  45882. detachFromMesh(): void;
  45883. private _updateToMesh;
  45884. /**
  45885. * Dispose the helper and release its associated resources.
  45886. */
  45887. dispose(): void;
  45888. }
  45889. }
  45890. declare module "babylonjs/Debug/skeletonViewer" {
  45891. import { Color3 } from "babylonjs/Maths/math.color";
  45892. import { Scene } from "babylonjs/scene";
  45893. import { Nullable } from "babylonjs/types";
  45894. import { Skeleton } from "babylonjs/Bones/skeleton";
  45895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45896. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45897. /**
  45898. * Class used to render a debug view of a given skeleton
  45899. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45900. */
  45901. export class SkeletonViewer {
  45902. /** defines the skeleton to render */
  45903. skeleton: Skeleton;
  45904. /** defines the mesh attached to the skeleton */
  45905. mesh: AbstractMesh;
  45906. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45907. autoUpdateBonesMatrices: boolean;
  45908. /** defines the rendering group id to use with the viewer */
  45909. renderingGroupId: number;
  45910. /** Gets or sets the color used to render the skeleton */
  45911. color: Color3;
  45912. private _scene;
  45913. private _debugLines;
  45914. private _debugMesh;
  45915. private _isEnabled;
  45916. private _renderFunction;
  45917. private _utilityLayer;
  45918. /**
  45919. * Returns the mesh used to render the bones
  45920. */
  45921. readonly debugMesh: Nullable<LinesMesh>;
  45922. /**
  45923. * Creates a new SkeletonViewer
  45924. * @param skeleton defines the skeleton to render
  45925. * @param mesh defines the mesh attached to the skeleton
  45926. * @param scene defines the hosting scene
  45927. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45928. * @param renderingGroupId defines the rendering group id to use with the viewer
  45929. */
  45930. constructor(
  45931. /** defines the skeleton to render */
  45932. skeleton: Skeleton,
  45933. /** defines the mesh attached to the skeleton */
  45934. mesh: AbstractMesh, scene: Scene,
  45935. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45936. autoUpdateBonesMatrices?: boolean,
  45937. /** defines the rendering group id to use with the viewer */
  45938. renderingGroupId?: number);
  45939. /** Gets or sets a boolean indicating if the viewer is enabled */
  45940. isEnabled: boolean;
  45941. private _getBonePosition;
  45942. private _getLinesForBonesWithLength;
  45943. private _getLinesForBonesNoLength;
  45944. /** Update the viewer to sync with current skeleton state */
  45945. update(): void;
  45946. /** Release associated resources */
  45947. dispose(): void;
  45948. }
  45949. }
  45950. declare module "babylonjs/Debug/index" {
  45951. export * from "babylonjs/Debug/axesViewer";
  45952. export * from "babylonjs/Debug/boneAxesViewer";
  45953. export * from "babylonjs/Debug/debugLayer";
  45954. export * from "babylonjs/Debug/physicsViewer";
  45955. export * from "babylonjs/Debug/rayHelper";
  45956. export * from "babylonjs/Debug/skeletonViewer";
  45957. }
  45958. declare module "babylonjs/Engines/nullEngine" {
  45959. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45960. import { Scene } from "babylonjs/scene";
  45961. import { Engine } from "babylonjs/Engines/engine";
  45962. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45963. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45964. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45965. import { Effect } from "babylonjs/Materials/effect";
  45966. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45967. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45968. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45969. /**
  45970. * Options to create the null engine
  45971. */
  45972. export class NullEngineOptions {
  45973. /**
  45974. * Render width (Default: 512)
  45975. */
  45976. renderWidth: number;
  45977. /**
  45978. * Render height (Default: 256)
  45979. */
  45980. renderHeight: number;
  45981. /**
  45982. * Texture size (Default: 512)
  45983. */
  45984. textureSize: number;
  45985. /**
  45986. * If delta time between frames should be constant
  45987. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45988. */
  45989. deterministicLockstep: boolean;
  45990. /**
  45991. * Maximum about of steps between frames (Default: 4)
  45992. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45993. */
  45994. lockstepMaxSteps: number;
  45995. }
  45996. /**
  45997. * The null engine class provides support for headless version of babylon.js.
  45998. * This can be used in server side scenario or for testing purposes
  45999. */
  46000. export class NullEngine extends Engine {
  46001. private _options;
  46002. /**
  46003. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  46004. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46005. * @returns true if engine is in deterministic lock step mode
  46006. */
  46007. isDeterministicLockStep(): boolean;
  46008. /**
  46009. * Gets the max steps when engine is running in deterministic lock step
  46010. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  46011. * @returns the max steps
  46012. */
  46013. getLockstepMaxSteps(): number;
  46014. /**
  46015. * Gets the current hardware scaling level.
  46016. * By default the hardware scaling level is computed from the window device ratio.
  46017. * 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.
  46018. * @returns a number indicating the current hardware scaling level
  46019. */
  46020. getHardwareScalingLevel(): number;
  46021. constructor(options?: NullEngineOptions);
  46022. /**
  46023. * Creates a vertex buffer
  46024. * @param vertices the data for the vertex buffer
  46025. * @returns the new WebGL static buffer
  46026. */
  46027. createVertexBuffer(vertices: FloatArray): DataBuffer;
  46028. /**
  46029. * Creates a new index buffer
  46030. * @param indices defines the content of the index buffer
  46031. * @param updatable defines if the index buffer must be updatable
  46032. * @returns a new webGL buffer
  46033. */
  46034. createIndexBuffer(indices: IndicesArray): DataBuffer;
  46035. /**
  46036. * Clear the current render buffer or the current render target (if any is set up)
  46037. * @param color defines the color to use
  46038. * @param backBuffer defines if the back buffer must be cleared
  46039. * @param depth defines if the depth buffer must be cleared
  46040. * @param stencil defines if the stencil buffer must be cleared
  46041. */
  46042. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46043. /**
  46044. * Gets the current render width
  46045. * @param useScreen defines if screen size must be used (or the current render target if any)
  46046. * @returns a number defining the current render width
  46047. */
  46048. getRenderWidth(useScreen?: boolean): number;
  46049. /**
  46050. * Gets the current render height
  46051. * @param useScreen defines if screen size must be used (or the current render target if any)
  46052. * @returns a number defining the current render height
  46053. */
  46054. getRenderHeight(useScreen?: boolean): number;
  46055. /**
  46056. * Set the WebGL's viewport
  46057. * @param viewport defines the viewport element to be used
  46058. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  46059. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  46060. */
  46061. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  46062. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  46063. /**
  46064. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  46065. * @param pipelineContext defines the pipeline context to use
  46066. * @param uniformsNames defines the list of uniform names
  46067. * @returns an array of webGL uniform locations
  46068. */
  46069. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  46070. /**
  46071. * Gets the lsit of active attributes for a given webGL program
  46072. * @param pipelineContext defines the pipeline context to use
  46073. * @param attributesNames defines the list of attribute names to get
  46074. * @returns an array of indices indicating the offset of each attribute
  46075. */
  46076. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46077. /**
  46078. * Binds an effect to the webGL context
  46079. * @param effect defines the effect to bind
  46080. */
  46081. bindSamplers(effect: Effect): void;
  46082. /**
  46083. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  46084. * @param effect defines the effect to activate
  46085. */
  46086. enableEffect(effect: Effect): void;
  46087. /**
  46088. * Set various states to the webGL context
  46089. * @param culling defines backface culling state
  46090. * @param zOffset defines the value to apply to zOffset (0 by default)
  46091. * @param force defines if states must be applied even if cache is up to date
  46092. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  46093. */
  46094. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  46095. /**
  46096. * Set the value of an uniform to an array of int32
  46097. * @param uniform defines the webGL uniform location where to store the value
  46098. * @param array defines the array of int32 to store
  46099. */
  46100. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  46101. /**
  46102. * Set the value of an uniform to an array of int32 (stored as vec2)
  46103. * @param uniform defines the webGL uniform location where to store the value
  46104. * @param array defines the array of int32 to store
  46105. */
  46106. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  46107. /**
  46108. * Set the value of an uniform to an array of int32 (stored as vec3)
  46109. * @param uniform defines the webGL uniform location where to store the value
  46110. * @param array defines the array of int32 to store
  46111. */
  46112. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  46113. /**
  46114. * Set the value of an uniform to an array of int32 (stored as vec4)
  46115. * @param uniform defines the webGL uniform location where to store the value
  46116. * @param array defines the array of int32 to store
  46117. */
  46118. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  46119. /**
  46120. * Set the value of an uniform to an array of float32
  46121. * @param uniform defines the webGL uniform location where to store the value
  46122. * @param array defines the array of float32 to store
  46123. */
  46124. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  46125. /**
  46126. * Set the value of an uniform to an array of float32 (stored as vec2)
  46127. * @param uniform defines the webGL uniform location where to store the value
  46128. * @param array defines the array of float32 to store
  46129. */
  46130. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  46131. /**
  46132. * Set the value of an uniform to an array of float32 (stored as vec3)
  46133. * @param uniform defines the webGL uniform location where to store the value
  46134. * @param array defines the array of float32 to store
  46135. */
  46136. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  46137. /**
  46138. * Set the value of an uniform to an array of float32 (stored as vec4)
  46139. * @param uniform defines the webGL uniform location where to store the value
  46140. * @param array defines the array of float32 to store
  46141. */
  46142. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  46143. /**
  46144. * Set the value of an uniform to an array of number
  46145. * @param uniform defines the webGL uniform location where to store the value
  46146. * @param array defines the array of number to store
  46147. */
  46148. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  46149. /**
  46150. * Set the value of an uniform to an array of number (stored as vec2)
  46151. * @param uniform defines the webGL uniform location where to store the value
  46152. * @param array defines the array of number to store
  46153. */
  46154. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  46155. /**
  46156. * Set the value of an uniform to an array of number (stored as vec3)
  46157. * @param uniform defines the webGL uniform location where to store the value
  46158. * @param array defines the array of number to store
  46159. */
  46160. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  46161. /**
  46162. * Set the value of an uniform to an array of number (stored as vec4)
  46163. * @param uniform defines the webGL uniform location where to store the value
  46164. * @param array defines the array of number to store
  46165. */
  46166. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  46167. /**
  46168. * Set the value of an uniform to an array of float32 (stored as matrices)
  46169. * @param uniform defines the webGL uniform location where to store the value
  46170. * @param matrices defines the array of float32 to store
  46171. */
  46172. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  46173. /**
  46174. * Set the value of an uniform to a matrix (3x3)
  46175. * @param uniform defines the webGL uniform location where to store the value
  46176. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  46177. */
  46178. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46179. /**
  46180. * Set the value of an uniform to a matrix (2x2)
  46181. * @param uniform defines the webGL uniform location where to store the value
  46182. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  46183. */
  46184. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  46185. /**
  46186. * Set the value of an uniform to a number (float)
  46187. * @param uniform defines the webGL uniform location where to store the value
  46188. * @param value defines the float number to store
  46189. */
  46190. setFloat(uniform: WebGLUniformLocation, value: number): void;
  46191. /**
  46192. * Set the value of an uniform to a vec2
  46193. * @param uniform defines the webGL uniform location where to store the value
  46194. * @param x defines the 1st component of the value
  46195. * @param y defines the 2nd component of the value
  46196. */
  46197. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  46198. /**
  46199. * Set the value of an uniform to a vec3
  46200. * @param uniform defines the webGL uniform location where to store the value
  46201. * @param x defines the 1st component of the value
  46202. * @param y defines the 2nd component of the value
  46203. * @param z defines the 3rd component of the value
  46204. */
  46205. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  46206. /**
  46207. * Set the value of an uniform to a boolean
  46208. * @param uniform defines the webGL uniform location where to store the value
  46209. * @param bool defines the boolean to store
  46210. */
  46211. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46212. /**
  46213. * Set the value of an uniform to a vec4
  46214. * @param uniform defines the webGL uniform location where to store the value
  46215. * @param x defines the 1st component of the value
  46216. * @param y defines the 2nd component of the value
  46217. * @param z defines the 3rd component of the value
  46218. * @param w defines the 4th component of the value
  46219. */
  46220. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46221. /**
  46222. * Sets the current alpha mode
  46223. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46224. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46225. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46226. */
  46227. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46228. /**
  46229. * Bind webGl buffers directly to the webGL context
  46230. * @param vertexBuffers defines the vertex buffer to bind
  46231. * @param indexBuffer defines the index buffer to bind
  46232. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46233. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46234. * @param effect defines the effect associated with the vertex buffer
  46235. */
  46236. bindBuffers(vertexBuffers: {
  46237. [key: string]: VertexBuffer;
  46238. }, indexBuffer: DataBuffer, effect: Effect): void;
  46239. /**
  46240. * Force the entire cache to be cleared
  46241. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46242. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46243. */
  46244. wipeCaches(bruteForce?: boolean): void;
  46245. /**
  46246. * Send a draw order
  46247. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46248. * @param indexStart defines the starting index
  46249. * @param indexCount defines the number of index to draw
  46250. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46251. */
  46252. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46253. /**
  46254. * Draw a list of indexed primitives
  46255. * @param fillMode defines the primitive to use
  46256. * @param indexStart defines the starting index
  46257. * @param indexCount defines the number of index to draw
  46258. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46259. */
  46260. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46261. /**
  46262. * Draw a list of unindexed primitives
  46263. * @param fillMode defines the primitive to use
  46264. * @param verticesStart defines the index of first vertex to draw
  46265. * @param verticesCount defines the count of vertices to draw
  46266. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46267. */
  46268. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46269. /** @hidden */
  46270. _createTexture(): WebGLTexture;
  46271. /** @hidden */
  46272. _releaseTexture(texture: InternalTexture): void;
  46273. /**
  46274. * Usually called from Texture.ts.
  46275. * Passed information to create a WebGLTexture
  46276. * @param urlArg defines a value which contains one of the following:
  46277. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46278. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46279. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46280. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46281. * @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)
  46282. * @param scene needed for loading to the correct scene
  46283. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46284. * @param onLoad optional callback to be called upon successful completion
  46285. * @param onError optional callback to be called upon failure
  46286. * @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
  46287. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46288. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46289. * @param forcedExtension defines the extension to use to pick the right loader
  46290. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46291. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46292. */
  46293. 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;
  46294. /**
  46295. * Creates a new render target texture
  46296. * @param size defines the size of the texture
  46297. * @param options defines the options used to create the texture
  46298. * @returns a new render target texture stored in an InternalTexture
  46299. */
  46300. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46301. /**
  46302. * Update the sampling mode of a given texture
  46303. * @param samplingMode defines the required sampling mode
  46304. * @param texture defines the texture to update
  46305. */
  46306. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46307. /**
  46308. * Binds the frame buffer to the specified texture.
  46309. * @param texture The texture to render to or null for the default canvas
  46310. * @param faceIndex The face of the texture to render to in case of cube texture
  46311. * @param requiredWidth The width of the target to render to
  46312. * @param requiredHeight The height of the target to render to
  46313. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46314. * @param depthStencilTexture The depth stencil texture to use to render
  46315. * @param lodLevel defines le lod level to bind to the frame buffer
  46316. */
  46317. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46318. /**
  46319. * Unbind the current render target texture from the webGL context
  46320. * @param texture defines the render target texture to unbind
  46321. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46322. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46323. */
  46324. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46325. /**
  46326. * Creates a dynamic vertex buffer
  46327. * @param vertices the data for the dynamic vertex buffer
  46328. * @returns the new WebGL dynamic buffer
  46329. */
  46330. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46331. /**
  46332. * Update the content of a dynamic texture
  46333. * @param texture defines the texture to update
  46334. * @param canvas defines the canvas containing the source
  46335. * @param invertY defines if data must be stored with Y axis inverted
  46336. * @param premulAlpha defines if alpha is stored as premultiplied
  46337. * @param format defines the format of the data
  46338. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46339. */
  46340. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46341. /**
  46342. * Gets a boolean indicating if all created effects are ready
  46343. * @returns true if all effects are ready
  46344. */
  46345. areAllEffectsReady(): boolean;
  46346. /**
  46347. * @hidden
  46348. * Get the current error code of the webGL context
  46349. * @returns the error code
  46350. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46351. */
  46352. getError(): number;
  46353. /** @hidden */
  46354. _getUnpackAlignement(): number;
  46355. /** @hidden */
  46356. _unpackFlipY(value: boolean): void;
  46357. /**
  46358. * Update a dynamic index buffer
  46359. * @param indexBuffer defines the target index buffer
  46360. * @param indices defines the data to update
  46361. * @param offset defines the offset in the target index buffer where update should start
  46362. */
  46363. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46364. /**
  46365. * Updates a dynamic vertex buffer.
  46366. * @param vertexBuffer the vertex buffer to update
  46367. * @param vertices the data used to update the vertex buffer
  46368. * @param byteOffset the byte offset of the data (optional)
  46369. * @param byteLength the byte length of the data (optional)
  46370. */
  46371. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46372. /** @hidden */
  46373. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46374. /** @hidden */
  46375. _bindTexture(channel: number, texture: InternalTexture): void;
  46376. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46377. /**
  46378. * 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
  46379. */
  46380. releaseEffects(): void;
  46381. displayLoadingUI(): void;
  46382. hideLoadingUI(): void;
  46383. /** @hidden */
  46384. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46385. /** @hidden */
  46386. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46387. /** @hidden */
  46388. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46389. /** @hidden */
  46390. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46391. }
  46392. }
  46393. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46394. import { Nullable, int } from "babylonjs/types";
  46395. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46396. /** @hidden */
  46397. export class _OcclusionDataStorage {
  46398. /** @hidden */
  46399. occlusionInternalRetryCounter: number;
  46400. /** @hidden */
  46401. isOcclusionQueryInProgress: boolean;
  46402. /** @hidden */
  46403. isOccluded: boolean;
  46404. /** @hidden */
  46405. occlusionRetryCount: number;
  46406. /** @hidden */
  46407. occlusionType: number;
  46408. /** @hidden */
  46409. occlusionQueryAlgorithmType: number;
  46410. }
  46411. module "babylonjs/Engines/engine" {
  46412. interface Engine {
  46413. /**
  46414. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46415. * @return the new query
  46416. */
  46417. createQuery(): WebGLQuery;
  46418. /**
  46419. * Delete and release a webGL query
  46420. * @param query defines the query to delete
  46421. * @return the current engine
  46422. */
  46423. deleteQuery(query: WebGLQuery): Engine;
  46424. /**
  46425. * Check if a given query has resolved and got its value
  46426. * @param query defines the query to check
  46427. * @returns true if the query got its value
  46428. */
  46429. isQueryResultAvailable(query: WebGLQuery): boolean;
  46430. /**
  46431. * Gets the value of a given query
  46432. * @param query defines the query to check
  46433. * @returns the value of the query
  46434. */
  46435. getQueryResult(query: WebGLQuery): number;
  46436. /**
  46437. * Initiates an occlusion query
  46438. * @param algorithmType defines the algorithm to use
  46439. * @param query defines the query to use
  46440. * @returns the current engine
  46441. * @see http://doc.babylonjs.com/features/occlusionquery
  46442. */
  46443. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46444. /**
  46445. * Ends an occlusion query
  46446. * @see http://doc.babylonjs.com/features/occlusionquery
  46447. * @param algorithmType defines the algorithm to use
  46448. * @returns the current engine
  46449. */
  46450. endOcclusionQuery(algorithmType: number): Engine;
  46451. /**
  46452. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46453. * Please note that only one query can be issued at a time
  46454. * @returns a time token used to track the time span
  46455. */
  46456. startTimeQuery(): Nullable<_TimeToken>;
  46457. /**
  46458. * Ends a time query
  46459. * @param token defines the token used to measure the time span
  46460. * @returns the time spent (in ns)
  46461. */
  46462. endTimeQuery(token: _TimeToken): int;
  46463. /** @hidden */
  46464. _currentNonTimestampToken: Nullable<_TimeToken>;
  46465. /** @hidden */
  46466. _createTimeQuery(): WebGLQuery;
  46467. /** @hidden */
  46468. _deleteTimeQuery(query: WebGLQuery): void;
  46469. /** @hidden */
  46470. _getGlAlgorithmType(algorithmType: number): number;
  46471. /** @hidden */
  46472. _getTimeQueryResult(query: WebGLQuery): any;
  46473. /** @hidden */
  46474. _getTimeQueryAvailability(query: WebGLQuery): any;
  46475. }
  46476. }
  46477. module "babylonjs/Meshes/abstractMesh" {
  46478. interface AbstractMesh {
  46479. /**
  46480. * Backing filed
  46481. * @hidden
  46482. */
  46483. __occlusionDataStorage: _OcclusionDataStorage;
  46484. /**
  46485. * Access property
  46486. * @hidden
  46487. */
  46488. _occlusionDataStorage: _OcclusionDataStorage;
  46489. /**
  46490. * 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.
  46491. * The default value is -1 which means don't break the query and wait till the result
  46492. * @see http://doc.babylonjs.com/features/occlusionquery
  46493. */
  46494. occlusionRetryCount: number;
  46495. /**
  46496. * 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:
  46497. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46498. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46499. * * 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.
  46500. * @see http://doc.babylonjs.com/features/occlusionquery
  46501. */
  46502. occlusionType: number;
  46503. /**
  46504. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46505. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46506. * * 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.
  46507. * @see http://doc.babylonjs.com/features/occlusionquery
  46508. */
  46509. occlusionQueryAlgorithmType: number;
  46510. /**
  46511. * 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
  46512. * @see http://doc.babylonjs.com/features/occlusionquery
  46513. */
  46514. isOccluded: boolean;
  46515. /**
  46516. * Flag to check the progress status of the query
  46517. * @see http://doc.babylonjs.com/features/occlusionquery
  46518. */
  46519. isOcclusionQueryInProgress: boolean;
  46520. }
  46521. }
  46522. }
  46523. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46524. import { Nullable } from "babylonjs/types";
  46525. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46526. /** @hidden */
  46527. export var _forceTransformFeedbackToBundle: boolean;
  46528. module "babylonjs/Engines/engine" {
  46529. interface Engine {
  46530. /**
  46531. * Creates a webGL transform feedback object
  46532. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46533. * @returns the webGL transform feedback object
  46534. */
  46535. createTransformFeedback(): WebGLTransformFeedback;
  46536. /**
  46537. * Delete a webGL transform feedback object
  46538. * @param value defines the webGL transform feedback object to delete
  46539. */
  46540. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46541. /**
  46542. * Bind a webGL transform feedback object to the webgl context
  46543. * @param value defines the webGL transform feedback object to bind
  46544. */
  46545. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46546. /**
  46547. * Begins a transform feedback operation
  46548. * @param usePoints defines if points or triangles must be used
  46549. */
  46550. beginTransformFeedback(usePoints: boolean): void;
  46551. /**
  46552. * Ends a transform feedback operation
  46553. */
  46554. endTransformFeedback(): void;
  46555. /**
  46556. * Specify the varyings to use with transform feedback
  46557. * @param program defines the associated webGL program
  46558. * @param value defines the list of strings representing the varying names
  46559. */
  46560. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46561. /**
  46562. * Bind a webGL buffer for a transform feedback operation
  46563. * @param value defines the webGL buffer to bind
  46564. */
  46565. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46566. }
  46567. }
  46568. }
  46569. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46570. import { Scene } from "babylonjs/scene";
  46571. import { Engine } from "babylonjs/Engines/engine";
  46572. import { Texture } from "babylonjs/Materials/Textures/texture";
  46573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46574. import "babylonjs/Engines/Extensions/engine.multiRender";
  46575. /**
  46576. * Creation options of the multi render target texture.
  46577. */
  46578. export interface IMultiRenderTargetOptions {
  46579. /**
  46580. * Define if the texture needs to create mip maps after render.
  46581. */
  46582. generateMipMaps?: boolean;
  46583. /**
  46584. * Define the types of all the draw buffers we want to create
  46585. */
  46586. types?: number[];
  46587. /**
  46588. * Define the sampling modes of all the draw buffers we want to create
  46589. */
  46590. samplingModes?: number[];
  46591. /**
  46592. * Define if a depth buffer is required
  46593. */
  46594. generateDepthBuffer?: boolean;
  46595. /**
  46596. * Define if a stencil buffer is required
  46597. */
  46598. generateStencilBuffer?: boolean;
  46599. /**
  46600. * Define if a depth texture is required instead of a depth buffer
  46601. */
  46602. generateDepthTexture?: boolean;
  46603. /**
  46604. * Define the number of desired draw buffers
  46605. */
  46606. textureCount?: number;
  46607. /**
  46608. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46609. */
  46610. doNotChangeAspectRatio?: boolean;
  46611. /**
  46612. * Define the default type of the buffers we are creating
  46613. */
  46614. defaultType?: number;
  46615. }
  46616. /**
  46617. * A multi render target, like a render target provides the ability to render to a texture.
  46618. * Unlike the render target, it can render to several draw buffers in one draw.
  46619. * This is specially interesting in deferred rendering or for any effects requiring more than
  46620. * just one color from a single pass.
  46621. */
  46622. export class MultiRenderTarget extends RenderTargetTexture {
  46623. private _internalTextures;
  46624. private _textures;
  46625. private _multiRenderTargetOptions;
  46626. /**
  46627. * Get if draw buffers are currently supported by the used hardware and browser.
  46628. */
  46629. readonly isSupported: boolean;
  46630. /**
  46631. * Get the list of textures generated by the multi render target.
  46632. */
  46633. readonly textures: Texture[];
  46634. /**
  46635. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46636. */
  46637. readonly depthTexture: Texture;
  46638. /**
  46639. * Set the wrapping mode on U of all the textures we are rendering to.
  46640. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46641. */
  46642. wrapU: number;
  46643. /**
  46644. * Set the wrapping mode on V of all the textures we are rendering to.
  46645. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46646. */
  46647. wrapV: number;
  46648. /**
  46649. * Instantiate a new multi render target texture.
  46650. * A multi render target, like a render target provides the ability to render to a texture.
  46651. * Unlike the render target, it can render to several draw buffers in one draw.
  46652. * This is specially interesting in deferred rendering or for any effects requiring more than
  46653. * just one color from a single pass.
  46654. * @param name Define the name of the texture
  46655. * @param size Define the size of the buffers to render to
  46656. * @param count Define the number of target we are rendering into
  46657. * @param scene Define the scene the texture belongs to
  46658. * @param options Define the options used to create the multi render target
  46659. */
  46660. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46661. /** @hidden */
  46662. _rebuild(): void;
  46663. private _createInternalTextures;
  46664. private _createTextures;
  46665. /**
  46666. * Define the number of samples used if MSAA is enabled.
  46667. */
  46668. samples: number;
  46669. /**
  46670. * Resize all the textures in the multi render target.
  46671. * Be carrefull as it will recreate all the data in the new texture.
  46672. * @param size Define the new size
  46673. */
  46674. resize(size: any): void;
  46675. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46676. /**
  46677. * Dispose the render targets and their associated resources
  46678. */
  46679. dispose(): void;
  46680. /**
  46681. * Release all the underlying texture used as draw buffers.
  46682. */
  46683. releaseInternalTextures(): void;
  46684. }
  46685. }
  46686. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46687. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46688. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46689. import { Nullable } from "babylonjs/types";
  46690. module "babylonjs/Engines/thinEngine" {
  46691. interface ThinEngine {
  46692. /**
  46693. * Unbind a list of render target textures from the webGL context
  46694. * This is used only when drawBuffer extension or webGL2 are active
  46695. * @param textures defines the render target textures to unbind
  46696. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46697. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46698. */
  46699. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46700. /**
  46701. * Create a multi render target texture
  46702. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46703. * @param size defines the size of the texture
  46704. * @param options defines the creation options
  46705. * @returns the cube texture as an InternalTexture
  46706. */
  46707. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46708. /**
  46709. * Update the sample count for a given multiple render target texture
  46710. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46711. * @param textures defines the textures to update
  46712. * @param samples defines the sample count to set
  46713. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46714. */
  46715. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46716. }
  46717. }
  46718. }
  46719. declare module "babylonjs/Engines/Extensions/engine.views" {
  46720. import { Camera } from "babylonjs/Cameras/camera";
  46721. import { Nullable } from "babylonjs/types";
  46722. /**
  46723. * Class used to define an additional view for the engine
  46724. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46725. */
  46726. export class EngineView {
  46727. /** Defines the canvas where to render the view */
  46728. target: HTMLCanvasElement;
  46729. /** Defines an optional camera used to render the view (will use active camera else) */
  46730. camera?: Camera;
  46731. }
  46732. module "babylonjs/Engines/engine" {
  46733. interface Engine {
  46734. /**
  46735. * Gets or sets the HTML element to use for attaching events
  46736. */
  46737. inputElement: Nullable<HTMLElement>;
  46738. /**
  46739. * Gets the current engine view
  46740. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46741. */
  46742. activeView: Nullable<EngineView>;
  46743. /** Gets or sets the list of views */
  46744. views: EngineView[];
  46745. /**
  46746. * Register a new child canvas
  46747. * @param canvas defines the canvas to register
  46748. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46749. * @returns the associated view
  46750. */
  46751. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46752. /**
  46753. * Remove a registered child canvas
  46754. * @param canvas defines the canvas to remove
  46755. * @returns the current engine
  46756. */
  46757. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46758. }
  46759. }
  46760. }
  46761. declare module "babylonjs/Engines/Extensions/index" {
  46762. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46763. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46764. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46765. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46766. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46767. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46768. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46769. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46770. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46771. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46772. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46773. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46774. export * from "babylonjs/Engines/Extensions/engine.views";
  46775. }
  46776. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46777. import { Nullable } from "babylonjs/types";
  46778. /**
  46779. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46780. */
  46781. export interface CubeMapInfo {
  46782. /**
  46783. * The pixel array for the front face.
  46784. * This is stored in format, left to right, up to down format.
  46785. */
  46786. front: Nullable<ArrayBufferView>;
  46787. /**
  46788. * The pixel array for the back face.
  46789. * This is stored in format, left to right, up to down format.
  46790. */
  46791. back: Nullable<ArrayBufferView>;
  46792. /**
  46793. * The pixel array for the left face.
  46794. * This is stored in format, left to right, up to down format.
  46795. */
  46796. left: Nullable<ArrayBufferView>;
  46797. /**
  46798. * The pixel array for the right face.
  46799. * This is stored in format, left to right, up to down format.
  46800. */
  46801. right: Nullable<ArrayBufferView>;
  46802. /**
  46803. * The pixel array for the up face.
  46804. * This is stored in format, left to right, up to down format.
  46805. */
  46806. up: Nullable<ArrayBufferView>;
  46807. /**
  46808. * The pixel array for the down face.
  46809. * This is stored in format, left to right, up to down format.
  46810. */
  46811. down: Nullable<ArrayBufferView>;
  46812. /**
  46813. * The size of the cubemap stored.
  46814. *
  46815. * Each faces will be size * size pixels.
  46816. */
  46817. size: number;
  46818. /**
  46819. * The format of the texture.
  46820. *
  46821. * RGBA, RGB.
  46822. */
  46823. format: number;
  46824. /**
  46825. * The type of the texture data.
  46826. *
  46827. * UNSIGNED_INT, FLOAT.
  46828. */
  46829. type: number;
  46830. /**
  46831. * Specifies whether the texture is in gamma space.
  46832. */
  46833. gammaSpace: boolean;
  46834. }
  46835. /**
  46836. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46837. */
  46838. export class PanoramaToCubeMapTools {
  46839. private static FACE_FRONT;
  46840. private static FACE_BACK;
  46841. private static FACE_RIGHT;
  46842. private static FACE_LEFT;
  46843. private static FACE_DOWN;
  46844. private static FACE_UP;
  46845. /**
  46846. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46847. *
  46848. * @param float32Array The source data.
  46849. * @param inputWidth The width of the input panorama.
  46850. * @param inputHeight The height of the input panorama.
  46851. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46852. * @return The cubemap data
  46853. */
  46854. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46855. private static CreateCubemapTexture;
  46856. private static CalcProjectionSpherical;
  46857. }
  46858. }
  46859. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46860. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46861. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46862. import { Nullable } from "babylonjs/types";
  46863. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46864. /**
  46865. * Helper class dealing with the extraction of spherical polynomial dataArray
  46866. * from a cube map.
  46867. */
  46868. export class CubeMapToSphericalPolynomialTools {
  46869. private static FileFaces;
  46870. /**
  46871. * Converts a texture to the according Spherical Polynomial data.
  46872. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46873. *
  46874. * @param texture The texture to extract the information from.
  46875. * @return The Spherical Polynomial data.
  46876. */
  46877. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46878. /**
  46879. * Converts a cubemap to the according Spherical Polynomial data.
  46880. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46881. *
  46882. * @param cubeInfo The Cube map to extract the information from.
  46883. * @return The Spherical Polynomial data.
  46884. */
  46885. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46886. }
  46887. }
  46888. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46889. import { Nullable } from "babylonjs/types";
  46890. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46891. module "babylonjs/Materials/Textures/baseTexture" {
  46892. interface BaseTexture {
  46893. /**
  46894. * Get the polynomial representation of the texture data.
  46895. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46896. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46897. */
  46898. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46899. }
  46900. }
  46901. }
  46902. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46903. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46904. /** @hidden */
  46905. export var rgbdEncodePixelShader: {
  46906. name: string;
  46907. shader: string;
  46908. };
  46909. }
  46910. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46911. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46912. /** @hidden */
  46913. export var rgbdDecodePixelShader: {
  46914. name: string;
  46915. shader: string;
  46916. };
  46917. }
  46918. declare module "babylonjs/Misc/environmentTextureTools" {
  46919. import { Nullable } from "babylonjs/types";
  46920. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46921. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46922. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46923. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46924. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46925. import "babylonjs/Shaders/rgbdEncode.fragment";
  46926. import "babylonjs/Shaders/rgbdDecode.fragment";
  46927. /**
  46928. * Raw texture data and descriptor sufficient for WebGL texture upload
  46929. */
  46930. export interface EnvironmentTextureInfo {
  46931. /**
  46932. * Version of the environment map
  46933. */
  46934. version: number;
  46935. /**
  46936. * Width of image
  46937. */
  46938. width: number;
  46939. /**
  46940. * Irradiance information stored in the file.
  46941. */
  46942. irradiance: any;
  46943. /**
  46944. * Specular information stored in the file.
  46945. */
  46946. specular: any;
  46947. }
  46948. /**
  46949. * Defines One Image in the file. It requires only the position in the file
  46950. * as well as the length.
  46951. */
  46952. interface BufferImageData {
  46953. /**
  46954. * Length of the image data.
  46955. */
  46956. length: number;
  46957. /**
  46958. * Position of the data from the null terminator delimiting the end of the JSON.
  46959. */
  46960. position: number;
  46961. }
  46962. /**
  46963. * Defines the specular data enclosed in the file.
  46964. * This corresponds to the version 1 of the data.
  46965. */
  46966. export interface EnvironmentTextureSpecularInfoV1 {
  46967. /**
  46968. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46969. */
  46970. specularDataPosition?: number;
  46971. /**
  46972. * This contains all the images data needed to reconstruct the cubemap.
  46973. */
  46974. mipmaps: Array<BufferImageData>;
  46975. /**
  46976. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46977. */
  46978. lodGenerationScale: number;
  46979. }
  46980. /**
  46981. * Sets of helpers addressing the serialization and deserialization of environment texture
  46982. * stored in a BabylonJS env file.
  46983. * Those files are usually stored as .env files.
  46984. */
  46985. export class EnvironmentTextureTools {
  46986. /**
  46987. * Magic number identifying the env file.
  46988. */
  46989. private static _MagicBytes;
  46990. /**
  46991. * Gets the environment info from an env file.
  46992. * @param data The array buffer containing the .env bytes.
  46993. * @returns the environment file info (the json header) if successfully parsed.
  46994. */
  46995. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46996. /**
  46997. * Creates an environment texture from a loaded cube texture.
  46998. * @param texture defines the cube texture to convert in env file
  46999. * @return a promise containing the environment data if succesfull.
  47000. */
  47001. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  47002. /**
  47003. * Creates a JSON representation of the spherical data.
  47004. * @param texture defines the texture containing the polynomials
  47005. * @return the JSON representation of the spherical info
  47006. */
  47007. private static _CreateEnvTextureIrradiance;
  47008. /**
  47009. * Creates the ArrayBufferViews used for initializing environment texture image data.
  47010. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  47011. * @param info parameters that determine what views will be created for accessing the underlying buffer
  47012. * @return the views described by info providing access to the underlying buffer
  47013. */
  47014. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  47015. /**
  47016. * Uploads the texture info contained in the env file to the GPU.
  47017. * @param texture defines the internal texture to upload to
  47018. * @param arrayBuffer defines the buffer cotaining the data to load
  47019. * @param info defines the texture info retrieved through the GetEnvInfo method
  47020. * @returns a promise
  47021. */
  47022. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  47023. private static _OnImageReadyAsync;
  47024. /**
  47025. * Uploads the levels of image data to the GPU.
  47026. * @param texture defines the internal texture to upload to
  47027. * @param imageData defines the array buffer views of image data [mipmap][face]
  47028. * @returns a promise
  47029. */
  47030. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  47031. /**
  47032. * Uploads spherical polynomials information to the texture.
  47033. * @param texture defines the texture we are trying to upload the information to
  47034. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  47035. */
  47036. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  47037. /** @hidden */
  47038. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  47039. }
  47040. }
  47041. declare module "babylonjs/Maths/math.vertexFormat" {
  47042. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  47043. /**
  47044. * Contains position and normal vectors for a vertex
  47045. */
  47046. export class PositionNormalVertex {
  47047. /** the position of the vertex (defaut: 0,0,0) */
  47048. position: Vector3;
  47049. /** the normal of the vertex (defaut: 0,1,0) */
  47050. normal: Vector3;
  47051. /**
  47052. * Creates a PositionNormalVertex
  47053. * @param position the position of the vertex (defaut: 0,0,0)
  47054. * @param normal the normal of the vertex (defaut: 0,1,0)
  47055. */
  47056. constructor(
  47057. /** the position of the vertex (defaut: 0,0,0) */
  47058. position?: Vector3,
  47059. /** the normal of the vertex (defaut: 0,1,0) */
  47060. normal?: Vector3);
  47061. /**
  47062. * Clones the PositionNormalVertex
  47063. * @returns the cloned PositionNormalVertex
  47064. */
  47065. clone(): PositionNormalVertex;
  47066. }
  47067. /**
  47068. * Contains position, normal and uv vectors for a vertex
  47069. */
  47070. export class PositionNormalTextureVertex {
  47071. /** the position of the vertex (defaut: 0,0,0) */
  47072. position: Vector3;
  47073. /** the normal of the vertex (defaut: 0,1,0) */
  47074. normal: Vector3;
  47075. /** the uv of the vertex (default: 0,0) */
  47076. uv: Vector2;
  47077. /**
  47078. * Creates a PositionNormalTextureVertex
  47079. * @param position the position of the vertex (defaut: 0,0,0)
  47080. * @param normal the normal of the vertex (defaut: 0,1,0)
  47081. * @param uv the uv of the vertex (default: 0,0)
  47082. */
  47083. constructor(
  47084. /** the position of the vertex (defaut: 0,0,0) */
  47085. position?: Vector3,
  47086. /** the normal of the vertex (defaut: 0,1,0) */
  47087. normal?: Vector3,
  47088. /** the uv of the vertex (default: 0,0) */
  47089. uv?: Vector2);
  47090. /**
  47091. * Clones the PositionNormalTextureVertex
  47092. * @returns the cloned PositionNormalTextureVertex
  47093. */
  47094. clone(): PositionNormalTextureVertex;
  47095. }
  47096. }
  47097. declare module "babylonjs/Maths/math" {
  47098. export * from "babylonjs/Maths/math.axis";
  47099. export * from "babylonjs/Maths/math.color";
  47100. export * from "babylonjs/Maths/math.constants";
  47101. export * from "babylonjs/Maths/math.frustum";
  47102. export * from "babylonjs/Maths/math.path";
  47103. export * from "babylonjs/Maths/math.plane";
  47104. export * from "babylonjs/Maths/math.size";
  47105. export * from "babylonjs/Maths/math.vector";
  47106. export * from "babylonjs/Maths/math.vertexFormat";
  47107. export * from "babylonjs/Maths/math.viewport";
  47108. }
  47109. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  47110. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47111. /** @hidden */
  47112. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  47113. private _genericAttributeLocation;
  47114. private _varyingLocationCount;
  47115. private _varyingLocationMap;
  47116. private _replacements;
  47117. private _textureCount;
  47118. private _uniforms;
  47119. lineProcessor(line: string): string;
  47120. attributeProcessor(attribute: string): string;
  47121. varyingProcessor(varying: string, isFragment: boolean): string;
  47122. uniformProcessor(uniform: string): string;
  47123. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  47124. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  47125. }
  47126. }
  47127. declare module "babylonjs/Engines/nativeEngine" {
  47128. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  47129. import { Engine } from "babylonjs/Engines/engine";
  47130. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  47131. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  47132. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47133. import { Effect } from "babylonjs/Materials/effect";
  47134. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  47135. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  47136. import { IColor4Like } from "babylonjs/Maths/math.like";
  47137. import { Scene } from "babylonjs/scene";
  47138. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  47139. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  47140. /**
  47141. * Container for accessors for natively-stored mesh data buffers.
  47142. */
  47143. class NativeDataBuffer extends DataBuffer {
  47144. /**
  47145. * Accessor value used to identify/retrieve a natively-stored index buffer.
  47146. */
  47147. nativeIndexBuffer?: any;
  47148. /**
  47149. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  47150. */
  47151. nativeVertexBuffer?: any;
  47152. }
  47153. /** @hidden */
  47154. class NativeTexture extends InternalTexture {
  47155. getInternalTexture(): InternalTexture;
  47156. getViewCount(): number;
  47157. }
  47158. /** @hidden */
  47159. export class NativeEngine extends Engine {
  47160. private readonly _native;
  47161. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  47162. private readonly INVALID_HANDLE;
  47163. getHardwareScalingLevel(): number;
  47164. constructor();
  47165. /**
  47166. * Can be used to override the current requestAnimationFrame requester.
  47167. * @hidden
  47168. */
  47169. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  47170. /**
  47171. * Override default engine behavior.
  47172. * @param color
  47173. * @param backBuffer
  47174. * @param depth
  47175. * @param stencil
  47176. */
  47177. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  47178. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  47179. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  47180. createVertexBuffer(data: DataArray): NativeDataBuffer;
  47181. recordVertexArrayObject(vertexBuffers: {
  47182. [key: string]: VertexBuffer;
  47183. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  47184. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47185. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  47186. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  47187. /**
  47188. * Draw a list of indexed primitives
  47189. * @param fillMode defines the primitive to use
  47190. * @param indexStart defines the starting index
  47191. * @param indexCount defines the number of index to draw
  47192. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47193. */
  47194. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  47195. /**
  47196. * Draw a list of unindexed primitives
  47197. * @param fillMode defines the primitive to use
  47198. * @param verticesStart defines the index of first vertex to draw
  47199. * @param verticesCount defines the count of vertices to draw
  47200. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  47201. */
  47202. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  47203. createPipelineContext(): IPipelineContext;
  47204. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  47205. /** @hidden */
  47206. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  47207. /** @hidden */
  47208. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  47209. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47210. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  47211. protected _setProgram(program: WebGLProgram): void;
  47212. _releaseEffect(effect: Effect): void;
  47213. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47214. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47215. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47216. bindSamplers(effect: Effect): void;
  47217. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47218. getRenderWidth(useScreen?: boolean): number;
  47219. getRenderHeight(useScreen?: boolean): number;
  47220. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47221. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47222. /**
  47223. * Set the z offset to apply to current rendering
  47224. * @param value defines the offset to apply
  47225. */
  47226. setZOffset(value: number): void;
  47227. /**
  47228. * Gets the current value of the zOffset
  47229. * @returns the current zOffset state
  47230. */
  47231. getZOffset(): number;
  47232. /**
  47233. * Enable or disable depth buffering
  47234. * @param enable defines the state to set
  47235. */
  47236. setDepthBuffer(enable: boolean): void;
  47237. /**
  47238. * Gets a boolean indicating if depth writing is enabled
  47239. * @returns the current depth writing state
  47240. */
  47241. getDepthWrite(): boolean;
  47242. /**
  47243. * Enable or disable depth writing
  47244. * @param enable defines the state to set
  47245. */
  47246. setDepthWrite(enable: boolean): void;
  47247. /**
  47248. * Enable or disable color writing
  47249. * @param enable defines the state to set
  47250. */
  47251. setColorWrite(enable: boolean): void;
  47252. /**
  47253. * Gets a boolean indicating if color writing is enabled
  47254. * @returns the current color writing state
  47255. */
  47256. getColorWrite(): boolean;
  47257. /**
  47258. * Sets alpha constants used by some alpha blending modes
  47259. * @param r defines the red component
  47260. * @param g defines the green component
  47261. * @param b defines the blue component
  47262. * @param a defines the alpha component
  47263. */
  47264. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47265. /**
  47266. * Sets the current alpha mode
  47267. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47268. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47269. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47270. */
  47271. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47272. /**
  47273. * Gets the current alpha mode
  47274. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47275. * @returns the current alpha mode
  47276. */
  47277. getAlphaMode(): number;
  47278. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47279. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47280. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47281. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47282. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47283. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47284. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47285. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47286. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47287. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47288. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47289. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47290. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47291. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47292. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47293. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47294. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47295. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47296. setBool(uniform: WebGLUniformLocation, bool: number): void;
  47297. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47298. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47299. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47300. wipeCaches(bruteForce?: boolean): void;
  47301. _createTexture(): WebGLTexture;
  47302. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47303. /**
  47304. * Usually called from BABYLON.Texture.ts.
  47305. * Passed information to create a WebGLTexture
  47306. * @param urlArg defines a value which contains one of the following:
  47307. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47308. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47309. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47310. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47311. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47312. * @param scene needed for loading to the correct scene
  47313. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47314. * @param onLoad optional callback to be called upon successful completion
  47315. * @param onError optional callback to be called upon failure
  47316. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47317. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47318. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47319. * @param forcedExtension defines the extension to use to pick the right loader
  47320. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47321. */
  47322. 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;
  47323. /**
  47324. * Creates a cube texture
  47325. * @param rootUrl defines the url where the files to load is located
  47326. * @param scene defines the current scene
  47327. * @param files defines the list of files to load (1 per face)
  47328. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47329. * @param onLoad defines an optional callback raised when the texture is loaded
  47330. * @param onError defines an optional callback raised if there is an issue to load the texture
  47331. * @param format defines the format of the data
  47332. * @param forcedExtension defines the extension to use to pick the right loader
  47333. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47334. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47335. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47336. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47337. * @returns the cube texture as an InternalTexture
  47338. */
  47339. 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;
  47340. private _getSamplingFilter;
  47341. private static _GetNativeTextureFormat;
  47342. createRenderTargetTexture(size: number | {
  47343. width: number;
  47344. height: number;
  47345. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47346. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47347. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47348. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47349. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47350. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47351. /**
  47352. * Updates a dynamic vertex buffer.
  47353. * @param vertexBuffer the vertex buffer to update
  47354. * @param data the data used to update the vertex buffer
  47355. * @param byteOffset the byte offset of the data (optional)
  47356. * @param byteLength the byte length of the data (optional)
  47357. */
  47358. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47359. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47360. private _updateAnisotropicLevel;
  47361. private _getAddressMode;
  47362. /** @hidden */
  47363. _bindTexture(channel: number, texture: InternalTexture): void;
  47364. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47365. releaseEffects(): void;
  47366. /** @hidden */
  47367. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47368. /** @hidden */
  47369. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47370. /** @hidden */
  47371. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47372. /** @hidden */
  47373. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47374. }
  47375. }
  47376. declare module "babylonjs/Engines/index" {
  47377. export * from "babylonjs/Engines/constants";
  47378. export * from "babylonjs/Engines/engineCapabilities";
  47379. export * from "babylonjs/Engines/instancingAttributeInfo";
  47380. export * from "babylonjs/Engines/thinEngine";
  47381. export * from "babylonjs/Engines/engine";
  47382. export * from "babylonjs/Engines/engineStore";
  47383. export * from "babylonjs/Engines/nullEngine";
  47384. export * from "babylonjs/Engines/Extensions/index";
  47385. export * from "babylonjs/Engines/IPipelineContext";
  47386. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47387. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47388. export * from "babylonjs/Engines/nativeEngine";
  47389. }
  47390. declare module "babylonjs/Events/clipboardEvents" {
  47391. /**
  47392. * Gather the list of clipboard event types as constants.
  47393. */
  47394. export class ClipboardEventTypes {
  47395. /**
  47396. * The clipboard event is fired when a copy command is active (pressed).
  47397. */
  47398. static readonly COPY: number;
  47399. /**
  47400. * The clipboard event is fired when a cut command is active (pressed).
  47401. */
  47402. static readonly CUT: number;
  47403. /**
  47404. * The clipboard event is fired when a paste command is active (pressed).
  47405. */
  47406. static readonly PASTE: number;
  47407. }
  47408. /**
  47409. * This class is used to store clipboard related info for the onClipboardObservable event.
  47410. */
  47411. export class ClipboardInfo {
  47412. /**
  47413. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47414. */
  47415. type: number;
  47416. /**
  47417. * Defines the related dom event
  47418. */
  47419. event: ClipboardEvent;
  47420. /**
  47421. *Creates an instance of ClipboardInfo.
  47422. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47423. * @param event Defines the related dom event
  47424. */
  47425. constructor(
  47426. /**
  47427. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47428. */
  47429. type: number,
  47430. /**
  47431. * Defines the related dom event
  47432. */
  47433. event: ClipboardEvent);
  47434. /**
  47435. * Get the clipboard event's type from the keycode.
  47436. * @param keyCode Defines the keyCode for the current keyboard event.
  47437. * @return {number}
  47438. */
  47439. static GetTypeFromCharacter(keyCode: number): number;
  47440. }
  47441. }
  47442. declare module "babylonjs/Events/index" {
  47443. export * from "babylonjs/Events/keyboardEvents";
  47444. export * from "babylonjs/Events/pointerEvents";
  47445. export * from "babylonjs/Events/clipboardEvents";
  47446. }
  47447. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47448. import { Scene } from "babylonjs/scene";
  47449. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47450. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47451. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47452. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47453. /**
  47454. * Google Daydream controller
  47455. */
  47456. export class DaydreamController extends WebVRController {
  47457. /**
  47458. * Base Url for the controller model.
  47459. */
  47460. static MODEL_BASE_URL: string;
  47461. /**
  47462. * File name for the controller model.
  47463. */
  47464. static MODEL_FILENAME: string;
  47465. /**
  47466. * Gamepad Id prefix used to identify Daydream Controller.
  47467. */
  47468. static readonly GAMEPAD_ID_PREFIX: string;
  47469. /**
  47470. * Creates a new DaydreamController from a gamepad
  47471. * @param vrGamepad the gamepad that the controller should be created from
  47472. */
  47473. constructor(vrGamepad: any);
  47474. /**
  47475. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47476. * @param scene scene in which to add meshes
  47477. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47478. */
  47479. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47480. /**
  47481. * Called once for each button that changed state since the last frame
  47482. * @param buttonIdx Which button index changed
  47483. * @param state New state of the button
  47484. * @param changes Which properties on the state changed since last frame
  47485. */
  47486. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47487. }
  47488. }
  47489. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47490. import { Scene } from "babylonjs/scene";
  47491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47492. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47493. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47494. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47495. /**
  47496. * Gear VR Controller
  47497. */
  47498. export class GearVRController extends WebVRController {
  47499. /**
  47500. * Base Url for the controller model.
  47501. */
  47502. static MODEL_BASE_URL: string;
  47503. /**
  47504. * File name for the controller model.
  47505. */
  47506. static MODEL_FILENAME: string;
  47507. /**
  47508. * Gamepad Id prefix used to identify this controller.
  47509. */
  47510. static readonly GAMEPAD_ID_PREFIX: string;
  47511. private readonly _buttonIndexToObservableNameMap;
  47512. /**
  47513. * Creates a new GearVRController from a gamepad
  47514. * @param vrGamepad the gamepad that the controller should be created from
  47515. */
  47516. constructor(vrGamepad: any);
  47517. /**
  47518. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47519. * @param scene scene in which to add meshes
  47520. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47521. */
  47522. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47523. /**
  47524. * Called once for each button that changed state since the last frame
  47525. * @param buttonIdx Which button index changed
  47526. * @param state New state of the button
  47527. * @param changes Which properties on the state changed since last frame
  47528. */
  47529. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47530. }
  47531. }
  47532. declare module "babylonjs/Gamepads/Controllers/index" {
  47533. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47534. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47535. export * from "babylonjs/Gamepads/Controllers/genericController";
  47536. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47537. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47538. export * from "babylonjs/Gamepads/Controllers/viveController";
  47539. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47540. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47541. }
  47542. declare module "babylonjs/Gamepads/index" {
  47543. export * from "babylonjs/Gamepads/Controllers/index";
  47544. export * from "babylonjs/Gamepads/gamepad";
  47545. export * from "babylonjs/Gamepads/gamepadManager";
  47546. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47547. export * from "babylonjs/Gamepads/xboxGamepad";
  47548. export * from "babylonjs/Gamepads/dualShockGamepad";
  47549. }
  47550. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47551. import { Scene } from "babylonjs/scene";
  47552. import { Vector4 } from "babylonjs/Maths/math.vector";
  47553. import { Color4 } from "babylonjs/Maths/math.color";
  47554. import { Mesh } from "babylonjs/Meshes/mesh";
  47555. import { Nullable } from "babylonjs/types";
  47556. /**
  47557. * Class containing static functions to help procedurally build meshes
  47558. */
  47559. export class PolyhedronBuilder {
  47560. /**
  47561. * Creates a polyhedron mesh
  47562. * * 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
  47563. * * The parameter `size` (positive float, default 1) sets the polygon size
  47564. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47565. * * 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`
  47566. * * 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
  47567. * * 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)`)
  47568. * * 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
  47569. * * 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
  47570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47571. * * 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
  47572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47573. * @param name defines the name of the mesh
  47574. * @param options defines the options used to create the mesh
  47575. * @param scene defines the hosting scene
  47576. * @returns the polyhedron mesh
  47577. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47578. */
  47579. static CreatePolyhedron(name: string, options: {
  47580. type?: number;
  47581. size?: number;
  47582. sizeX?: number;
  47583. sizeY?: number;
  47584. sizeZ?: number;
  47585. custom?: any;
  47586. faceUV?: Vector4[];
  47587. faceColors?: Color4[];
  47588. flat?: boolean;
  47589. updatable?: boolean;
  47590. sideOrientation?: number;
  47591. frontUVs?: Vector4;
  47592. backUVs?: Vector4;
  47593. }, scene?: Nullable<Scene>): Mesh;
  47594. }
  47595. }
  47596. declare module "babylonjs/Gizmos/scaleGizmo" {
  47597. import { Observable } from "babylonjs/Misc/observable";
  47598. import { Nullable } from "babylonjs/types";
  47599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47600. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47601. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47602. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47603. /**
  47604. * Gizmo that enables scaling a mesh along 3 axis
  47605. */
  47606. export class ScaleGizmo extends Gizmo {
  47607. /**
  47608. * Internal gizmo used for interactions on the x axis
  47609. */
  47610. xGizmo: AxisScaleGizmo;
  47611. /**
  47612. * Internal gizmo used for interactions on the y axis
  47613. */
  47614. yGizmo: AxisScaleGizmo;
  47615. /**
  47616. * Internal gizmo used for interactions on the z axis
  47617. */
  47618. zGizmo: AxisScaleGizmo;
  47619. /**
  47620. * Internal gizmo used to scale all axis equally
  47621. */
  47622. uniformScaleGizmo: AxisScaleGizmo;
  47623. private _meshAttached;
  47624. private _updateGizmoRotationToMatchAttachedMesh;
  47625. private _snapDistance;
  47626. private _scaleRatio;
  47627. private _uniformScalingMesh;
  47628. private _octahedron;
  47629. /** Fires an event when any of it's sub gizmos are dragged */
  47630. onDragStartObservable: Observable<unknown>;
  47631. /** Fires an event when any of it's sub gizmos are released from dragging */
  47632. onDragEndObservable: Observable<unknown>;
  47633. attachedMesh: Nullable<AbstractMesh>;
  47634. /**
  47635. * Creates a ScaleGizmo
  47636. * @param gizmoLayer The utility layer the gizmo will be added to
  47637. */
  47638. constructor(gizmoLayer?: UtilityLayerRenderer);
  47639. updateGizmoRotationToMatchAttachedMesh: boolean;
  47640. /**
  47641. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47642. */
  47643. snapDistance: number;
  47644. /**
  47645. * Ratio for the scale of the gizmo (Default: 1)
  47646. */
  47647. scaleRatio: number;
  47648. /**
  47649. * Disposes of the gizmo
  47650. */
  47651. dispose(): void;
  47652. }
  47653. }
  47654. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47655. import { Observable } from "babylonjs/Misc/observable";
  47656. import { Nullable } from "babylonjs/types";
  47657. import { Vector3 } from "babylonjs/Maths/math.vector";
  47658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47659. import { Mesh } from "babylonjs/Meshes/mesh";
  47660. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47661. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47662. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47663. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47664. import { Color3 } from "babylonjs/Maths/math.color";
  47665. /**
  47666. * Single axis scale gizmo
  47667. */
  47668. export class AxisScaleGizmo extends Gizmo {
  47669. /**
  47670. * Drag behavior responsible for the gizmos dragging interactions
  47671. */
  47672. dragBehavior: PointerDragBehavior;
  47673. private _pointerObserver;
  47674. /**
  47675. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47676. */
  47677. snapDistance: number;
  47678. /**
  47679. * Event that fires each time the gizmo snaps to a new location.
  47680. * * snapDistance is the the change in distance
  47681. */
  47682. onSnapObservable: Observable<{
  47683. snapDistance: number;
  47684. }>;
  47685. /**
  47686. * If the scaling operation should be done on all axis (default: false)
  47687. */
  47688. uniformScaling: boolean;
  47689. private _isEnabled;
  47690. private _parent;
  47691. private _arrow;
  47692. private _coloredMaterial;
  47693. private _hoverMaterial;
  47694. /**
  47695. * Creates an AxisScaleGizmo
  47696. * @param gizmoLayer The utility layer the gizmo will be added to
  47697. * @param dragAxis The axis which the gizmo will be able to scale on
  47698. * @param color The color of the gizmo
  47699. */
  47700. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47701. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47702. /**
  47703. * If the gizmo is enabled
  47704. */
  47705. isEnabled: boolean;
  47706. /**
  47707. * Disposes of the gizmo
  47708. */
  47709. dispose(): void;
  47710. /**
  47711. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47712. * @param mesh The mesh to replace the default mesh of the gizmo
  47713. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47714. */
  47715. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47716. }
  47717. }
  47718. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47719. import { Observable } from "babylonjs/Misc/observable";
  47720. import { Nullable } from "babylonjs/types";
  47721. import { Vector3 } from "babylonjs/Maths/math.vector";
  47722. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47723. import { Mesh } from "babylonjs/Meshes/mesh";
  47724. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47725. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47726. import { Color3 } from "babylonjs/Maths/math.color";
  47727. import "babylonjs/Meshes/Builders/boxBuilder";
  47728. /**
  47729. * Bounding box gizmo
  47730. */
  47731. export class BoundingBoxGizmo extends Gizmo {
  47732. private _lineBoundingBox;
  47733. private _rotateSpheresParent;
  47734. private _scaleBoxesParent;
  47735. private _boundingDimensions;
  47736. private _renderObserver;
  47737. private _pointerObserver;
  47738. private _scaleDragSpeed;
  47739. private _tmpQuaternion;
  47740. private _tmpVector;
  47741. private _tmpRotationMatrix;
  47742. /**
  47743. * 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)
  47744. */
  47745. ignoreChildren: boolean;
  47746. /**
  47747. * 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)
  47748. */
  47749. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47750. /**
  47751. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47752. */
  47753. rotationSphereSize: number;
  47754. /**
  47755. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47756. */
  47757. scaleBoxSize: number;
  47758. /**
  47759. * 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)
  47760. */
  47761. fixedDragMeshScreenSize: boolean;
  47762. /**
  47763. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47764. */
  47765. fixedDragMeshScreenSizeDistanceFactor: number;
  47766. /**
  47767. * Fired when a rotation sphere or scale box is dragged
  47768. */
  47769. onDragStartObservable: Observable<{}>;
  47770. /**
  47771. * Fired when a scale box is dragged
  47772. */
  47773. onScaleBoxDragObservable: Observable<{}>;
  47774. /**
  47775. * Fired when a scale box drag is ended
  47776. */
  47777. onScaleBoxDragEndObservable: Observable<{}>;
  47778. /**
  47779. * Fired when a rotation sphere is dragged
  47780. */
  47781. onRotationSphereDragObservable: Observable<{}>;
  47782. /**
  47783. * Fired when a rotation sphere drag is ended
  47784. */
  47785. onRotationSphereDragEndObservable: Observable<{}>;
  47786. /**
  47787. * 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)
  47788. */
  47789. scalePivot: Nullable<Vector3>;
  47790. /**
  47791. * Mesh used as a pivot to rotate the attached mesh
  47792. */
  47793. private _anchorMesh;
  47794. private _existingMeshScale;
  47795. private _dragMesh;
  47796. private pointerDragBehavior;
  47797. private coloredMaterial;
  47798. private hoverColoredMaterial;
  47799. /**
  47800. * Sets the color of the bounding box gizmo
  47801. * @param color the color to set
  47802. */
  47803. setColor(color: Color3): void;
  47804. /**
  47805. * Creates an BoundingBoxGizmo
  47806. * @param gizmoLayer The utility layer the gizmo will be added to
  47807. * @param color The color of the gizmo
  47808. */
  47809. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47810. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47811. private _selectNode;
  47812. /**
  47813. * Updates the bounding box information for the Gizmo
  47814. */
  47815. updateBoundingBox(): void;
  47816. private _updateRotationSpheres;
  47817. private _updateScaleBoxes;
  47818. /**
  47819. * Enables rotation on the specified axis and disables rotation on the others
  47820. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47821. */
  47822. setEnabledRotationAxis(axis: string): void;
  47823. /**
  47824. * Enables/disables scaling
  47825. * @param enable if scaling should be enabled
  47826. */
  47827. setEnabledScaling(enable: boolean): void;
  47828. private _updateDummy;
  47829. /**
  47830. * Enables a pointer drag behavior on the bounding box of the gizmo
  47831. */
  47832. enableDragBehavior(): void;
  47833. /**
  47834. * Disposes of the gizmo
  47835. */
  47836. dispose(): void;
  47837. /**
  47838. * 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)
  47839. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47840. * @returns the bounding box mesh with the passed in mesh as a child
  47841. */
  47842. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47843. /**
  47844. * CustomMeshes are not supported by this gizmo
  47845. * @param mesh The mesh to replace the default mesh of the gizmo
  47846. */
  47847. setCustomMesh(mesh: Mesh): void;
  47848. }
  47849. }
  47850. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47851. import { Observable } from "babylonjs/Misc/observable";
  47852. import { Nullable } from "babylonjs/types";
  47853. import { Vector3 } from "babylonjs/Maths/math.vector";
  47854. import { Color3 } from "babylonjs/Maths/math.color";
  47855. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47856. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47857. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47858. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47859. import "babylonjs/Meshes/Builders/linesBuilder";
  47860. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47861. /**
  47862. * Single plane rotation gizmo
  47863. */
  47864. export class PlaneRotationGizmo extends Gizmo {
  47865. /**
  47866. * Drag behavior responsible for the gizmos dragging interactions
  47867. */
  47868. dragBehavior: PointerDragBehavior;
  47869. private _pointerObserver;
  47870. /**
  47871. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47872. */
  47873. snapDistance: number;
  47874. /**
  47875. * Event that fires each time the gizmo snaps to a new location.
  47876. * * snapDistance is the the change in distance
  47877. */
  47878. onSnapObservable: Observable<{
  47879. snapDistance: number;
  47880. }>;
  47881. private _isEnabled;
  47882. private _parent;
  47883. /**
  47884. * Creates a PlaneRotationGizmo
  47885. * @param gizmoLayer The utility layer the gizmo will be added to
  47886. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47887. * @param color The color of the gizmo
  47888. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47889. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47890. */
  47891. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47892. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47893. /**
  47894. * If the gizmo is enabled
  47895. */
  47896. isEnabled: boolean;
  47897. /**
  47898. * Disposes of the gizmo
  47899. */
  47900. dispose(): void;
  47901. }
  47902. }
  47903. declare module "babylonjs/Gizmos/rotationGizmo" {
  47904. import { Observable } from "babylonjs/Misc/observable";
  47905. import { Nullable } from "babylonjs/types";
  47906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47907. import { Mesh } from "babylonjs/Meshes/mesh";
  47908. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47909. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47910. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47911. /**
  47912. * Gizmo that enables rotating a mesh along 3 axis
  47913. */
  47914. export class RotationGizmo extends Gizmo {
  47915. /**
  47916. * Internal gizmo used for interactions on the x axis
  47917. */
  47918. xGizmo: PlaneRotationGizmo;
  47919. /**
  47920. * Internal gizmo used for interactions on the y axis
  47921. */
  47922. yGizmo: PlaneRotationGizmo;
  47923. /**
  47924. * Internal gizmo used for interactions on the z axis
  47925. */
  47926. zGizmo: PlaneRotationGizmo;
  47927. /** Fires an event when any of it's sub gizmos are dragged */
  47928. onDragStartObservable: Observable<unknown>;
  47929. /** Fires an event when any of it's sub gizmos are released from dragging */
  47930. onDragEndObservable: Observable<unknown>;
  47931. private _meshAttached;
  47932. attachedMesh: Nullable<AbstractMesh>;
  47933. /**
  47934. * Creates a RotationGizmo
  47935. * @param gizmoLayer The utility layer the gizmo will be added to
  47936. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47937. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47938. */
  47939. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47940. updateGizmoRotationToMatchAttachedMesh: boolean;
  47941. /**
  47942. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47943. */
  47944. snapDistance: number;
  47945. /**
  47946. * Ratio for the scale of the gizmo (Default: 1)
  47947. */
  47948. scaleRatio: number;
  47949. /**
  47950. * Disposes of the gizmo
  47951. */
  47952. dispose(): void;
  47953. /**
  47954. * CustomMeshes are not supported by this gizmo
  47955. * @param mesh The mesh to replace the default mesh of the gizmo
  47956. */
  47957. setCustomMesh(mesh: Mesh): void;
  47958. }
  47959. }
  47960. declare module "babylonjs/Gizmos/gizmoManager" {
  47961. import { Observable } from "babylonjs/Misc/observable";
  47962. import { Nullable } from "babylonjs/types";
  47963. import { Scene, IDisposable } from "babylonjs/scene";
  47964. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47965. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47966. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47967. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47968. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47969. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47970. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47971. /**
  47972. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47973. */
  47974. export class GizmoManager implements IDisposable {
  47975. private scene;
  47976. /**
  47977. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47978. */
  47979. gizmos: {
  47980. positionGizmo: Nullable<PositionGizmo>;
  47981. rotationGizmo: Nullable<RotationGizmo>;
  47982. scaleGizmo: Nullable<ScaleGizmo>;
  47983. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47984. };
  47985. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47986. clearGizmoOnEmptyPointerEvent: boolean;
  47987. /** Fires an event when the manager is attached to a mesh */
  47988. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47989. private _gizmosEnabled;
  47990. private _pointerObserver;
  47991. private _attachedMesh;
  47992. private _boundingBoxColor;
  47993. private _defaultUtilityLayer;
  47994. private _defaultKeepDepthUtilityLayer;
  47995. /**
  47996. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47997. */
  47998. boundingBoxDragBehavior: SixDofDragBehavior;
  47999. /**
  48000. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  48001. */
  48002. attachableMeshes: Nullable<Array<AbstractMesh>>;
  48003. /**
  48004. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  48005. */
  48006. usePointerToAttachGizmos: boolean;
  48007. /**
  48008. * Utility layer that the bounding box gizmo belongs to
  48009. */
  48010. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  48011. /**
  48012. * Utility layer that all gizmos besides bounding box belong to
  48013. */
  48014. readonly utilityLayer: UtilityLayerRenderer;
  48015. /**
  48016. * Instatiates a gizmo manager
  48017. * @param scene the scene to overlay the gizmos on top of
  48018. */
  48019. constructor(scene: Scene);
  48020. /**
  48021. * Attaches a set of gizmos to the specified mesh
  48022. * @param mesh The mesh the gizmo's should be attached to
  48023. */
  48024. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  48025. /**
  48026. * If the position gizmo is enabled
  48027. */
  48028. positionGizmoEnabled: boolean;
  48029. /**
  48030. * If the rotation gizmo is enabled
  48031. */
  48032. rotationGizmoEnabled: boolean;
  48033. /**
  48034. * If the scale gizmo is enabled
  48035. */
  48036. scaleGizmoEnabled: boolean;
  48037. /**
  48038. * If the boundingBox gizmo is enabled
  48039. */
  48040. boundingBoxGizmoEnabled: boolean;
  48041. /**
  48042. * Disposes of the gizmo manager
  48043. */
  48044. dispose(): void;
  48045. }
  48046. }
  48047. declare module "babylonjs/Lights/directionalLight" {
  48048. import { Camera } from "babylonjs/Cameras/camera";
  48049. import { Scene } from "babylonjs/scene";
  48050. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48051. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48052. import { Light } from "babylonjs/Lights/light";
  48053. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48054. import { Effect } from "babylonjs/Materials/effect";
  48055. /**
  48056. * A directional light is defined by a direction (what a surprise!).
  48057. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  48058. * 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.
  48059. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48060. */
  48061. export class DirectionalLight extends ShadowLight {
  48062. private _shadowFrustumSize;
  48063. /**
  48064. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  48065. */
  48066. /**
  48067. * Specifies a fix frustum size for the shadow generation.
  48068. */
  48069. shadowFrustumSize: number;
  48070. private _shadowOrthoScale;
  48071. /**
  48072. * Gets the shadow projection scale against the optimal computed one.
  48073. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48074. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48075. */
  48076. /**
  48077. * Sets the shadow projection scale against the optimal computed one.
  48078. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  48079. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  48080. */
  48081. shadowOrthoScale: number;
  48082. /**
  48083. * Automatically compute the projection matrix to best fit (including all the casters)
  48084. * on each frame.
  48085. */
  48086. autoUpdateExtends: boolean;
  48087. private _orthoLeft;
  48088. private _orthoRight;
  48089. private _orthoTop;
  48090. private _orthoBottom;
  48091. /**
  48092. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  48093. * The directional light is emitted from everywhere in the given direction.
  48094. * It can cast shadows.
  48095. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48096. * @param name The friendly name of the light
  48097. * @param direction The direction of the light
  48098. * @param scene The scene the light belongs to
  48099. */
  48100. constructor(name: string, direction: Vector3, scene: Scene);
  48101. /**
  48102. * Returns the string "DirectionalLight".
  48103. * @return The class name
  48104. */
  48105. getClassName(): string;
  48106. /**
  48107. * Returns the integer 1.
  48108. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48109. */
  48110. getTypeID(): number;
  48111. /**
  48112. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  48113. * Returns the DirectionalLight Shadow projection matrix.
  48114. */
  48115. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48116. /**
  48117. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  48118. * Returns the DirectionalLight Shadow projection matrix.
  48119. */
  48120. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  48121. /**
  48122. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  48123. * Returns the DirectionalLight Shadow projection matrix.
  48124. */
  48125. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48126. protected _buildUniformLayout(): void;
  48127. /**
  48128. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  48129. * @param effect The effect to update
  48130. * @param lightIndex The index of the light in the effect to update
  48131. * @returns The directional light
  48132. */
  48133. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  48134. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  48135. /**
  48136. * Gets the minZ used for shadow according to both the scene and the light.
  48137. *
  48138. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48139. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48140. * @param activeCamera The camera we are returning the min for
  48141. * @returns the depth min z
  48142. */
  48143. getDepthMinZ(activeCamera: Camera): number;
  48144. /**
  48145. * Gets the maxZ used for shadow according to both the scene and the light.
  48146. *
  48147. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  48148. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  48149. * @param activeCamera The camera we are returning the max for
  48150. * @returns the depth max z
  48151. */
  48152. getDepthMaxZ(activeCamera: Camera): number;
  48153. /**
  48154. * Prepares the list of defines specific to the light type.
  48155. * @param defines the list of defines
  48156. * @param lightIndex defines the index of the light for the effect
  48157. */
  48158. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48159. }
  48160. }
  48161. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  48162. import { Mesh } from "babylonjs/Meshes/mesh";
  48163. /**
  48164. * Class containing static functions to help procedurally build meshes
  48165. */
  48166. export class HemisphereBuilder {
  48167. /**
  48168. * Creates a hemisphere mesh
  48169. * @param name defines the name of the mesh
  48170. * @param options defines the options used to create the mesh
  48171. * @param scene defines the hosting scene
  48172. * @returns the hemisphere mesh
  48173. */
  48174. static CreateHemisphere(name: string, options: {
  48175. segments?: number;
  48176. diameter?: number;
  48177. sideOrientation?: number;
  48178. }, scene: any): Mesh;
  48179. }
  48180. }
  48181. declare module "babylonjs/Lights/spotLight" {
  48182. import { Nullable } from "babylonjs/types";
  48183. import { Scene } from "babylonjs/scene";
  48184. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48186. import { Effect } from "babylonjs/Materials/effect";
  48187. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48188. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  48189. /**
  48190. * A spot light is defined by a position, a direction, an angle, and an exponent.
  48191. * These values define a cone of light starting from the position, emitting toward the direction.
  48192. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  48193. * and the exponent defines the speed of the decay of the light with distance (reach).
  48194. * Documentation: https://doc.babylonjs.com/babylon101/lights
  48195. */
  48196. export class SpotLight extends ShadowLight {
  48197. private _angle;
  48198. private _innerAngle;
  48199. private _cosHalfAngle;
  48200. private _lightAngleScale;
  48201. private _lightAngleOffset;
  48202. /**
  48203. * Gets the cone angle of the spot light in Radians.
  48204. */
  48205. /**
  48206. * Sets the cone angle of the spot light in Radians.
  48207. */
  48208. angle: number;
  48209. /**
  48210. * Only used in gltf falloff mode, this defines the angle where
  48211. * the directional falloff will start before cutting at angle which could be seen
  48212. * as outer angle.
  48213. */
  48214. /**
  48215. * Only used in gltf falloff mode, this defines the angle where
  48216. * the directional falloff will start before cutting at angle which could be seen
  48217. * as outer angle.
  48218. */
  48219. innerAngle: number;
  48220. private _shadowAngleScale;
  48221. /**
  48222. * Allows scaling the angle of the light for shadow generation only.
  48223. */
  48224. /**
  48225. * Allows scaling the angle of the light for shadow generation only.
  48226. */
  48227. shadowAngleScale: number;
  48228. /**
  48229. * The light decay speed with the distance from the emission spot.
  48230. */
  48231. exponent: number;
  48232. private _projectionTextureMatrix;
  48233. /**
  48234. * Allows reading the projecton texture
  48235. */
  48236. readonly projectionTextureMatrix: Matrix;
  48237. protected _projectionTextureLightNear: number;
  48238. /**
  48239. * Gets the near clip of the Spotlight for texture projection.
  48240. */
  48241. /**
  48242. * Sets the near clip of the Spotlight for texture projection.
  48243. */
  48244. projectionTextureLightNear: number;
  48245. protected _projectionTextureLightFar: number;
  48246. /**
  48247. * Gets the far clip of the Spotlight for texture projection.
  48248. */
  48249. /**
  48250. * Sets the far clip of the Spotlight for texture projection.
  48251. */
  48252. projectionTextureLightFar: number;
  48253. protected _projectionTextureUpDirection: Vector3;
  48254. /**
  48255. * Gets the Up vector of the Spotlight for texture projection.
  48256. */
  48257. /**
  48258. * Sets the Up vector of the Spotlight for texture projection.
  48259. */
  48260. projectionTextureUpDirection: Vector3;
  48261. private _projectionTexture;
  48262. /**
  48263. * Gets the projection texture of the light.
  48264. */
  48265. /**
  48266. * Sets the projection texture of the light.
  48267. */
  48268. projectionTexture: Nullable<BaseTexture>;
  48269. private _projectionTextureViewLightDirty;
  48270. private _projectionTextureProjectionLightDirty;
  48271. private _projectionTextureDirty;
  48272. private _projectionTextureViewTargetVector;
  48273. private _projectionTextureViewLightMatrix;
  48274. private _projectionTextureProjectionLightMatrix;
  48275. private _projectionTextureScalingMatrix;
  48276. /**
  48277. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48278. * It can cast shadows.
  48279. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48280. * @param name The light friendly name
  48281. * @param position The position of the spot light in the scene
  48282. * @param direction The direction of the light in the scene
  48283. * @param angle The cone angle of the light in Radians
  48284. * @param exponent The light decay speed with the distance from the emission spot
  48285. * @param scene The scene the lights belongs to
  48286. */
  48287. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48288. /**
  48289. * Returns the string "SpotLight".
  48290. * @returns the class name
  48291. */
  48292. getClassName(): string;
  48293. /**
  48294. * Returns the integer 2.
  48295. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48296. */
  48297. getTypeID(): number;
  48298. /**
  48299. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48300. */
  48301. protected _setDirection(value: Vector3): void;
  48302. /**
  48303. * Overrides the position setter to recompute the projection texture view light Matrix.
  48304. */
  48305. protected _setPosition(value: Vector3): void;
  48306. /**
  48307. * 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.
  48308. * Returns the SpotLight.
  48309. */
  48310. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48311. protected _computeProjectionTextureViewLightMatrix(): void;
  48312. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48313. /**
  48314. * Main function for light texture projection matrix computing.
  48315. */
  48316. protected _computeProjectionTextureMatrix(): void;
  48317. protected _buildUniformLayout(): void;
  48318. private _computeAngleValues;
  48319. /**
  48320. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48321. * @param effect The effect to update
  48322. * @param lightIndex The index of the light in the effect to update
  48323. * @returns The spot light
  48324. */
  48325. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48326. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48327. /**
  48328. * Disposes the light and the associated resources.
  48329. */
  48330. dispose(): void;
  48331. /**
  48332. * Prepares the list of defines specific to the light type.
  48333. * @param defines the list of defines
  48334. * @param lightIndex defines the index of the light for the effect
  48335. */
  48336. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48337. }
  48338. }
  48339. declare module "babylonjs/Gizmos/lightGizmo" {
  48340. import { Nullable } from "babylonjs/types";
  48341. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48342. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48343. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48344. import { Light } from "babylonjs/Lights/light";
  48345. /**
  48346. * Gizmo that enables viewing a light
  48347. */
  48348. export class LightGizmo extends Gizmo {
  48349. private _lightMesh;
  48350. private _material;
  48351. private cachedPosition;
  48352. private cachedForward;
  48353. /**
  48354. * Creates a LightGizmo
  48355. * @param gizmoLayer The utility layer the gizmo will be added to
  48356. */
  48357. constructor(gizmoLayer?: UtilityLayerRenderer);
  48358. private _light;
  48359. /**
  48360. * The light that the gizmo is attached to
  48361. */
  48362. light: Nullable<Light>;
  48363. /**
  48364. * Gets the material used to render the light gizmo
  48365. */
  48366. readonly material: StandardMaterial;
  48367. /**
  48368. * @hidden
  48369. * Updates the gizmo to match the attached mesh's position/rotation
  48370. */
  48371. protected _update(): void;
  48372. private static _Scale;
  48373. /**
  48374. * Creates the lines for a light mesh
  48375. */
  48376. private static _createLightLines;
  48377. /**
  48378. * Disposes of the light gizmo
  48379. */
  48380. dispose(): void;
  48381. private static _CreateHemisphericLightMesh;
  48382. private static _CreatePointLightMesh;
  48383. private static _CreateSpotLightMesh;
  48384. private static _CreateDirectionalLightMesh;
  48385. }
  48386. }
  48387. declare module "babylonjs/Gizmos/index" {
  48388. export * from "babylonjs/Gizmos/axisDragGizmo";
  48389. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48390. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48391. export * from "babylonjs/Gizmos/gizmo";
  48392. export * from "babylonjs/Gizmos/gizmoManager";
  48393. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48394. export * from "babylonjs/Gizmos/positionGizmo";
  48395. export * from "babylonjs/Gizmos/rotationGizmo";
  48396. export * from "babylonjs/Gizmos/scaleGizmo";
  48397. export * from "babylonjs/Gizmos/lightGizmo";
  48398. export * from "babylonjs/Gizmos/planeDragGizmo";
  48399. }
  48400. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48401. /** @hidden */
  48402. export var backgroundFragmentDeclaration: {
  48403. name: string;
  48404. shader: string;
  48405. };
  48406. }
  48407. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48408. /** @hidden */
  48409. export var backgroundUboDeclaration: {
  48410. name: string;
  48411. shader: string;
  48412. };
  48413. }
  48414. declare module "babylonjs/Shaders/background.fragment" {
  48415. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48416. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48417. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48418. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48419. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48420. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48421. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48422. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48423. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48424. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48425. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48426. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48427. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48428. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48429. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48430. /** @hidden */
  48431. export var backgroundPixelShader: {
  48432. name: string;
  48433. shader: string;
  48434. };
  48435. }
  48436. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48437. /** @hidden */
  48438. export var backgroundVertexDeclaration: {
  48439. name: string;
  48440. shader: string;
  48441. };
  48442. }
  48443. declare module "babylonjs/Shaders/background.vertex" {
  48444. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48445. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48446. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48447. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48448. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48449. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48450. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48451. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48452. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48453. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48454. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48455. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48456. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48457. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48458. /** @hidden */
  48459. export var backgroundVertexShader: {
  48460. name: string;
  48461. shader: string;
  48462. };
  48463. }
  48464. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48465. import { Nullable, int, float } from "babylonjs/types";
  48466. import { Scene } from "babylonjs/scene";
  48467. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48468. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48469. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48470. import { Mesh } from "babylonjs/Meshes/mesh";
  48471. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48472. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48473. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48474. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48475. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48476. import { Color3 } from "babylonjs/Maths/math.color";
  48477. import "babylonjs/Shaders/background.fragment";
  48478. import "babylonjs/Shaders/background.vertex";
  48479. /**
  48480. * Background material used to create an efficient environement around your scene.
  48481. */
  48482. export class BackgroundMaterial extends PushMaterial {
  48483. /**
  48484. * Standard reflectance value at parallel view angle.
  48485. */
  48486. static StandardReflectance0: number;
  48487. /**
  48488. * Standard reflectance value at grazing angle.
  48489. */
  48490. static StandardReflectance90: number;
  48491. protected _primaryColor: Color3;
  48492. /**
  48493. * Key light Color (multiply against the environement texture)
  48494. */
  48495. primaryColor: Color3;
  48496. protected __perceptualColor: Nullable<Color3>;
  48497. /**
  48498. * Experimental Internal Use Only.
  48499. *
  48500. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48501. * This acts as a helper to set the primary color to a more "human friendly" value.
  48502. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48503. * output color as close as possible from the chosen value.
  48504. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48505. * part of lighting setup.)
  48506. */
  48507. _perceptualColor: Nullable<Color3>;
  48508. protected _primaryColorShadowLevel: float;
  48509. /**
  48510. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48511. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48512. */
  48513. primaryColorShadowLevel: float;
  48514. protected _primaryColorHighlightLevel: float;
  48515. /**
  48516. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48517. * The primary color is used at the level chosen to define what the white area would look.
  48518. */
  48519. primaryColorHighlightLevel: float;
  48520. protected _reflectionTexture: Nullable<BaseTexture>;
  48521. /**
  48522. * Reflection Texture used in the material.
  48523. * Should be author in a specific way for the best result (refer to the documentation).
  48524. */
  48525. reflectionTexture: Nullable<BaseTexture>;
  48526. protected _reflectionBlur: float;
  48527. /**
  48528. * Reflection Texture level of blur.
  48529. *
  48530. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48531. * texture twice.
  48532. */
  48533. reflectionBlur: float;
  48534. protected _diffuseTexture: Nullable<BaseTexture>;
  48535. /**
  48536. * Diffuse Texture used in the material.
  48537. * Should be author in a specific way for the best result (refer to the documentation).
  48538. */
  48539. diffuseTexture: Nullable<BaseTexture>;
  48540. protected _shadowLights: Nullable<IShadowLight[]>;
  48541. /**
  48542. * Specify the list of lights casting shadow on the material.
  48543. * All scene shadow lights will be included if null.
  48544. */
  48545. shadowLights: Nullable<IShadowLight[]>;
  48546. protected _shadowLevel: float;
  48547. /**
  48548. * Helps adjusting the shadow to a softer level if required.
  48549. * 0 means black shadows and 1 means no shadows.
  48550. */
  48551. shadowLevel: float;
  48552. protected _sceneCenter: Vector3;
  48553. /**
  48554. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48555. * It is usually zero but might be interesting to modify according to your setup.
  48556. */
  48557. sceneCenter: Vector3;
  48558. protected _opacityFresnel: boolean;
  48559. /**
  48560. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48561. * This helps ensuring a nice transition when the camera goes under the ground.
  48562. */
  48563. opacityFresnel: boolean;
  48564. protected _reflectionFresnel: boolean;
  48565. /**
  48566. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48567. * This helps adding a mirror texture on the ground.
  48568. */
  48569. reflectionFresnel: boolean;
  48570. protected _reflectionFalloffDistance: number;
  48571. /**
  48572. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48573. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48574. */
  48575. reflectionFalloffDistance: number;
  48576. protected _reflectionAmount: number;
  48577. /**
  48578. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48579. */
  48580. reflectionAmount: number;
  48581. protected _reflectionReflectance0: number;
  48582. /**
  48583. * This specifies the weight of the reflection at grazing angle.
  48584. */
  48585. reflectionReflectance0: number;
  48586. protected _reflectionReflectance90: number;
  48587. /**
  48588. * This specifies the weight of the reflection at a perpendicular point of view.
  48589. */
  48590. reflectionReflectance90: number;
  48591. /**
  48592. * Sets the reflection reflectance fresnel values according to the default standard
  48593. * empirically know to work well :-)
  48594. */
  48595. reflectionStandardFresnelWeight: number;
  48596. protected _useRGBColor: boolean;
  48597. /**
  48598. * Helps to directly use the maps channels instead of their level.
  48599. */
  48600. useRGBColor: boolean;
  48601. protected _enableNoise: boolean;
  48602. /**
  48603. * This helps reducing the banding effect that could occur on the background.
  48604. */
  48605. enableNoise: boolean;
  48606. /**
  48607. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48608. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48609. * Recommended to be keep at 1.0 except for special cases.
  48610. */
  48611. fovMultiplier: number;
  48612. private _fovMultiplier;
  48613. /**
  48614. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48615. */
  48616. useEquirectangularFOV: boolean;
  48617. private _maxSimultaneousLights;
  48618. /**
  48619. * Number of Simultaneous lights allowed on the material.
  48620. */
  48621. maxSimultaneousLights: int;
  48622. /**
  48623. * Default configuration related to image processing available in the Background Material.
  48624. */
  48625. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48626. /**
  48627. * Keep track of the image processing observer to allow dispose and replace.
  48628. */
  48629. private _imageProcessingObserver;
  48630. /**
  48631. * Attaches a new image processing configuration to the PBR Material.
  48632. * @param configuration (if null the scene configuration will be use)
  48633. */
  48634. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48635. /**
  48636. * Gets the image processing configuration used either in this material.
  48637. */
  48638. /**
  48639. * Sets the Default image processing configuration used either in the this material.
  48640. *
  48641. * If sets to null, the scene one is in use.
  48642. */
  48643. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48644. /**
  48645. * Gets wether the color curves effect is enabled.
  48646. */
  48647. /**
  48648. * Sets wether the color curves effect is enabled.
  48649. */
  48650. cameraColorCurvesEnabled: boolean;
  48651. /**
  48652. * Gets wether the color grading effect is enabled.
  48653. */
  48654. /**
  48655. * Gets wether the color grading effect is enabled.
  48656. */
  48657. cameraColorGradingEnabled: boolean;
  48658. /**
  48659. * Gets wether tonemapping is enabled or not.
  48660. */
  48661. /**
  48662. * Sets wether tonemapping is enabled or not
  48663. */
  48664. cameraToneMappingEnabled: boolean;
  48665. /**
  48666. * The camera exposure used on this material.
  48667. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48668. * This corresponds to a photographic exposure.
  48669. */
  48670. /**
  48671. * The camera exposure used on this material.
  48672. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48673. * This corresponds to a photographic exposure.
  48674. */
  48675. cameraExposure: float;
  48676. /**
  48677. * Gets The camera contrast used on this material.
  48678. */
  48679. /**
  48680. * Sets The camera contrast used on this material.
  48681. */
  48682. cameraContrast: float;
  48683. /**
  48684. * Gets the Color Grading 2D Lookup Texture.
  48685. */
  48686. /**
  48687. * Sets the Color Grading 2D Lookup Texture.
  48688. */
  48689. cameraColorGradingTexture: Nullable<BaseTexture>;
  48690. /**
  48691. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48692. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48693. * 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;
  48694. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48695. */
  48696. /**
  48697. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48698. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48699. * 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;
  48700. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48701. */
  48702. cameraColorCurves: Nullable<ColorCurves>;
  48703. /**
  48704. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48705. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48706. */
  48707. switchToBGR: boolean;
  48708. private _renderTargets;
  48709. private _reflectionControls;
  48710. private _white;
  48711. private _primaryShadowColor;
  48712. private _primaryHighlightColor;
  48713. /**
  48714. * Instantiates a Background Material in the given scene
  48715. * @param name The friendly name of the material
  48716. * @param scene The scene to add the material to
  48717. */
  48718. constructor(name: string, scene: Scene);
  48719. /**
  48720. * Gets a boolean indicating that current material needs to register RTT
  48721. */
  48722. readonly hasRenderTargetTextures: boolean;
  48723. /**
  48724. * The entire material has been created in order to prevent overdraw.
  48725. * @returns false
  48726. */
  48727. needAlphaTesting(): boolean;
  48728. /**
  48729. * The entire material has been created in order to prevent overdraw.
  48730. * @returns true if blending is enable
  48731. */
  48732. needAlphaBlending(): boolean;
  48733. /**
  48734. * Checks wether the material is ready to be rendered for a given mesh.
  48735. * @param mesh The mesh to render
  48736. * @param subMesh The submesh to check against
  48737. * @param useInstances Specify wether or not the material is used with instances
  48738. * @returns true if all the dependencies are ready (Textures, Effects...)
  48739. */
  48740. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48741. /**
  48742. * Compute the primary color according to the chosen perceptual color.
  48743. */
  48744. private _computePrimaryColorFromPerceptualColor;
  48745. /**
  48746. * Compute the highlights and shadow colors according to their chosen levels.
  48747. */
  48748. private _computePrimaryColors;
  48749. /**
  48750. * Build the uniform buffer used in the material.
  48751. */
  48752. buildUniformLayout(): void;
  48753. /**
  48754. * Unbind the material.
  48755. */
  48756. unbind(): void;
  48757. /**
  48758. * Bind only the world matrix to the material.
  48759. * @param world The world matrix to bind.
  48760. */
  48761. bindOnlyWorldMatrix(world: Matrix): void;
  48762. /**
  48763. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48764. * @param world The world matrix to bind.
  48765. * @param subMesh The submesh to bind for.
  48766. */
  48767. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48768. /**
  48769. * Checks to see if a texture is used in the material.
  48770. * @param texture - Base texture to use.
  48771. * @returns - Boolean specifying if a texture is used in the material.
  48772. */
  48773. hasTexture(texture: BaseTexture): boolean;
  48774. /**
  48775. * Dispose the material.
  48776. * @param forceDisposeEffect Force disposal of the associated effect.
  48777. * @param forceDisposeTextures Force disposal of the associated textures.
  48778. */
  48779. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48780. /**
  48781. * Clones the material.
  48782. * @param name The cloned name.
  48783. * @returns The cloned material.
  48784. */
  48785. clone(name: string): BackgroundMaterial;
  48786. /**
  48787. * Serializes the current material to its JSON representation.
  48788. * @returns The JSON representation.
  48789. */
  48790. serialize(): any;
  48791. /**
  48792. * Gets the class name of the material
  48793. * @returns "BackgroundMaterial"
  48794. */
  48795. getClassName(): string;
  48796. /**
  48797. * Parse a JSON input to create back a background material.
  48798. * @param source The JSON data to parse
  48799. * @param scene The scene to create the parsed material in
  48800. * @param rootUrl The root url of the assets the material depends upon
  48801. * @returns the instantiated BackgroundMaterial.
  48802. */
  48803. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48804. }
  48805. }
  48806. declare module "babylonjs/Helpers/environmentHelper" {
  48807. import { Observable } from "babylonjs/Misc/observable";
  48808. import { Nullable } from "babylonjs/types";
  48809. import { Scene } from "babylonjs/scene";
  48810. import { Vector3 } from "babylonjs/Maths/math.vector";
  48811. import { Color3 } from "babylonjs/Maths/math.color";
  48812. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48813. import { Mesh } from "babylonjs/Meshes/mesh";
  48814. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48815. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48816. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48817. import "babylonjs/Meshes/Builders/planeBuilder";
  48818. import "babylonjs/Meshes/Builders/boxBuilder";
  48819. /**
  48820. * Represents the different options available during the creation of
  48821. * a Environment helper.
  48822. *
  48823. * This can control the default ground, skybox and image processing setup of your scene.
  48824. */
  48825. export interface IEnvironmentHelperOptions {
  48826. /**
  48827. * Specifies wether or not to create a ground.
  48828. * True by default.
  48829. */
  48830. createGround: boolean;
  48831. /**
  48832. * Specifies the ground size.
  48833. * 15 by default.
  48834. */
  48835. groundSize: number;
  48836. /**
  48837. * The texture used on the ground for the main color.
  48838. * Comes from the BabylonJS CDN by default.
  48839. *
  48840. * Remarks: Can be either a texture or a url.
  48841. */
  48842. groundTexture: string | BaseTexture;
  48843. /**
  48844. * The color mixed in the ground texture by default.
  48845. * BabylonJS clearColor by default.
  48846. */
  48847. groundColor: Color3;
  48848. /**
  48849. * Specifies the ground opacity.
  48850. * 1 by default.
  48851. */
  48852. groundOpacity: number;
  48853. /**
  48854. * Enables the ground to receive shadows.
  48855. * True by default.
  48856. */
  48857. enableGroundShadow: boolean;
  48858. /**
  48859. * Helps preventing the shadow to be fully black on the ground.
  48860. * 0.5 by default.
  48861. */
  48862. groundShadowLevel: number;
  48863. /**
  48864. * Creates a mirror texture attach to the ground.
  48865. * false by default.
  48866. */
  48867. enableGroundMirror: boolean;
  48868. /**
  48869. * Specifies the ground mirror size ratio.
  48870. * 0.3 by default as the default kernel is 64.
  48871. */
  48872. groundMirrorSizeRatio: number;
  48873. /**
  48874. * Specifies the ground mirror blur kernel size.
  48875. * 64 by default.
  48876. */
  48877. groundMirrorBlurKernel: number;
  48878. /**
  48879. * Specifies the ground mirror visibility amount.
  48880. * 1 by default
  48881. */
  48882. groundMirrorAmount: number;
  48883. /**
  48884. * Specifies the ground mirror reflectance weight.
  48885. * This uses the standard weight of the background material to setup the fresnel effect
  48886. * of the mirror.
  48887. * 1 by default.
  48888. */
  48889. groundMirrorFresnelWeight: number;
  48890. /**
  48891. * Specifies the ground mirror Falloff distance.
  48892. * This can helps reducing the size of the reflection.
  48893. * 0 by Default.
  48894. */
  48895. groundMirrorFallOffDistance: number;
  48896. /**
  48897. * Specifies the ground mirror texture type.
  48898. * Unsigned Int by Default.
  48899. */
  48900. groundMirrorTextureType: number;
  48901. /**
  48902. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48903. * the shown objects.
  48904. */
  48905. groundYBias: number;
  48906. /**
  48907. * Specifies wether or not to create a skybox.
  48908. * True by default.
  48909. */
  48910. createSkybox: boolean;
  48911. /**
  48912. * Specifies the skybox size.
  48913. * 20 by default.
  48914. */
  48915. skyboxSize: number;
  48916. /**
  48917. * The texture used on the skybox for the main color.
  48918. * Comes from the BabylonJS CDN by default.
  48919. *
  48920. * Remarks: Can be either a texture or a url.
  48921. */
  48922. skyboxTexture: string | BaseTexture;
  48923. /**
  48924. * The color mixed in the skybox texture by default.
  48925. * BabylonJS clearColor by default.
  48926. */
  48927. skyboxColor: Color3;
  48928. /**
  48929. * The background rotation around the Y axis of the scene.
  48930. * This helps aligning the key lights of your scene with the background.
  48931. * 0 by default.
  48932. */
  48933. backgroundYRotation: number;
  48934. /**
  48935. * Compute automatically the size of the elements to best fit with the scene.
  48936. */
  48937. sizeAuto: boolean;
  48938. /**
  48939. * Default position of the rootMesh if autoSize is not true.
  48940. */
  48941. rootPosition: Vector3;
  48942. /**
  48943. * Sets up the image processing in the scene.
  48944. * true by default.
  48945. */
  48946. setupImageProcessing: boolean;
  48947. /**
  48948. * The texture used as your environment texture in the scene.
  48949. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48950. *
  48951. * Remarks: Can be either a texture or a url.
  48952. */
  48953. environmentTexture: string | BaseTexture;
  48954. /**
  48955. * The value of the exposure to apply to the scene.
  48956. * 0.6 by default if setupImageProcessing is true.
  48957. */
  48958. cameraExposure: number;
  48959. /**
  48960. * The value of the contrast to apply to the scene.
  48961. * 1.6 by default if setupImageProcessing is true.
  48962. */
  48963. cameraContrast: number;
  48964. /**
  48965. * Specifies wether or not tonemapping should be enabled in the scene.
  48966. * true by default if setupImageProcessing is true.
  48967. */
  48968. toneMappingEnabled: boolean;
  48969. }
  48970. /**
  48971. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48972. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48973. * It also helps with the default setup of your imageProcessing configuration.
  48974. */
  48975. export class EnvironmentHelper {
  48976. /**
  48977. * Default ground texture URL.
  48978. */
  48979. private static _groundTextureCDNUrl;
  48980. /**
  48981. * Default skybox texture URL.
  48982. */
  48983. private static _skyboxTextureCDNUrl;
  48984. /**
  48985. * Default environment texture URL.
  48986. */
  48987. private static _environmentTextureCDNUrl;
  48988. /**
  48989. * Creates the default options for the helper.
  48990. */
  48991. private static _getDefaultOptions;
  48992. private _rootMesh;
  48993. /**
  48994. * Gets the root mesh created by the helper.
  48995. */
  48996. readonly rootMesh: Mesh;
  48997. private _skybox;
  48998. /**
  48999. * Gets the skybox created by the helper.
  49000. */
  49001. readonly skybox: Nullable<Mesh>;
  49002. private _skyboxTexture;
  49003. /**
  49004. * Gets the skybox texture created by the helper.
  49005. */
  49006. readonly skyboxTexture: Nullable<BaseTexture>;
  49007. private _skyboxMaterial;
  49008. /**
  49009. * Gets the skybox material created by the helper.
  49010. */
  49011. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  49012. private _ground;
  49013. /**
  49014. * Gets the ground mesh created by the helper.
  49015. */
  49016. readonly ground: Nullable<Mesh>;
  49017. private _groundTexture;
  49018. /**
  49019. * Gets the ground texture created by the helper.
  49020. */
  49021. readonly groundTexture: Nullable<BaseTexture>;
  49022. private _groundMirror;
  49023. /**
  49024. * Gets the ground mirror created by the helper.
  49025. */
  49026. readonly groundMirror: Nullable<MirrorTexture>;
  49027. /**
  49028. * Gets the ground mirror render list to helps pushing the meshes
  49029. * you wish in the ground reflection.
  49030. */
  49031. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  49032. private _groundMaterial;
  49033. /**
  49034. * Gets the ground material created by the helper.
  49035. */
  49036. readonly groundMaterial: Nullable<BackgroundMaterial>;
  49037. /**
  49038. * Stores the creation options.
  49039. */
  49040. private readonly _scene;
  49041. private _options;
  49042. /**
  49043. * This observable will be notified with any error during the creation of the environment,
  49044. * mainly texture creation errors.
  49045. */
  49046. onErrorObservable: Observable<{
  49047. message?: string;
  49048. exception?: any;
  49049. }>;
  49050. /**
  49051. * constructor
  49052. * @param options Defines the options we want to customize the helper
  49053. * @param scene The scene to add the material to
  49054. */
  49055. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  49056. /**
  49057. * Updates the background according to the new options
  49058. * @param options
  49059. */
  49060. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  49061. /**
  49062. * Sets the primary color of all the available elements.
  49063. * @param color the main color to affect to the ground and the background
  49064. */
  49065. setMainColor(color: Color3): void;
  49066. /**
  49067. * Setup the image processing according to the specified options.
  49068. */
  49069. private _setupImageProcessing;
  49070. /**
  49071. * Setup the environment texture according to the specified options.
  49072. */
  49073. private _setupEnvironmentTexture;
  49074. /**
  49075. * Setup the background according to the specified options.
  49076. */
  49077. private _setupBackground;
  49078. /**
  49079. * Get the scene sizes according to the setup.
  49080. */
  49081. private _getSceneSize;
  49082. /**
  49083. * Setup the ground according to the specified options.
  49084. */
  49085. private _setupGround;
  49086. /**
  49087. * Setup the ground material according to the specified options.
  49088. */
  49089. private _setupGroundMaterial;
  49090. /**
  49091. * Setup the ground diffuse texture according to the specified options.
  49092. */
  49093. private _setupGroundDiffuseTexture;
  49094. /**
  49095. * Setup the ground mirror texture according to the specified options.
  49096. */
  49097. private _setupGroundMirrorTexture;
  49098. /**
  49099. * Setup the ground to receive the mirror texture.
  49100. */
  49101. private _setupMirrorInGroundMaterial;
  49102. /**
  49103. * Setup the skybox according to the specified options.
  49104. */
  49105. private _setupSkybox;
  49106. /**
  49107. * Setup the skybox material according to the specified options.
  49108. */
  49109. private _setupSkyboxMaterial;
  49110. /**
  49111. * Setup the skybox reflection texture according to the specified options.
  49112. */
  49113. private _setupSkyboxReflectionTexture;
  49114. private _errorHandler;
  49115. /**
  49116. * Dispose all the elements created by the Helper.
  49117. */
  49118. dispose(): void;
  49119. }
  49120. }
  49121. declare module "babylonjs/Helpers/photoDome" {
  49122. import { Observable } from "babylonjs/Misc/observable";
  49123. import { Nullable } from "babylonjs/types";
  49124. import { Scene } from "babylonjs/scene";
  49125. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49126. import { Mesh } from "babylonjs/Meshes/mesh";
  49127. import { Texture } from "babylonjs/Materials/Textures/texture";
  49128. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49129. import "babylonjs/Meshes/Builders/sphereBuilder";
  49130. /**
  49131. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  49132. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  49133. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  49134. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49135. */
  49136. export class PhotoDome extends TransformNode {
  49137. /**
  49138. * Define the image as a Monoscopic panoramic 360 image.
  49139. */
  49140. static readonly MODE_MONOSCOPIC: number;
  49141. /**
  49142. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49143. */
  49144. static readonly MODE_TOPBOTTOM: number;
  49145. /**
  49146. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49147. */
  49148. static readonly MODE_SIDEBYSIDE: number;
  49149. private _useDirectMapping;
  49150. /**
  49151. * The texture being displayed on the sphere
  49152. */
  49153. protected _photoTexture: Texture;
  49154. /**
  49155. * Gets or sets the texture being displayed on the sphere
  49156. */
  49157. photoTexture: Texture;
  49158. /**
  49159. * Observable raised when an error occured while loading the 360 image
  49160. */
  49161. onLoadErrorObservable: Observable<string>;
  49162. /**
  49163. * The skybox material
  49164. */
  49165. protected _material: BackgroundMaterial;
  49166. /**
  49167. * The surface used for the skybox
  49168. */
  49169. protected _mesh: Mesh;
  49170. /**
  49171. * Gets the mesh used for the skybox.
  49172. */
  49173. readonly mesh: Mesh;
  49174. /**
  49175. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49176. * Also see the options.resolution property.
  49177. */
  49178. fovMultiplier: number;
  49179. private _imageMode;
  49180. /**
  49181. * Gets or set the current video mode for the video. It can be:
  49182. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  49183. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  49184. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  49185. */
  49186. imageMode: number;
  49187. /**
  49188. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  49189. * @param name Element's name, child elements will append suffixes for their own names.
  49190. * @param urlsOfPhoto defines the url of the photo to display
  49191. * @param options defines an object containing optional or exposed sub element properties
  49192. * @param onError defines a callback called when an error occured while loading the texture
  49193. */
  49194. constructor(name: string, urlOfPhoto: string, options: {
  49195. resolution?: number;
  49196. size?: number;
  49197. useDirectMapping?: boolean;
  49198. faceForward?: boolean;
  49199. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  49200. private _onBeforeCameraRenderObserver;
  49201. private _changeImageMode;
  49202. /**
  49203. * Releases resources associated with this node.
  49204. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49205. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49206. */
  49207. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49208. }
  49209. }
  49210. declare module "babylonjs/Misc/rgbdTextureTools" {
  49211. import "babylonjs/Shaders/rgbdDecode.fragment";
  49212. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49213. import { Texture } from "babylonjs/Materials/Textures/texture";
  49214. /**
  49215. * Class used to host RGBD texture specific utilities
  49216. */
  49217. export class RGBDTextureTools {
  49218. /**
  49219. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49220. * @param texture the texture to expand.
  49221. */
  49222. static ExpandRGBDTexture(texture: Texture): void;
  49223. }
  49224. }
  49225. declare module "babylonjs/Misc/brdfTextureTools" {
  49226. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49227. import { Scene } from "babylonjs/scene";
  49228. /**
  49229. * Class used to host texture specific utilities
  49230. */
  49231. export class BRDFTextureTools {
  49232. /**
  49233. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49234. * @param scene defines the hosting scene
  49235. * @returns the environment BRDF texture
  49236. */
  49237. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49238. private static _environmentBRDFBase64Texture;
  49239. }
  49240. }
  49241. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49242. import { Nullable } from "babylonjs/types";
  49243. import { Color3 } from "babylonjs/Maths/math.color";
  49244. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49245. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49246. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49247. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49248. import { Engine } from "babylonjs/Engines/engine";
  49249. import { Scene } from "babylonjs/scene";
  49250. /**
  49251. * @hidden
  49252. */
  49253. export interface IMaterialClearCoatDefines {
  49254. CLEARCOAT: boolean;
  49255. CLEARCOAT_DEFAULTIOR: boolean;
  49256. CLEARCOAT_TEXTURE: boolean;
  49257. CLEARCOAT_TEXTUREDIRECTUV: number;
  49258. CLEARCOAT_BUMP: boolean;
  49259. CLEARCOAT_BUMPDIRECTUV: number;
  49260. CLEARCOAT_TINT: boolean;
  49261. CLEARCOAT_TINT_TEXTURE: boolean;
  49262. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49263. /** @hidden */
  49264. _areTexturesDirty: boolean;
  49265. }
  49266. /**
  49267. * Define the code related to the clear coat parameters of the pbr material.
  49268. */
  49269. export class PBRClearCoatConfiguration {
  49270. /**
  49271. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49272. * The default fits with a polyurethane material.
  49273. */
  49274. private static readonly _DefaultIndexOfRefraction;
  49275. private _isEnabled;
  49276. /**
  49277. * Defines if the clear coat is enabled in the material.
  49278. */
  49279. isEnabled: boolean;
  49280. /**
  49281. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49282. */
  49283. intensity: number;
  49284. /**
  49285. * Defines the clear coat layer roughness.
  49286. */
  49287. roughness: number;
  49288. private _indexOfRefraction;
  49289. /**
  49290. * Defines the index of refraction of the clear coat.
  49291. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49292. * The default fits with a polyurethane material.
  49293. * Changing the default value is more performance intensive.
  49294. */
  49295. indexOfRefraction: number;
  49296. private _texture;
  49297. /**
  49298. * Stores the clear coat values in a texture.
  49299. */
  49300. texture: Nullable<BaseTexture>;
  49301. private _bumpTexture;
  49302. /**
  49303. * Define the clear coat specific bump texture.
  49304. */
  49305. bumpTexture: Nullable<BaseTexture>;
  49306. private _isTintEnabled;
  49307. /**
  49308. * Defines if the clear coat tint is enabled in the material.
  49309. */
  49310. isTintEnabled: boolean;
  49311. /**
  49312. * Defines the clear coat tint of the material.
  49313. * This is only use if tint is enabled
  49314. */
  49315. tintColor: Color3;
  49316. /**
  49317. * Defines the distance at which the tint color should be found in the
  49318. * clear coat media.
  49319. * This is only use if tint is enabled
  49320. */
  49321. tintColorAtDistance: number;
  49322. /**
  49323. * Defines the clear coat layer thickness.
  49324. * This is only use if tint is enabled
  49325. */
  49326. tintThickness: number;
  49327. private _tintTexture;
  49328. /**
  49329. * Stores the clear tint values in a texture.
  49330. * rgb is tint
  49331. * a is a thickness factor
  49332. */
  49333. tintTexture: Nullable<BaseTexture>;
  49334. /** @hidden */
  49335. private _internalMarkAllSubMeshesAsTexturesDirty;
  49336. /** @hidden */
  49337. _markAllSubMeshesAsTexturesDirty(): void;
  49338. /**
  49339. * Instantiate a new istance of clear coat configuration.
  49340. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49341. */
  49342. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49343. /**
  49344. * Gets wehter the submesh is ready to be used or not.
  49345. * @param defines the list of "defines" to update.
  49346. * @param scene defines the scene the material belongs to.
  49347. * @param engine defines the engine the material belongs to.
  49348. * @param disableBumpMap defines wether the material disables bump or not.
  49349. * @returns - boolean indicating that the submesh is ready or not.
  49350. */
  49351. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49352. /**
  49353. * Checks to see if a texture is used in the material.
  49354. * @param defines the list of "defines" to update.
  49355. * @param scene defines the scene to the material belongs to.
  49356. */
  49357. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49358. /**
  49359. * Binds the material data.
  49360. * @param uniformBuffer defines the Uniform buffer to fill in.
  49361. * @param scene defines the scene the material belongs to.
  49362. * @param engine defines the engine the material belongs to.
  49363. * @param disableBumpMap defines wether the material disables bump or not.
  49364. * @param isFrozen defines wether the material is frozen or not.
  49365. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49366. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49367. */
  49368. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49369. /**
  49370. * Checks to see if a texture is used in the material.
  49371. * @param texture - Base texture to use.
  49372. * @returns - Boolean specifying if a texture is used in the material.
  49373. */
  49374. hasTexture(texture: BaseTexture): boolean;
  49375. /**
  49376. * Returns an array of the actively used textures.
  49377. * @param activeTextures Array of BaseTextures
  49378. */
  49379. getActiveTextures(activeTextures: BaseTexture[]): void;
  49380. /**
  49381. * Returns the animatable textures.
  49382. * @param animatables Array of animatable textures.
  49383. */
  49384. getAnimatables(animatables: IAnimatable[]): void;
  49385. /**
  49386. * Disposes the resources of the material.
  49387. * @param forceDisposeTextures - Forces the disposal of all textures.
  49388. */
  49389. dispose(forceDisposeTextures?: boolean): void;
  49390. /**
  49391. * Get the current class name of the texture useful for serialization or dynamic coding.
  49392. * @returns "PBRClearCoatConfiguration"
  49393. */
  49394. getClassName(): string;
  49395. /**
  49396. * Add fallbacks to the effect fallbacks list.
  49397. * @param defines defines the Base texture to use.
  49398. * @param fallbacks defines the current fallback list.
  49399. * @param currentRank defines the current fallback rank.
  49400. * @returns the new fallback rank.
  49401. */
  49402. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49403. /**
  49404. * Add the required uniforms to the current list.
  49405. * @param uniforms defines the current uniform list.
  49406. */
  49407. static AddUniforms(uniforms: string[]): void;
  49408. /**
  49409. * Add the required samplers to the current list.
  49410. * @param samplers defines the current sampler list.
  49411. */
  49412. static AddSamplers(samplers: string[]): void;
  49413. /**
  49414. * Add the required uniforms to the current buffer.
  49415. * @param uniformBuffer defines the current uniform buffer.
  49416. */
  49417. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49418. /**
  49419. * Makes a duplicate of the current configuration into another one.
  49420. * @param clearCoatConfiguration define the config where to copy the info
  49421. */
  49422. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49423. /**
  49424. * Serializes this clear coat configuration.
  49425. * @returns - An object with the serialized config.
  49426. */
  49427. serialize(): any;
  49428. /**
  49429. * Parses a anisotropy Configuration from a serialized object.
  49430. * @param source - Serialized object.
  49431. * @param scene Defines the scene we are parsing for
  49432. * @param rootUrl Defines the rootUrl to load from
  49433. */
  49434. parse(source: any, scene: Scene, rootUrl: string): void;
  49435. }
  49436. }
  49437. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49438. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49440. import { Vector2 } from "babylonjs/Maths/math.vector";
  49441. import { Scene } from "babylonjs/scene";
  49442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49443. import { Nullable } from "babylonjs/types";
  49444. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49445. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49446. /**
  49447. * @hidden
  49448. */
  49449. export interface IMaterialAnisotropicDefines {
  49450. ANISOTROPIC: boolean;
  49451. ANISOTROPIC_TEXTURE: boolean;
  49452. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49453. MAINUV1: boolean;
  49454. _areTexturesDirty: boolean;
  49455. _needUVs: boolean;
  49456. }
  49457. /**
  49458. * Define the code related to the anisotropic parameters of the pbr material.
  49459. */
  49460. export class PBRAnisotropicConfiguration {
  49461. private _isEnabled;
  49462. /**
  49463. * Defines if the anisotropy is enabled in the material.
  49464. */
  49465. isEnabled: boolean;
  49466. /**
  49467. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49468. */
  49469. intensity: number;
  49470. /**
  49471. * Defines if the effect is along the tangents, bitangents or in between.
  49472. * By default, the effect is "strectching" the highlights along the tangents.
  49473. */
  49474. direction: Vector2;
  49475. private _texture;
  49476. /**
  49477. * Stores the anisotropy values in a texture.
  49478. * rg is direction (like normal from -1 to 1)
  49479. * b is a intensity
  49480. */
  49481. texture: Nullable<BaseTexture>;
  49482. /** @hidden */
  49483. private _internalMarkAllSubMeshesAsTexturesDirty;
  49484. /** @hidden */
  49485. _markAllSubMeshesAsTexturesDirty(): void;
  49486. /**
  49487. * Instantiate a new istance of anisotropy configuration.
  49488. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49489. */
  49490. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49491. /**
  49492. * Specifies that the submesh is ready to be used.
  49493. * @param defines the list of "defines" to update.
  49494. * @param scene defines the scene the material belongs to.
  49495. * @returns - boolean indicating that the submesh is ready or not.
  49496. */
  49497. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49498. /**
  49499. * Checks to see if a texture is used in the material.
  49500. * @param defines the list of "defines" to update.
  49501. * @param mesh the mesh we are preparing the defines for.
  49502. * @param scene defines the scene the material belongs to.
  49503. */
  49504. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49505. /**
  49506. * Binds the material data.
  49507. * @param uniformBuffer defines the Uniform buffer to fill in.
  49508. * @param scene defines the scene the material belongs to.
  49509. * @param isFrozen defines wether the material is frozen or not.
  49510. */
  49511. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49512. /**
  49513. * Checks to see if a texture is used in the material.
  49514. * @param texture - Base texture to use.
  49515. * @returns - Boolean specifying if a texture is used in the material.
  49516. */
  49517. hasTexture(texture: BaseTexture): boolean;
  49518. /**
  49519. * Returns an array of the actively used textures.
  49520. * @param activeTextures Array of BaseTextures
  49521. */
  49522. getActiveTextures(activeTextures: BaseTexture[]): void;
  49523. /**
  49524. * Returns the animatable textures.
  49525. * @param animatables Array of animatable textures.
  49526. */
  49527. getAnimatables(animatables: IAnimatable[]): void;
  49528. /**
  49529. * Disposes the resources of the material.
  49530. * @param forceDisposeTextures - Forces the disposal of all textures.
  49531. */
  49532. dispose(forceDisposeTextures?: boolean): void;
  49533. /**
  49534. * Get the current class name of the texture useful for serialization or dynamic coding.
  49535. * @returns "PBRAnisotropicConfiguration"
  49536. */
  49537. getClassName(): string;
  49538. /**
  49539. * Add fallbacks to the effect fallbacks list.
  49540. * @param defines defines the Base texture to use.
  49541. * @param fallbacks defines the current fallback list.
  49542. * @param currentRank defines the current fallback rank.
  49543. * @returns the new fallback rank.
  49544. */
  49545. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49546. /**
  49547. * Add the required uniforms to the current list.
  49548. * @param uniforms defines the current uniform list.
  49549. */
  49550. static AddUniforms(uniforms: string[]): void;
  49551. /**
  49552. * Add the required uniforms to the current buffer.
  49553. * @param uniformBuffer defines the current uniform buffer.
  49554. */
  49555. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49556. /**
  49557. * Add the required samplers to the current list.
  49558. * @param samplers defines the current sampler list.
  49559. */
  49560. static AddSamplers(samplers: string[]): void;
  49561. /**
  49562. * Makes a duplicate of the current configuration into another one.
  49563. * @param anisotropicConfiguration define the config where to copy the info
  49564. */
  49565. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49566. /**
  49567. * Serializes this anisotropy configuration.
  49568. * @returns - An object with the serialized config.
  49569. */
  49570. serialize(): any;
  49571. /**
  49572. * Parses a anisotropy Configuration from a serialized object.
  49573. * @param source - Serialized object.
  49574. * @param scene Defines the scene we are parsing for
  49575. * @param rootUrl Defines the rootUrl to load from
  49576. */
  49577. parse(source: any, scene: Scene, rootUrl: string): void;
  49578. }
  49579. }
  49580. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49581. import { Scene } from "babylonjs/scene";
  49582. /**
  49583. * @hidden
  49584. */
  49585. export interface IMaterialBRDFDefines {
  49586. BRDF_V_HEIGHT_CORRELATED: boolean;
  49587. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49588. SPHERICAL_HARMONICS: boolean;
  49589. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49590. /** @hidden */
  49591. _areMiscDirty: boolean;
  49592. }
  49593. /**
  49594. * Define the code related to the BRDF parameters of the pbr material.
  49595. */
  49596. export class PBRBRDFConfiguration {
  49597. /**
  49598. * Default value used for the energy conservation.
  49599. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49600. */
  49601. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49602. /**
  49603. * Default value used for the Smith Visibility Height Correlated mode.
  49604. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49605. */
  49606. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49607. /**
  49608. * Default value used for the IBL diffuse part.
  49609. * This can help switching back to the polynomials mode globally which is a tiny bit
  49610. * less GPU intensive at the drawback of a lower quality.
  49611. */
  49612. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49613. /**
  49614. * Default value used for activating energy conservation for the specular workflow.
  49615. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49616. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49617. */
  49618. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49619. private _useEnergyConservation;
  49620. /**
  49621. * Defines if the material uses energy conservation.
  49622. */
  49623. useEnergyConservation: boolean;
  49624. private _useSmithVisibilityHeightCorrelated;
  49625. /**
  49626. * LEGACY Mode set to false
  49627. * Defines if the material uses height smith correlated visibility term.
  49628. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49629. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49630. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49631. * Not relying on height correlated will also disable energy conservation.
  49632. */
  49633. useSmithVisibilityHeightCorrelated: boolean;
  49634. private _useSphericalHarmonics;
  49635. /**
  49636. * LEGACY Mode set to false
  49637. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49638. * diffuse part of the IBL.
  49639. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49640. * to the ground truth.
  49641. */
  49642. useSphericalHarmonics: boolean;
  49643. private _useSpecularGlossinessInputEnergyConservation;
  49644. /**
  49645. * Defines if the material uses energy conservation, when the specular workflow is active.
  49646. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49647. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49648. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49649. */
  49650. useSpecularGlossinessInputEnergyConservation: boolean;
  49651. /** @hidden */
  49652. private _internalMarkAllSubMeshesAsMiscDirty;
  49653. /** @hidden */
  49654. _markAllSubMeshesAsMiscDirty(): void;
  49655. /**
  49656. * Instantiate a new istance of clear coat configuration.
  49657. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49658. */
  49659. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49660. /**
  49661. * Checks to see if a texture is used in the material.
  49662. * @param defines the list of "defines" to update.
  49663. */
  49664. prepareDefines(defines: IMaterialBRDFDefines): void;
  49665. /**
  49666. * Get the current class name of the texture useful for serialization or dynamic coding.
  49667. * @returns "PBRClearCoatConfiguration"
  49668. */
  49669. getClassName(): string;
  49670. /**
  49671. * Makes a duplicate of the current configuration into another one.
  49672. * @param brdfConfiguration define the config where to copy the info
  49673. */
  49674. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49675. /**
  49676. * Serializes this BRDF configuration.
  49677. * @returns - An object with the serialized config.
  49678. */
  49679. serialize(): any;
  49680. /**
  49681. * Parses a anisotropy Configuration from a serialized object.
  49682. * @param source - Serialized object.
  49683. * @param scene Defines the scene we are parsing for
  49684. * @param rootUrl Defines the rootUrl to load from
  49685. */
  49686. parse(source: any, scene: Scene, rootUrl: string): void;
  49687. }
  49688. }
  49689. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49690. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49691. import { Color3 } from "babylonjs/Maths/math.color";
  49692. import { Scene } from "babylonjs/scene";
  49693. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49694. import { Nullable } from "babylonjs/types";
  49695. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49696. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49697. /**
  49698. * @hidden
  49699. */
  49700. export interface IMaterialSheenDefines {
  49701. SHEEN: boolean;
  49702. SHEEN_TEXTURE: boolean;
  49703. SHEEN_TEXTUREDIRECTUV: number;
  49704. SHEEN_LINKWITHALBEDO: boolean;
  49705. /** @hidden */
  49706. _areTexturesDirty: boolean;
  49707. }
  49708. /**
  49709. * Define the code related to the Sheen parameters of the pbr material.
  49710. */
  49711. export class PBRSheenConfiguration {
  49712. private _isEnabled;
  49713. /**
  49714. * Defines if the material uses sheen.
  49715. */
  49716. isEnabled: boolean;
  49717. private _linkSheenWithAlbedo;
  49718. /**
  49719. * Defines if the sheen is linked to the sheen color.
  49720. */
  49721. linkSheenWithAlbedo: boolean;
  49722. /**
  49723. * Defines the sheen intensity.
  49724. */
  49725. intensity: number;
  49726. /**
  49727. * Defines the sheen color.
  49728. */
  49729. color: Color3;
  49730. private _texture;
  49731. /**
  49732. * Stores the sheen tint values in a texture.
  49733. * rgb is tint
  49734. * a is a intensity
  49735. */
  49736. texture: Nullable<BaseTexture>;
  49737. /** @hidden */
  49738. private _internalMarkAllSubMeshesAsTexturesDirty;
  49739. /** @hidden */
  49740. _markAllSubMeshesAsTexturesDirty(): void;
  49741. /**
  49742. * Instantiate a new istance of clear coat configuration.
  49743. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49744. */
  49745. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49746. /**
  49747. * Specifies that the submesh is ready to be used.
  49748. * @param defines the list of "defines" to update.
  49749. * @param scene defines the scene the material belongs to.
  49750. * @returns - boolean indicating that the submesh is ready or not.
  49751. */
  49752. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49753. /**
  49754. * Checks to see if a texture is used in the material.
  49755. * @param defines the list of "defines" to update.
  49756. * @param scene defines the scene the material belongs to.
  49757. */
  49758. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49759. /**
  49760. * Binds the material data.
  49761. * @param uniformBuffer defines the Uniform buffer to fill in.
  49762. * @param scene defines the scene the material belongs to.
  49763. * @param isFrozen defines wether the material is frozen or not.
  49764. */
  49765. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49766. /**
  49767. * Checks to see if a texture is used in the material.
  49768. * @param texture - Base texture to use.
  49769. * @returns - Boolean specifying if a texture is used in the material.
  49770. */
  49771. hasTexture(texture: BaseTexture): boolean;
  49772. /**
  49773. * Returns an array of the actively used textures.
  49774. * @param activeTextures Array of BaseTextures
  49775. */
  49776. getActiveTextures(activeTextures: BaseTexture[]): void;
  49777. /**
  49778. * Returns the animatable textures.
  49779. * @param animatables Array of animatable textures.
  49780. */
  49781. getAnimatables(animatables: IAnimatable[]): void;
  49782. /**
  49783. * Disposes the resources of the material.
  49784. * @param forceDisposeTextures - Forces the disposal of all textures.
  49785. */
  49786. dispose(forceDisposeTextures?: boolean): void;
  49787. /**
  49788. * Get the current class name of the texture useful for serialization or dynamic coding.
  49789. * @returns "PBRSheenConfiguration"
  49790. */
  49791. getClassName(): string;
  49792. /**
  49793. * Add fallbacks to the effect fallbacks list.
  49794. * @param defines defines the Base texture to use.
  49795. * @param fallbacks defines the current fallback list.
  49796. * @param currentRank defines the current fallback rank.
  49797. * @returns the new fallback rank.
  49798. */
  49799. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49800. /**
  49801. * Add the required uniforms to the current list.
  49802. * @param uniforms defines the current uniform list.
  49803. */
  49804. static AddUniforms(uniforms: string[]): void;
  49805. /**
  49806. * Add the required uniforms to the current buffer.
  49807. * @param uniformBuffer defines the current uniform buffer.
  49808. */
  49809. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49810. /**
  49811. * Add the required samplers to the current list.
  49812. * @param samplers defines the current sampler list.
  49813. */
  49814. static AddSamplers(samplers: string[]): void;
  49815. /**
  49816. * Makes a duplicate of the current configuration into another one.
  49817. * @param sheenConfiguration define the config where to copy the info
  49818. */
  49819. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49820. /**
  49821. * Serializes this BRDF configuration.
  49822. * @returns - An object with the serialized config.
  49823. */
  49824. serialize(): any;
  49825. /**
  49826. * Parses a anisotropy Configuration from a serialized object.
  49827. * @param source - Serialized object.
  49828. * @param scene Defines the scene we are parsing for
  49829. * @param rootUrl Defines the rootUrl to load from
  49830. */
  49831. parse(source: any, scene: Scene, rootUrl: string): void;
  49832. }
  49833. }
  49834. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49835. import { Nullable } from "babylonjs/types";
  49836. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49837. import { Color3 } from "babylonjs/Maths/math.color";
  49838. import { SmartArray } from "babylonjs/Misc/smartArray";
  49839. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49840. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49841. import { Effect } from "babylonjs/Materials/effect";
  49842. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49843. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49844. import { Engine } from "babylonjs/Engines/engine";
  49845. import { Scene } from "babylonjs/scene";
  49846. /**
  49847. * @hidden
  49848. */
  49849. export interface IMaterialSubSurfaceDefines {
  49850. SUBSURFACE: boolean;
  49851. SS_REFRACTION: boolean;
  49852. SS_TRANSLUCENCY: boolean;
  49853. SS_SCATERRING: boolean;
  49854. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49855. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49856. SS_REFRACTIONMAP_3D: boolean;
  49857. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49858. SS_LODINREFRACTIONALPHA: boolean;
  49859. SS_GAMMAREFRACTION: boolean;
  49860. SS_RGBDREFRACTION: boolean;
  49861. SS_LINEARSPECULARREFRACTION: boolean;
  49862. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49863. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49864. /** @hidden */
  49865. _areTexturesDirty: boolean;
  49866. }
  49867. /**
  49868. * Define the code related to the sub surface parameters of the pbr material.
  49869. */
  49870. export class PBRSubSurfaceConfiguration {
  49871. private _isRefractionEnabled;
  49872. /**
  49873. * Defines if the refraction is enabled in the material.
  49874. */
  49875. isRefractionEnabled: boolean;
  49876. private _isTranslucencyEnabled;
  49877. /**
  49878. * Defines if the translucency is enabled in the material.
  49879. */
  49880. isTranslucencyEnabled: boolean;
  49881. private _isScatteringEnabled;
  49882. /**
  49883. * Defines the refraction intensity of the material.
  49884. * The refraction when enabled replaces the Diffuse part of the material.
  49885. * The intensity helps transitionning between diffuse and refraction.
  49886. */
  49887. refractionIntensity: number;
  49888. /**
  49889. * Defines the translucency intensity of the material.
  49890. * When translucency has been enabled, this defines how much of the "translucency"
  49891. * is addded to the diffuse part of the material.
  49892. */
  49893. translucencyIntensity: number;
  49894. /**
  49895. * Defines the scattering intensity of the material.
  49896. * When scattering has been enabled, this defines how much of the "scattered light"
  49897. * is addded to the diffuse part of the material.
  49898. */
  49899. scatteringIntensity: number;
  49900. private _thicknessTexture;
  49901. /**
  49902. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49903. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49904. * 0 would mean minimumThickness
  49905. * 1 would mean maximumThickness
  49906. * The other channels might be use as a mask to vary the different effects intensity.
  49907. */
  49908. thicknessTexture: Nullable<BaseTexture>;
  49909. private _refractionTexture;
  49910. /**
  49911. * Defines the texture to use for refraction.
  49912. */
  49913. refractionTexture: Nullable<BaseTexture>;
  49914. private _indexOfRefraction;
  49915. /**
  49916. * Defines the index of refraction used in the material.
  49917. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49918. */
  49919. indexOfRefraction: number;
  49920. private _invertRefractionY;
  49921. /**
  49922. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49923. */
  49924. invertRefractionY: boolean;
  49925. private _linkRefractionWithTransparency;
  49926. /**
  49927. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49928. * Materials half opaque for instance using refraction could benefit from this control.
  49929. */
  49930. linkRefractionWithTransparency: boolean;
  49931. /**
  49932. * Defines the minimum thickness stored in the thickness map.
  49933. * If no thickness map is defined, this value will be used to simulate thickness.
  49934. */
  49935. minimumThickness: number;
  49936. /**
  49937. * Defines the maximum thickness stored in the thickness map.
  49938. */
  49939. maximumThickness: number;
  49940. /**
  49941. * Defines the volume tint of the material.
  49942. * This is used for both translucency and scattering.
  49943. */
  49944. tintColor: Color3;
  49945. /**
  49946. * Defines the distance at which the tint color should be found in the media.
  49947. * This is used for refraction only.
  49948. */
  49949. tintColorAtDistance: number;
  49950. /**
  49951. * Defines how far each channel transmit through the media.
  49952. * It is defined as a color to simplify it selection.
  49953. */
  49954. diffusionDistance: Color3;
  49955. private _useMaskFromThicknessTexture;
  49956. /**
  49957. * Stores the intensity of the different subsurface effects in the thickness texture.
  49958. * * the green channel is the translucency intensity.
  49959. * * the blue channel is the scattering intensity.
  49960. * * the alpha channel is the refraction intensity.
  49961. */
  49962. useMaskFromThicknessTexture: boolean;
  49963. /** @hidden */
  49964. private _internalMarkAllSubMeshesAsTexturesDirty;
  49965. /** @hidden */
  49966. _markAllSubMeshesAsTexturesDirty(): void;
  49967. /**
  49968. * Instantiate a new istance of sub surface configuration.
  49969. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49970. */
  49971. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49972. /**
  49973. * Gets wehter the submesh is ready to be used or not.
  49974. * @param defines the list of "defines" to update.
  49975. * @param scene defines the scene the material belongs to.
  49976. * @returns - boolean indicating that the submesh is ready or not.
  49977. */
  49978. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49979. /**
  49980. * Checks to see if a texture is used in the material.
  49981. * @param defines the list of "defines" to update.
  49982. * @param scene defines the scene to the material belongs to.
  49983. */
  49984. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49985. /**
  49986. * Binds the material data.
  49987. * @param uniformBuffer defines the Uniform buffer to fill in.
  49988. * @param scene defines the scene the material belongs to.
  49989. * @param engine defines the engine the material belongs to.
  49990. * @param isFrozen defines wether the material is frozen or not.
  49991. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49992. */
  49993. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49994. /**
  49995. * Unbinds the material from the mesh.
  49996. * @param activeEffect defines the effect that should be unbound from.
  49997. * @returns true if unbound, otherwise false
  49998. */
  49999. unbind(activeEffect: Effect): boolean;
  50000. /**
  50001. * Returns the texture used for refraction or null if none is used.
  50002. * @param scene defines the scene the material belongs to.
  50003. * @returns - Refraction texture if present. If no refraction texture and refraction
  50004. * is linked with transparency, returns environment texture. Otherwise, returns null.
  50005. */
  50006. private _getRefractionTexture;
  50007. /**
  50008. * Returns true if alpha blending should be disabled.
  50009. */
  50010. readonly disableAlphaBlending: boolean;
  50011. /**
  50012. * Fills the list of render target textures.
  50013. * @param renderTargets the list of render targets to update
  50014. */
  50015. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  50016. /**
  50017. * Checks to see if a texture is used in the material.
  50018. * @param texture - Base texture to use.
  50019. * @returns - Boolean specifying if a texture is used in the material.
  50020. */
  50021. hasTexture(texture: BaseTexture): boolean;
  50022. /**
  50023. * Gets a boolean indicating that current material needs to register RTT
  50024. * @returns true if this uses a render target otherwise false.
  50025. */
  50026. hasRenderTargetTextures(): boolean;
  50027. /**
  50028. * Returns an array of the actively used textures.
  50029. * @param activeTextures Array of BaseTextures
  50030. */
  50031. getActiveTextures(activeTextures: BaseTexture[]): void;
  50032. /**
  50033. * Returns the animatable textures.
  50034. * @param animatables Array of animatable textures.
  50035. */
  50036. getAnimatables(animatables: IAnimatable[]): void;
  50037. /**
  50038. * Disposes the resources of the material.
  50039. * @param forceDisposeTextures - Forces the disposal of all textures.
  50040. */
  50041. dispose(forceDisposeTextures?: boolean): void;
  50042. /**
  50043. * Get the current class name of the texture useful for serialization or dynamic coding.
  50044. * @returns "PBRSubSurfaceConfiguration"
  50045. */
  50046. getClassName(): string;
  50047. /**
  50048. * Add fallbacks to the effect fallbacks list.
  50049. * @param defines defines the Base texture to use.
  50050. * @param fallbacks defines the current fallback list.
  50051. * @param currentRank defines the current fallback rank.
  50052. * @returns the new fallback rank.
  50053. */
  50054. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  50055. /**
  50056. * Add the required uniforms to the current list.
  50057. * @param uniforms defines the current uniform list.
  50058. */
  50059. static AddUniforms(uniforms: string[]): void;
  50060. /**
  50061. * Add the required samplers to the current list.
  50062. * @param samplers defines the current sampler list.
  50063. */
  50064. static AddSamplers(samplers: string[]): void;
  50065. /**
  50066. * Add the required uniforms to the current buffer.
  50067. * @param uniformBuffer defines the current uniform buffer.
  50068. */
  50069. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  50070. /**
  50071. * Makes a duplicate of the current configuration into another one.
  50072. * @param configuration define the config where to copy the info
  50073. */
  50074. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  50075. /**
  50076. * Serializes this Sub Surface configuration.
  50077. * @returns - An object with the serialized config.
  50078. */
  50079. serialize(): any;
  50080. /**
  50081. * Parses a anisotropy Configuration from a serialized object.
  50082. * @param source - Serialized object.
  50083. * @param scene Defines the scene we are parsing for
  50084. * @param rootUrl Defines the rootUrl to load from
  50085. */
  50086. parse(source: any, scene: Scene, rootUrl: string): void;
  50087. }
  50088. }
  50089. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  50090. /** @hidden */
  50091. export var pbrFragmentDeclaration: {
  50092. name: string;
  50093. shader: string;
  50094. };
  50095. }
  50096. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  50097. /** @hidden */
  50098. export var pbrUboDeclaration: {
  50099. name: string;
  50100. shader: string;
  50101. };
  50102. }
  50103. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  50104. /** @hidden */
  50105. export var pbrFragmentExtraDeclaration: {
  50106. name: string;
  50107. shader: string;
  50108. };
  50109. }
  50110. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  50111. /** @hidden */
  50112. export var pbrFragmentSamplersDeclaration: {
  50113. name: string;
  50114. shader: string;
  50115. };
  50116. }
  50117. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  50118. /** @hidden */
  50119. export var pbrHelperFunctions: {
  50120. name: string;
  50121. shader: string;
  50122. };
  50123. }
  50124. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  50125. /** @hidden */
  50126. export var harmonicsFunctions: {
  50127. name: string;
  50128. shader: string;
  50129. };
  50130. }
  50131. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  50132. /** @hidden */
  50133. export var pbrDirectLightingSetupFunctions: {
  50134. name: string;
  50135. shader: string;
  50136. };
  50137. }
  50138. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  50139. /** @hidden */
  50140. export var pbrDirectLightingFalloffFunctions: {
  50141. name: string;
  50142. shader: string;
  50143. };
  50144. }
  50145. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  50146. /** @hidden */
  50147. export var pbrBRDFFunctions: {
  50148. name: string;
  50149. shader: string;
  50150. };
  50151. }
  50152. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  50153. /** @hidden */
  50154. export var pbrDirectLightingFunctions: {
  50155. name: string;
  50156. shader: string;
  50157. };
  50158. }
  50159. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  50160. /** @hidden */
  50161. export var pbrIBLFunctions: {
  50162. name: string;
  50163. shader: string;
  50164. };
  50165. }
  50166. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  50167. /** @hidden */
  50168. export var pbrDebug: {
  50169. name: string;
  50170. shader: string;
  50171. };
  50172. }
  50173. declare module "babylonjs/Shaders/pbr.fragment" {
  50174. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  50175. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50176. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  50177. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50178. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50179. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  50180. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  50181. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  50182. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50183. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  50184. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50185. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  50186. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  50187. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  50188. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50189. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  50190. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  50191. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  50192. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  50193. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  50194. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  50195. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  50196. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  50197. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  50198. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  50199. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  50200. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  50201. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  50202. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  50203. /** @hidden */
  50204. export var pbrPixelShader: {
  50205. name: string;
  50206. shader: string;
  50207. };
  50208. }
  50209. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  50210. /** @hidden */
  50211. export var pbrVertexDeclaration: {
  50212. name: string;
  50213. shader: string;
  50214. };
  50215. }
  50216. declare module "babylonjs/Shaders/pbr.vertex" {
  50217. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50218. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50219. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50220. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50221. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50222. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50223. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50224. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50225. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50226. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50227. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50228. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50229. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50230. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50231. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50232. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50233. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50234. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50235. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50236. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50237. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50238. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50239. /** @hidden */
  50240. export var pbrVertexShader: {
  50241. name: string;
  50242. shader: string;
  50243. };
  50244. }
  50245. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50246. import { Nullable } from "babylonjs/types";
  50247. import { Scene } from "babylonjs/scene";
  50248. import { Matrix } from "babylonjs/Maths/math.vector";
  50249. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50251. import { Mesh } from "babylonjs/Meshes/mesh";
  50252. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50253. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50254. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50255. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50256. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50257. import { Color3 } from "babylonjs/Maths/math.color";
  50258. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50259. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50260. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50261. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50263. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50264. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50265. import "babylonjs/Shaders/pbr.fragment";
  50266. import "babylonjs/Shaders/pbr.vertex";
  50267. /**
  50268. * Manages the defines for the PBR Material.
  50269. * @hidden
  50270. */
  50271. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50272. PBR: boolean;
  50273. MAINUV1: boolean;
  50274. MAINUV2: boolean;
  50275. UV1: boolean;
  50276. UV2: boolean;
  50277. ALBEDO: boolean;
  50278. ALBEDODIRECTUV: number;
  50279. VERTEXCOLOR: boolean;
  50280. AMBIENT: boolean;
  50281. AMBIENTDIRECTUV: number;
  50282. AMBIENTINGRAYSCALE: boolean;
  50283. OPACITY: boolean;
  50284. VERTEXALPHA: boolean;
  50285. OPACITYDIRECTUV: number;
  50286. OPACITYRGB: boolean;
  50287. ALPHATEST: boolean;
  50288. DEPTHPREPASS: boolean;
  50289. ALPHABLEND: boolean;
  50290. ALPHAFROMALBEDO: boolean;
  50291. ALPHATESTVALUE: string;
  50292. SPECULAROVERALPHA: boolean;
  50293. RADIANCEOVERALPHA: boolean;
  50294. ALPHAFRESNEL: boolean;
  50295. LINEARALPHAFRESNEL: boolean;
  50296. PREMULTIPLYALPHA: boolean;
  50297. EMISSIVE: boolean;
  50298. EMISSIVEDIRECTUV: number;
  50299. REFLECTIVITY: boolean;
  50300. REFLECTIVITYDIRECTUV: number;
  50301. SPECULARTERM: boolean;
  50302. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50303. MICROSURFACEAUTOMATIC: boolean;
  50304. LODBASEDMICROSFURACE: boolean;
  50305. MICROSURFACEMAP: boolean;
  50306. MICROSURFACEMAPDIRECTUV: number;
  50307. METALLICWORKFLOW: boolean;
  50308. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50309. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50310. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50311. AOSTOREINMETALMAPRED: boolean;
  50312. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50313. ENVIRONMENTBRDF: boolean;
  50314. ENVIRONMENTBRDF_RGBD: boolean;
  50315. NORMAL: boolean;
  50316. TANGENT: boolean;
  50317. BUMP: boolean;
  50318. BUMPDIRECTUV: number;
  50319. OBJECTSPACE_NORMALMAP: boolean;
  50320. PARALLAX: boolean;
  50321. PARALLAXOCCLUSION: boolean;
  50322. NORMALXYSCALE: boolean;
  50323. LIGHTMAP: boolean;
  50324. LIGHTMAPDIRECTUV: number;
  50325. USELIGHTMAPASSHADOWMAP: boolean;
  50326. GAMMALIGHTMAP: boolean;
  50327. RGBDLIGHTMAP: boolean;
  50328. REFLECTION: boolean;
  50329. REFLECTIONMAP_3D: boolean;
  50330. REFLECTIONMAP_SPHERICAL: boolean;
  50331. REFLECTIONMAP_PLANAR: boolean;
  50332. REFLECTIONMAP_CUBIC: boolean;
  50333. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50334. REFLECTIONMAP_PROJECTION: boolean;
  50335. REFLECTIONMAP_SKYBOX: boolean;
  50336. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50337. REFLECTIONMAP_EXPLICIT: boolean;
  50338. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50339. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50340. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50341. INVERTCUBICMAP: boolean;
  50342. USESPHERICALFROMREFLECTIONMAP: boolean;
  50343. USEIRRADIANCEMAP: boolean;
  50344. SPHERICAL_HARMONICS: boolean;
  50345. USESPHERICALINVERTEX: boolean;
  50346. REFLECTIONMAP_OPPOSITEZ: boolean;
  50347. LODINREFLECTIONALPHA: boolean;
  50348. GAMMAREFLECTION: boolean;
  50349. RGBDREFLECTION: boolean;
  50350. LINEARSPECULARREFLECTION: boolean;
  50351. RADIANCEOCCLUSION: boolean;
  50352. HORIZONOCCLUSION: boolean;
  50353. INSTANCES: boolean;
  50354. NUM_BONE_INFLUENCERS: number;
  50355. BonesPerMesh: number;
  50356. BONETEXTURE: boolean;
  50357. NONUNIFORMSCALING: boolean;
  50358. MORPHTARGETS: boolean;
  50359. MORPHTARGETS_NORMAL: boolean;
  50360. MORPHTARGETS_TANGENT: boolean;
  50361. MORPHTARGETS_UV: boolean;
  50362. NUM_MORPH_INFLUENCERS: number;
  50363. IMAGEPROCESSING: boolean;
  50364. VIGNETTE: boolean;
  50365. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50366. VIGNETTEBLENDMODEOPAQUE: boolean;
  50367. TONEMAPPING: boolean;
  50368. TONEMAPPING_ACES: boolean;
  50369. CONTRAST: boolean;
  50370. COLORCURVES: boolean;
  50371. COLORGRADING: boolean;
  50372. COLORGRADING3D: boolean;
  50373. SAMPLER3DGREENDEPTH: boolean;
  50374. SAMPLER3DBGRMAP: boolean;
  50375. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50376. EXPOSURE: boolean;
  50377. MULTIVIEW: boolean;
  50378. USEPHYSICALLIGHTFALLOFF: boolean;
  50379. USEGLTFLIGHTFALLOFF: boolean;
  50380. TWOSIDEDLIGHTING: boolean;
  50381. SHADOWFLOAT: boolean;
  50382. CLIPPLANE: boolean;
  50383. CLIPPLANE2: boolean;
  50384. CLIPPLANE3: boolean;
  50385. CLIPPLANE4: boolean;
  50386. POINTSIZE: boolean;
  50387. FOG: boolean;
  50388. LOGARITHMICDEPTH: boolean;
  50389. FORCENORMALFORWARD: boolean;
  50390. SPECULARAA: boolean;
  50391. CLEARCOAT: boolean;
  50392. CLEARCOAT_DEFAULTIOR: boolean;
  50393. CLEARCOAT_TEXTURE: boolean;
  50394. CLEARCOAT_TEXTUREDIRECTUV: number;
  50395. CLEARCOAT_BUMP: boolean;
  50396. CLEARCOAT_BUMPDIRECTUV: number;
  50397. CLEARCOAT_TINT: boolean;
  50398. CLEARCOAT_TINT_TEXTURE: boolean;
  50399. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50400. ANISOTROPIC: boolean;
  50401. ANISOTROPIC_TEXTURE: boolean;
  50402. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50403. BRDF_V_HEIGHT_CORRELATED: boolean;
  50404. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50405. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50406. SHEEN: boolean;
  50407. SHEEN_TEXTURE: boolean;
  50408. SHEEN_TEXTUREDIRECTUV: number;
  50409. SHEEN_LINKWITHALBEDO: boolean;
  50410. SUBSURFACE: boolean;
  50411. SS_REFRACTION: boolean;
  50412. SS_TRANSLUCENCY: boolean;
  50413. SS_SCATERRING: boolean;
  50414. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50415. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50416. SS_REFRACTIONMAP_3D: boolean;
  50417. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50418. SS_LODINREFRACTIONALPHA: boolean;
  50419. SS_GAMMAREFRACTION: boolean;
  50420. SS_RGBDREFRACTION: boolean;
  50421. SS_LINEARSPECULARREFRACTION: boolean;
  50422. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50423. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50424. UNLIT: boolean;
  50425. DEBUGMODE: number;
  50426. /**
  50427. * Initializes the PBR Material defines.
  50428. */
  50429. constructor();
  50430. /**
  50431. * Resets the PBR Material defines.
  50432. */
  50433. reset(): void;
  50434. }
  50435. /**
  50436. * The Physically based material base class of BJS.
  50437. *
  50438. * This offers the main features of a standard PBR material.
  50439. * For more information, please refer to the documentation :
  50440. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50441. */
  50442. export abstract class PBRBaseMaterial extends PushMaterial {
  50443. /**
  50444. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50445. */
  50446. static readonly PBRMATERIAL_OPAQUE: number;
  50447. /**
  50448. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50449. */
  50450. static readonly PBRMATERIAL_ALPHATEST: number;
  50451. /**
  50452. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50453. */
  50454. static readonly PBRMATERIAL_ALPHABLEND: number;
  50455. /**
  50456. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50457. * They are also discarded below the alpha cutoff threshold to improve performances.
  50458. */
  50459. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50460. /**
  50461. * Defines the default value of how much AO map is occluding the analytical lights
  50462. * (point spot...).
  50463. */
  50464. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50465. /**
  50466. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50467. */
  50468. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50469. /**
  50470. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50471. * to enhance interoperability with other engines.
  50472. */
  50473. static readonly LIGHTFALLOFF_GLTF: number;
  50474. /**
  50475. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50476. * to enhance interoperability with other materials.
  50477. */
  50478. static readonly LIGHTFALLOFF_STANDARD: number;
  50479. /**
  50480. * Intensity of the direct lights e.g. the four lights available in your scene.
  50481. * This impacts both the direct diffuse and specular highlights.
  50482. */
  50483. protected _directIntensity: number;
  50484. /**
  50485. * Intensity of the emissive part of the material.
  50486. * This helps controlling the emissive effect without modifying the emissive color.
  50487. */
  50488. protected _emissiveIntensity: number;
  50489. /**
  50490. * Intensity of the environment e.g. how much the environment will light the object
  50491. * either through harmonics for rough material or through the refelction for shiny ones.
  50492. */
  50493. protected _environmentIntensity: number;
  50494. /**
  50495. * This is a special control allowing the reduction of the specular highlights coming from the
  50496. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50497. */
  50498. protected _specularIntensity: number;
  50499. /**
  50500. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50501. */
  50502. private _lightingInfos;
  50503. /**
  50504. * Debug Control allowing disabling the bump map on this material.
  50505. */
  50506. protected _disableBumpMap: boolean;
  50507. /**
  50508. * AKA Diffuse Texture in standard nomenclature.
  50509. */
  50510. protected _albedoTexture: Nullable<BaseTexture>;
  50511. /**
  50512. * AKA Occlusion Texture in other nomenclature.
  50513. */
  50514. protected _ambientTexture: Nullable<BaseTexture>;
  50515. /**
  50516. * AKA Occlusion Texture Intensity in other nomenclature.
  50517. */
  50518. protected _ambientTextureStrength: number;
  50519. /**
  50520. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50521. * 1 means it completely occludes it
  50522. * 0 mean it has no impact
  50523. */
  50524. protected _ambientTextureImpactOnAnalyticalLights: number;
  50525. /**
  50526. * Stores the alpha values in a texture.
  50527. */
  50528. protected _opacityTexture: Nullable<BaseTexture>;
  50529. /**
  50530. * Stores the reflection values in a texture.
  50531. */
  50532. protected _reflectionTexture: Nullable<BaseTexture>;
  50533. /**
  50534. * Stores the emissive values in a texture.
  50535. */
  50536. protected _emissiveTexture: Nullable<BaseTexture>;
  50537. /**
  50538. * AKA Specular texture in other nomenclature.
  50539. */
  50540. protected _reflectivityTexture: Nullable<BaseTexture>;
  50541. /**
  50542. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50543. */
  50544. protected _metallicTexture: Nullable<BaseTexture>;
  50545. /**
  50546. * Specifies the metallic scalar of the metallic/roughness workflow.
  50547. * Can also be used to scale the metalness values of the metallic texture.
  50548. */
  50549. protected _metallic: Nullable<number>;
  50550. /**
  50551. * Specifies the roughness scalar of the metallic/roughness workflow.
  50552. * Can also be used to scale the roughness values of the metallic texture.
  50553. */
  50554. protected _roughness: Nullable<number>;
  50555. /**
  50556. * Specifies the an F0 factor to help configuring the material F0.
  50557. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50558. * to 0.5 the previously hard coded value stays the same.
  50559. * Can also be used to scale the F0 values of the metallic texture.
  50560. */
  50561. protected _metallicF0Factor: number;
  50562. /**
  50563. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50564. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50565. * your expectation as it multiplies with the texture data.
  50566. */
  50567. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50568. /**
  50569. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50570. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50571. */
  50572. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50573. /**
  50574. * Stores surface normal data used to displace a mesh in a texture.
  50575. */
  50576. protected _bumpTexture: Nullable<BaseTexture>;
  50577. /**
  50578. * Stores the pre-calculated light information of a mesh in a texture.
  50579. */
  50580. protected _lightmapTexture: Nullable<BaseTexture>;
  50581. /**
  50582. * The color of a material in ambient lighting.
  50583. */
  50584. protected _ambientColor: Color3;
  50585. /**
  50586. * AKA Diffuse Color in other nomenclature.
  50587. */
  50588. protected _albedoColor: Color3;
  50589. /**
  50590. * AKA Specular Color in other nomenclature.
  50591. */
  50592. protected _reflectivityColor: Color3;
  50593. /**
  50594. * The color applied when light is reflected from a material.
  50595. */
  50596. protected _reflectionColor: Color3;
  50597. /**
  50598. * The color applied when light is emitted from a material.
  50599. */
  50600. protected _emissiveColor: Color3;
  50601. /**
  50602. * AKA Glossiness in other nomenclature.
  50603. */
  50604. protected _microSurface: number;
  50605. /**
  50606. * Specifies that the material will use the light map as a show map.
  50607. */
  50608. protected _useLightmapAsShadowmap: boolean;
  50609. /**
  50610. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50611. * makes the reflect vector face the model (under horizon).
  50612. */
  50613. protected _useHorizonOcclusion: boolean;
  50614. /**
  50615. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50616. * too much the area relying on ambient texture to define their ambient occlusion.
  50617. */
  50618. protected _useRadianceOcclusion: boolean;
  50619. /**
  50620. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50621. */
  50622. protected _useAlphaFromAlbedoTexture: boolean;
  50623. /**
  50624. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50625. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50626. */
  50627. protected _useSpecularOverAlpha: boolean;
  50628. /**
  50629. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50630. */
  50631. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50632. /**
  50633. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50634. */
  50635. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50636. /**
  50637. * Specifies if the metallic texture contains the roughness information in its green channel.
  50638. */
  50639. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50640. /**
  50641. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50642. */
  50643. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50644. /**
  50645. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50646. */
  50647. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50648. /**
  50649. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50650. */
  50651. protected _useAmbientInGrayScale: boolean;
  50652. /**
  50653. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50654. * The material will try to infer what glossiness each pixel should be.
  50655. */
  50656. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50657. /**
  50658. * Defines the falloff type used in this material.
  50659. * It by default is Physical.
  50660. */
  50661. protected _lightFalloff: number;
  50662. /**
  50663. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50664. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50665. */
  50666. protected _useRadianceOverAlpha: boolean;
  50667. /**
  50668. * Allows using an object space normal map (instead of tangent space).
  50669. */
  50670. protected _useObjectSpaceNormalMap: boolean;
  50671. /**
  50672. * Allows using the bump map in parallax mode.
  50673. */
  50674. protected _useParallax: boolean;
  50675. /**
  50676. * Allows using the bump map in parallax occlusion mode.
  50677. */
  50678. protected _useParallaxOcclusion: boolean;
  50679. /**
  50680. * Controls the scale bias of the parallax mode.
  50681. */
  50682. protected _parallaxScaleBias: number;
  50683. /**
  50684. * If sets to true, disables all the lights affecting the material.
  50685. */
  50686. protected _disableLighting: boolean;
  50687. /**
  50688. * Number of Simultaneous lights allowed on the material.
  50689. */
  50690. protected _maxSimultaneousLights: number;
  50691. /**
  50692. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50693. */
  50694. protected _invertNormalMapX: boolean;
  50695. /**
  50696. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50697. */
  50698. protected _invertNormalMapY: boolean;
  50699. /**
  50700. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50701. */
  50702. protected _twoSidedLighting: boolean;
  50703. /**
  50704. * Defines the alpha limits in alpha test mode.
  50705. */
  50706. protected _alphaCutOff: number;
  50707. /**
  50708. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50709. */
  50710. protected _forceAlphaTest: boolean;
  50711. /**
  50712. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50713. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50714. */
  50715. protected _useAlphaFresnel: boolean;
  50716. /**
  50717. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50718. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50719. */
  50720. protected _useLinearAlphaFresnel: boolean;
  50721. /**
  50722. * The transparency mode of the material.
  50723. */
  50724. protected _transparencyMode: Nullable<number>;
  50725. /**
  50726. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50727. * from cos thetav and roughness:
  50728. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50729. */
  50730. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50731. /**
  50732. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50733. */
  50734. protected _forceIrradianceInFragment: boolean;
  50735. /**
  50736. * Force normal to face away from face.
  50737. */
  50738. protected _forceNormalForward: boolean;
  50739. /**
  50740. * Enables specular anti aliasing in the PBR shader.
  50741. * It will both interacts on the Geometry for analytical and IBL lighting.
  50742. * It also prefilter the roughness map based on the bump values.
  50743. */
  50744. protected _enableSpecularAntiAliasing: boolean;
  50745. /**
  50746. * Default configuration related to image processing available in the PBR Material.
  50747. */
  50748. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50749. /**
  50750. * Keep track of the image processing observer to allow dispose and replace.
  50751. */
  50752. private _imageProcessingObserver;
  50753. /**
  50754. * Attaches a new image processing configuration to the PBR Material.
  50755. * @param configuration
  50756. */
  50757. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50758. /**
  50759. * Stores the available render targets.
  50760. */
  50761. private _renderTargets;
  50762. /**
  50763. * Sets the global ambient color for the material used in lighting calculations.
  50764. */
  50765. private _globalAmbientColor;
  50766. /**
  50767. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50768. */
  50769. private _useLogarithmicDepth;
  50770. /**
  50771. * If set to true, no lighting calculations will be applied.
  50772. */
  50773. private _unlit;
  50774. private _debugMode;
  50775. /**
  50776. * @hidden
  50777. * This is reserved for the inspector.
  50778. * Defines the material debug mode.
  50779. * It helps seeing only some components of the material while troubleshooting.
  50780. */
  50781. debugMode: number;
  50782. /**
  50783. * @hidden
  50784. * This is reserved for the inspector.
  50785. * Specify from where on screen the debug mode should start.
  50786. * The value goes from -1 (full screen) to 1 (not visible)
  50787. * It helps with side by side comparison against the final render
  50788. * This defaults to -1
  50789. */
  50790. private debugLimit;
  50791. /**
  50792. * @hidden
  50793. * This is reserved for the inspector.
  50794. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50795. * You can use the factor to better multiply the final value.
  50796. */
  50797. private debugFactor;
  50798. /**
  50799. * Defines the clear coat layer parameters for the material.
  50800. */
  50801. readonly clearCoat: PBRClearCoatConfiguration;
  50802. /**
  50803. * Defines the anisotropic parameters for the material.
  50804. */
  50805. readonly anisotropy: PBRAnisotropicConfiguration;
  50806. /**
  50807. * Defines the BRDF parameters for the material.
  50808. */
  50809. readonly brdf: PBRBRDFConfiguration;
  50810. /**
  50811. * Defines the Sheen parameters for the material.
  50812. */
  50813. readonly sheen: PBRSheenConfiguration;
  50814. /**
  50815. * Defines the SubSurface parameters for the material.
  50816. */
  50817. readonly subSurface: PBRSubSurfaceConfiguration;
  50818. /**
  50819. * Custom callback helping to override the default shader used in the material.
  50820. */
  50821. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50822. protected _rebuildInParallel: boolean;
  50823. /**
  50824. * Instantiates a new PBRMaterial instance.
  50825. *
  50826. * @param name The material name
  50827. * @param scene The scene the material will be use in.
  50828. */
  50829. constructor(name: string, scene: Scene);
  50830. /**
  50831. * Gets a boolean indicating that current material needs to register RTT
  50832. */
  50833. readonly hasRenderTargetTextures: boolean;
  50834. /**
  50835. * Gets the name of the material class.
  50836. */
  50837. getClassName(): string;
  50838. /**
  50839. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50840. */
  50841. /**
  50842. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50843. */
  50844. useLogarithmicDepth: boolean;
  50845. /**
  50846. * Gets the current transparency mode.
  50847. */
  50848. /**
  50849. * Sets the transparency mode of the material.
  50850. *
  50851. * | Value | Type | Description |
  50852. * | ----- | ----------------------------------- | ----------- |
  50853. * | 0 | OPAQUE | |
  50854. * | 1 | ALPHATEST | |
  50855. * | 2 | ALPHABLEND | |
  50856. * | 3 | ALPHATESTANDBLEND | |
  50857. *
  50858. */
  50859. transparencyMode: Nullable<number>;
  50860. /**
  50861. * Returns true if alpha blending should be disabled.
  50862. */
  50863. private readonly _disableAlphaBlending;
  50864. /**
  50865. * Specifies whether or not this material should be rendered in alpha blend mode.
  50866. */
  50867. needAlphaBlending(): boolean;
  50868. /**
  50869. * Specifies if the mesh will require alpha blending.
  50870. * @param mesh - BJS mesh.
  50871. */
  50872. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50873. /**
  50874. * Specifies whether or not this material should be rendered in alpha test mode.
  50875. */
  50876. needAlphaTesting(): boolean;
  50877. /**
  50878. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50879. */
  50880. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50881. /**
  50882. * Gets the texture used for the alpha test.
  50883. */
  50884. getAlphaTestTexture(): Nullable<BaseTexture>;
  50885. /**
  50886. * Specifies that the submesh is ready to be used.
  50887. * @param mesh - BJS mesh.
  50888. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50889. * @param useInstances - Specifies that instances should be used.
  50890. * @returns - boolean indicating that the submesh is ready or not.
  50891. */
  50892. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50893. /**
  50894. * Specifies if the material uses metallic roughness workflow.
  50895. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50896. */
  50897. isMetallicWorkflow(): boolean;
  50898. private _prepareEffect;
  50899. private _prepareDefines;
  50900. /**
  50901. * Force shader compilation
  50902. */
  50903. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50904. /**
  50905. * Initializes the uniform buffer layout for the shader.
  50906. */
  50907. buildUniformLayout(): void;
  50908. /**
  50909. * Unbinds the material from the mesh
  50910. */
  50911. unbind(): void;
  50912. /**
  50913. * Binds the submesh data.
  50914. * @param world - The world matrix.
  50915. * @param mesh - The BJS mesh.
  50916. * @param subMesh - A submesh of the BJS mesh.
  50917. */
  50918. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50919. /**
  50920. * Returns the animatable textures.
  50921. * @returns - Array of animatable textures.
  50922. */
  50923. getAnimatables(): IAnimatable[];
  50924. /**
  50925. * Returns the texture used for reflections.
  50926. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50927. */
  50928. private _getReflectionTexture;
  50929. /**
  50930. * Returns an array of the actively used textures.
  50931. * @returns - Array of BaseTextures
  50932. */
  50933. getActiveTextures(): BaseTexture[];
  50934. /**
  50935. * Checks to see if a texture is used in the material.
  50936. * @param texture - Base texture to use.
  50937. * @returns - Boolean specifying if a texture is used in the material.
  50938. */
  50939. hasTexture(texture: BaseTexture): boolean;
  50940. /**
  50941. * Disposes the resources of the material.
  50942. * @param forceDisposeEffect - Forces the disposal of effects.
  50943. * @param forceDisposeTextures - Forces the disposal of all textures.
  50944. */
  50945. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50946. }
  50947. }
  50948. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50949. import { Nullable } from "babylonjs/types";
  50950. import { Scene } from "babylonjs/scene";
  50951. import { Color3 } from "babylonjs/Maths/math.color";
  50952. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50953. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50954. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50955. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50956. /**
  50957. * The Physically based material of BJS.
  50958. *
  50959. * This offers the main features of a standard PBR material.
  50960. * For more information, please refer to the documentation :
  50961. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50962. */
  50963. export class PBRMaterial extends PBRBaseMaterial {
  50964. /**
  50965. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50966. */
  50967. static readonly PBRMATERIAL_OPAQUE: number;
  50968. /**
  50969. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50970. */
  50971. static readonly PBRMATERIAL_ALPHATEST: number;
  50972. /**
  50973. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50974. */
  50975. static readonly PBRMATERIAL_ALPHABLEND: number;
  50976. /**
  50977. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50978. * They are also discarded below the alpha cutoff threshold to improve performances.
  50979. */
  50980. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50981. /**
  50982. * Defines the default value of how much AO map is occluding the analytical lights
  50983. * (point spot...).
  50984. */
  50985. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50986. /**
  50987. * Intensity of the direct lights e.g. the four lights available in your scene.
  50988. * This impacts both the direct diffuse and specular highlights.
  50989. */
  50990. directIntensity: number;
  50991. /**
  50992. * Intensity of the emissive part of the material.
  50993. * This helps controlling the emissive effect without modifying the emissive color.
  50994. */
  50995. emissiveIntensity: number;
  50996. /**
  50997. * Intensity of the environment e.g. how much the environment will light the object
  50998. * either through harmonics for rough material or through the refelction for shiny ones.
  50999. */
  51000. environmentIntensity: number;
  51001. /**
  51002. * This is a special control allowing the reduction of the specular highlights coming from the
  51003. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  51004. */
  51005. specularIntensity: number;
  51006. /**
  51007. * Debug Control allowing disabling the bump map on this material.
  51008. */
  51009. disableBumpMap: boolean;
  51010. /**
  51011. * AKA Diffuse Texture in standard nomenclature.
  51012. */
  51013. albedoTexture: BaseTexture;
  51014. /**
  51015. * AKA Occlusion Texture in other nomenclature.
  51016. */
  51017. ambientTexture: BaseTexture;
  51018. /**
  51019. * AKA Occlusion Texture Intensity in other nomenclature.
  51020. */
  51021. ambientTextureStrength: number;
  51022. /**
  51023. * Defines how much the AO map is occluding the analytical lights (point spot...).
  51024. * 1 means it completely occludes it
  51025. * 0 mean it has no impact
  51026. */
  51027. ambientTextureImpactOnAnalyticalLights: number;
  51028. /**
  51029. * Stores the alpha values in a texture.
  51030. */
  51031. opacityTexture: BaseTexture;
  51032. /**
  51033. * Stores the reflection values in a texture.
  51034. */
  51035. reflectionTexture: Nullable<BaseTexture>;
  51036. /**
  51037. * Stores the emissive values in a texture.
  51038. */
  51039. emissiveTexture: BaseTexture;
  51040. /**
  51041. * AKA Specular texture in other nomenclature.
  51042. */
  51043. reflectivityTexture: BaseTexture;
  51044. /**
  51045. * Used to switch from specular/glossiness to metallic/roughness workflow.
  51046. */
  51047. metallicTexture: BaseTexture;
  51048. /**
  51049. * Specifies the metallic scalar of the metallic/roughness workflow.
  51050. * Can also be used to scale the metalness values of the metallic texture.
  51051. */
  51052. metallic: Nullable<number>;
  51053. /**
  51054. * Specifies the roughness scalar of the metallic/roughness workflow.
  51055. * Can also be used to scale the roughness values of the metallic texture.
  51056. */
  51057. roughness: Nullable<number>;
  51058. /**
  51059. * Specifies the an F0 factor to help configuring the material F0.
  51060. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  51061. * to 0.5 the previously hard coded value stays the same.
  51062. * Can also be used to scale the F0 values of the metallic texture.
  51063. */
  51064. metallicF0Factor: number;
  51065. /**
  51066. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  51067. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  51068. * your expectation as it multiplies with the texture data.
  51069. */
  51070. useMetallicF0FactorFromMetallicTexture: boolean;
  51071. /**
  51072. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  51073. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  51074. */
  51075. microSurfaceTexture: BaseTexture;
  51076. /**
  51077. * Stores surface normal data used to displace a mesh in a texture.
  51078. */
  51079. bumpTexture: BaseTexture;
  51080. /**
  51081. * Stores the pre-calculated light information of a mesh in a texture.
  51082. */
  51083. lightmapTexture: BaseTexture;
  51084. /**
  51085. * Stores the refracted light information in a texture.
  51086. */
  51087. refractionTexture: Nullable<BaseTexture>;
  51088. /**
  51089. * The color of a material in ambient lighting.
  51090. */
  51091. ambientColor: Color3;
  51092. /**
  51093. * AKA Diffuse Color in other nomenclature.
  51094. */
  51095. albedoColor: Color3;
  51096. /**
  51097. * AKA Specular Color in other nomenclature.
  51098. */
  51099. reflectivityColor: Color3;
  51100. /**
  51101. * The color reflected from the material.
  51102. */
  51103. reflectionColor: Color3;
  51104. /**
  51105. * The color emitted from the material.
  51106. */
  51107. emissiveColor: Color3;
  51108. /**
  51109. * AKA Glossiness in other nomenclature.
  51110. */
  51111. microSurface: number;
  51112. /**
  51113. * source material index of refraction (IOR)' / 'destination material IOR.
  51114. */
  51115. indexOfRefraction: number;
  51116. /**
  51117. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  51118. */
  51119. invertRefractionY: boolean;
  51120. /**
  51121. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  51122. * Materials half opaque for instance using refraction could benefit from this control.
  51123. */
  51124. linkRefractionWithTransparency: boolean;
  51125. /**
  51126. * If true, the light map contains occlusion information instead of lighting info.
  51127. */
  51128. useLightmapAsShadowmap: boolean;
  51129. /**
  51130. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  51131. */
  51132. useAlphaFromAlbedoTexture: boolean;
  51133. /**
  51134. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  51135. */
  51136. forceAlphaTest: boolean;
  51137. /**
  51138. * Defines the alpha limits in alpha test mode.
  51139. */
  51140. alphaCutOff: number;
  51141. /**
  51142. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  51143. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  51144. */
  51145. useSpecularOverAlpha: boolean;
  51146. /**
  51147. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  51148. */
  51149. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  51150. /**
  51151. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  51152. */
  51153. useRoughnessFromMetallicTextureAlpha: boolean;
  51154. /**
  51155. * Specifies if the metallic texture contains the roughness information in its green channel.
  51156. */
  51157. useRoughnessFromMetallicTextureGreen: boolean;
  51158. /**
  51159. * Specifies if the metallic texture contains the metallness information in its blue channel.
  51160. */
  51161. useMetallnessFromMetallicTextureBlue: boolean;
  51162. /**
  51163. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  51164. */
  51165. useAmbientOcclusionFromMetallicTextureRed: boolean;
  51166. /**
  51167. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  51168. */
  51169. useAmbientInGrayScale: boolean;
  51170. /**
  51171. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  51172. * The material will try to infer what glossiness each pixel should be.
  51173. */
  51174. useAutoMicroSurfaceFromReflectivityMap: boolean;
  51175. /**
  51176. * BJS is using an harcoded light falloff based on a manually sets up range.
  51177. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51178. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51179. */
  51180. /**
  51181. * BJS is using an harcoded light falloff based on a manually sets up range.
  51182. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  51183. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  51184. */
  51185. usePhysicalLightFalloff: boolean;
  51186. /**
  51187. * In order to support the falloff compatibility with gltf, a special mode has been added
  51188. * to reproduce the gltf light falloff.
  51189. */
  51190. /**
  51191. * In order to support the falloff compatibility with gltf, a special mode has been added
  51192. * to reproduce the gltf light falloff.
  51193. */
  51194. useGLTFLightFalloff: boolean;
  51195. /**
  51196. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  51197. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  51198. */
  51199. useRadianceOverAlpha: boolean;
  51200. /**
  51201. * Allows using an object space normal map (instead of tangent space).
  51202. */
  51203. useObjectSpaceNormalMap: boolean;
  51204. /**
  51205. * Allows using the bump map in parallax mode.
  51206. */
  51207. useParallax: boolean;
  51208. /**
  51209. * Allows using the bump map in parallax occlusion mode.
  51210. */
  51211. useParallaxOcclusion: boolean;
  51212. /**
  51213. * Controls the scale bias of the parallax mode.
  51214. */
  51215. parallaxScaleBias: number;
  51216. /**
  51217. * If sets to true, disables all the lights affecting the material.
  51218. */
  51219. disableLighting: boolean;
  51220. /**
  51221. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51222. */
  51223. forceIrradianceInFragment: boolean;
  51224. /**
  51225. * Number of Simultaneous lights allowed on the material.
  51226. */
  51227. maxSimultaneousLights: number;
  51228. /**
  51229. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51230. */
  51231. invertNormalMapX: boolean;
  51232. /**
  51233. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51234. */
  51235. invertNormalMapY: boolean;
  51236. /**
  51237. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51238. */
  51239. twoSidedLighting: boolean;
  51240. /**
  51241. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51242. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51243. */
  51244. useAlphaFresnel: boolean;
  51245. /**
  51246. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51247. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51248. */
  51249. useLinearAlphaFresnel: boolean;
  51250. /**
  51251. * Let user defines the brdf lookup texture used for IBL.
  51252. * A default 8bit version is embedded but you could point at :
  51253. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51254. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51255. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51256. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51257. */
  51258. environmentBRDFTexture: Nullable<BaseTexture>;
  51259. /**
  51260. * Force normal to face away from face.
  51261. */
  51262. forceNormalForward: boolean;
  51263. /**
  51264. * Enables specular anti aliasing in the PBR shader.
  51265. * It will both interacts on the Geometry for analytical and IBL lighting.
  51266. * It also prefilter the roughness map based on the bump values.
  51267. */
  51268. enableSpecularAntiAliasing: boolean;
  51269. /**
  51270. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51271. * makes the reflect vector face the model (under horizon).
  51272. */
  51273. useHorizonOcclusion: boolean;
  51274. /**
  51275. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51276. * too much the area relying on ambient texture to define their ambient occlusion.
  51277. */
  51278. useRadianceOcclusion: boolean;
  51279. /**
  51280. * If set to true, no lighting calculations will be applied.
  51281. */
  51282. unlit: boolean;
  51283. /**
  51284. * Gets the image processing configuration used either in this material.
  51285. */
  51286. /**
  51287. * Sets the Default image processing configuration used either in the this material.
  51288. *
  51289. * If sets to null, the scene one is in use.
  51290. */
  51291. imageProcessingConfiguration: ImageProcessingConfiguration;
  51292. /**
  51293. * Gets wether the color curves effect is enabled.
  51294. */
  51295. /**
  51296. * Sets wether the color curves effect is enabled.
  51297. */
  51298. cameraColorCurvesEnabled: boolean;
  51299. /**
  51300. * Gets wether the color grading effect is enabled.
  51301. */
  51302. /**
  51303. * Gets wether the color grading effect is enabled.
  51304. */
  51305. cameraColorGradingEnabled: boolean;
  51306. /**
  51307. * Gets wether tonemapping is enabled or not.
  51308. */
  51309. /**
  51310. * Sets wether tonemapping is enabled or not
  51311. */
  51312. cameraToneMappingEnabled: boolean;
  51313. /**
  51314. * The camera exposure used on this material.
  51315. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51316. * This corresponds to a photographic exposure.
  51317. */
  51318. /**
  51319. * The camera exposure used on this material.
  51320. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51321. * This corresponds to a photographic exposure.
  51322. */
  51323. cameraExposure: number;
  51324. /**
  51325. * Gets The camera contrast used on this material.
  51326. */
  51327. /**
  51328. * Sets The camera contrast used on this material.
  51329. */
  51330. cameraContrast: number;
  51331. /**
  51332. * Gets the Color Grading 2D Lookup Texture.
  51333. */
  51334. /**
  51335. * Sets the Color Grading 2D Lookup Texture.
  51336. */
  51337. cameraColorGradingTexture: Nullable<BaseTexture>;
  51338. /**
  51339. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51340. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51341. * 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;
  51342. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51343. */
  51344. /**
  51345. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51346. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51347. * 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;
  51348. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51349. */
  51350. cameraColorCurves: Nullable<ColorCurves>;
  51351. /**
  51352. * Instantiates a new PBRMaterial instance.
  51353. *
  51354. * @param name The material name
  51355. * @param scene The scene the material will be use in.
  51356. */
  51357. constructor(name: string, scene: Scene);
  51358. /**
  51359. * Returns the name of this material class.
  51360. */
  51361. getClassName(): string;
  51362. /**
  51363. * Makes a duplicate of the current material.
  51364. * @param name - name to use for the new material.
  51365. */
  51366. clone(name: string): PBRMaterial;
  51367. /**
  51368. * Serializes this PBR Material.
  51369. * @returns - An object with the serialized material.
  51370. */
  51371. serialize(): any;
  51372. /**
  51373. * Parses a PBR Material from a serialized object.
  51374. * @param source - Serialized object.
  51375. * @param scene - BJS scene instance.
  51376. * @param rootUrl - url for the scene object
  51377. * @returns - PBRMaterial
  51378. */
  51379. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51380. }
  51381. }
  51382. declare module "babylonjs/Misc/dds" {
  51383. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51384. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51385. import { Nullable } from "babylonjs/types";
  51386. import { Scene } from "babylonjs/scene";
  51387. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51388. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51389. /**
  51390. * Direct draw surface info
  51391. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51392. */
  51393. export interface DDSInfo {
  51394. /**
  51395. * Width of the texture
  51396. */
  51397. width: number;
  51398. /**
  51399. * Width of the texture
  51400. */
  51401. height: number;
  51402. /**
  51403. * Number of Mipmaps for the texture
  51404. * @see https://en.wikipedia.org/wiki/Mipmap
  51405. */
  51406. mipmapCount: number;
  51407. /**
  51408. * If the textures format is a known fourCC format
  51409. * @see https://www.fourcc.org/
  51410. */
  51411. isFourCC: boolean;
  51412. /**
  51413. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51414. */
  51415. isRGB: boolean;
  51416. /**
  51417. * If the texture is a lumincance format
  51418. */
  51419. isLuminance: boolean;
  51420. /**
  51421. * If this is a cube texture
  51422. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51423. */
  51424. isCube: boolean;
  51425. /**
  51426. * If the texture is a compressed format eg. FOURCC_DXT1
  51427. */
  51428. isCompressed: boolean;
  51429. /**
  51430. * The dxgiFormat of the texture
  51431. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51432. */
  51433. dxgiFormat: number;
  51434. /**
  51435. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51436. */
  51437. textureType: number;
  51438. /**
  51439. * Sphericle polynomial created for the dds texture
  51440. */
  51441. sphericalPolynomial?: SphericalPolynomial;
  51442. }
  51443. /**
  51444. * Class used to provide DDS decompression tools
  51445. */
  51446. export class DDSTools {
  51447. /**
  51448. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51449. */
  51450. static StoreLODInAlphaChannel: boolean;
  51451. /**
  51452. * Gets DDS information from an array buffer
  51453. * @param arrayBuffer defines the array buffer to read data from
  51454. * @returns the DDS information
  51455. */
  51456. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51457. private static _FloatView;
  51458. private static _Int32View;
  51459. private static _ToHalfFloat;
  51460. private static _FromHalfFloat;
  51461. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51462. private static _GetHalfFloatRGBAArrayBuffer;
  51463. private static _GetFloatRGBAArrayBuffer;
  51464. private static _GetFloatAsUIntRGBAArrayBuffer;
  51465. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51466. private static _GetRGBAArrayBuffer;
  51467. private static _ExtractLongWordOrder;
  51468. private static _GetRGBArrayBuffer;
  51469. private static _GetLuminanceArrayBuffer;
  51470. /**
  51471. * Uploads DDS Levels to a Babylon Texture
  51472. * @hidden
  51473. */
  51474. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51475. }
  51476. module "babylonjs/Engines/thinEngine" {
  51477. interface ThinEngine {
  51478. /**
  51479. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51480. * @param rootUrl defines the url where the file to load is located
  51481. * @param scene defines the current scene
  51482. * @param lodScale defines scale to apply to the mip map selection
  51483. * @param lodOffset defines offset to apply to the mip map selection
  51484. * @param onLoad defines an optional callback raised when the texture is loaded
  51485. * @param onError defines an optional callback raised if there is an issue to load the texture
  51486. * @param format defines the format of the data
  51487. * @param forcedExtension defines the extension to use to pick the right loader
  51488. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51489. * @returns the cube texture as an InternalTexture
  51490. */
  51491. 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;
  51492. }
  51493. }
  51494. }
  51495. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51496. import { Nullable } from "babylonjs/types";
  51497. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51498. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51499. /**
  51500. * Implementation of the DDS Texture Loader.
  51501. * @hidden
  51502. */
  51503. export class _DDSTextureLoader implements IInternalTextureLoader {
  51504. /**
  51505. * Defines wether the loader supports cascade loading the different faces.
  51506. */
  51507. readonly supportCascades: boolean;
  51508. /**
  51509. * This returns if the loader support the current file information.
  51510. * @param extension defines the file extension of the file being loaded
  51511. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51512. * @param fallback defines the fallback internal texture if any
  51513. * @param isBase64 defines whether the texture is encoded as a base64
  51514. * @param isBuffer defines whether the texture data are stored as a buffer
  51515. * @returns true if the loader can load the specified file
  51516. */
  51517. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51518. /**
  51519. * Transform the url before loading if required.
  51520. * @param rootUrl the url of the texture
  51521. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51522. * @returns the transformed texture
  51523. */
  51524. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51525. /**
  51526. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51527. * @param rootUrl the url of the texture
  51528. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51529. * @returns the fallback texture
  51530. */
  51531. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51532. /**
  51533. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51534. * @param data contains the texture data
  51535. * @param texture defines the BabylonJS internal texture
  51536. * @param createPolynomials will be true if polynomials have been requested
  51537. * @param onLoad defines the callback to trigger once the texture is ready
  51538. * @param onError defines the callback to trigger in case of error
  51539. */
  51540. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51541. /**
  51542. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51543. * @param data contains the texture data
  51544. * @param texture defines the BabylonJS internal texture
  51545. * @param callback defines the method to call once ready to upload
  51546. */
  51547. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51548. }
  51549. }
  51550. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51551. import { Nullable } from "babylonjs/types";
  51552. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51553. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51554. /**
  51555. * Implementation of the ENV Texture Loader.
  51556. * @hidden
  51557. */
  51558. export class _ENVTextureLoader implements IInternalTextureLoader {
  51559. /**
  51560. * Defines wether the loader supports cascade loading the different faces.
  51561. */
  51562. readonly supportCascades: boolean;
  51563. /**
  51564. * This returns if the loader support the current file information.
  51565. * @param extension defines the file extension of the file being loaded
  51566. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51567. * @param fallback defines the fallback internal texture if any
  51568. * @param isBase64 defines whether the texture is encoded as a base64
  51569. * @param isBuffer defines whether the texture data are stored as a buffer
  51570. * @returns true if the loader can load the specified file
  51571. */
  51572. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51573. /**
  51574. * Transform the url before loading if required.
  51575. * @param rootUrl the url of the texture
  51576. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51577. * @returns the transformed texture
  51578. */
  51579. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51580. /**
  51581. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51582. * @param rootUrl the url of the texture
  51583. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51584. * @returns the fallback texture
  51585. */
  51586. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51587. /**
  51588. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51589. * @param data contains the texture data
  51590. * @param texture defines the BabylonJS internal texture
  51591. * @param createPolynomials will be true if polynomials have been requested
  51592. * @param onLoad defines the callback to trigger once the texture is ready
  51593. * @param onError defines the callback to trigger in case of error
  51594. */
  51595. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51596. /**
  51597. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51598. * @param data contains the texture data
  51599. * @param texture defines the BabylonJS internal texture
  51600. * @param callback defines the method to call once ready to upload
  51601. */
  51602. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51603. }
  51604. }
  51605. declare module "babylonjs/Misc/khronosTextureContainer" {
  51606. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51607. /**
  51608. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51609. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51610. */
  51611. export class KhronosTextureContainer {
  51612. /** contents of the KTX container file */
  51613. arrayBuffer: any;
  51614. private static HEADER_LEN;
  51615. private static COMPRESSED_2D;
  51616. private static COMPRESSED_3D;
  51617. private static TEX_2D;
  51618. private static TEX_3D;
  51619. /**
  51620. * Gets the openGL type
  51621. */
  51622. glType: number;
  51623. /**
  51624. * Gets the openGL type size
  51625. */
  51626. glTypeSize: number;
  51627. /**
  51628. * Gets the openGL format
  51629. */
  51630. glFormat: number;
  51631. /**
  51632. * Gets the openGL internal format
  51633. */
  51634. glInternalFormat: number;
  51635. /**
  51636. * Gets the base internal format
  51637. */
  51638. glBaseInternalFormat: number;
  51639. /**
  51640. * Gets image width in pixel
  51641. */
  51642. pixelWidth: number;
  51643. /**
  51644. * Gets image height in pixel
  51645. */
  51646. pixelHeight: number;
  51647. /**
  51648. * Gets image depth in pixels
  51649. */
  51650. pixelDepth: number;
  51651. /**
  51652. * Gets the number of array elements
  51653. */
  51654. numberOfArrayElements: number;
  51655. /**
  51656. * Gets the number of faces
  51657. */
  51658. numberOfFaces: number;
  51659. /**
  51660. * Gets the number of mipmap levels
  51661. */
  51662. numberOfMipmapLevels: number;
  51663. /**
  51664. * Gets the bytes of key value data
  51665. */
  51666. bytesOfKeyValueData: number;
  51667. /**
  51668. * Gets the load type
  51669. */
  51670. loadType: number;
  51671. /**
  51672. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51673. */
  51674. isInvalid: boolean;
  51675. /**
  51676. * Creates a new KhronosTextureContainer
  51677. * @param arrayBuffer contents of the KTX container file
  51678. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51679. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51680. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51681. */
  51682. constructor(
  51683. /** contents of the KTX container file */
  51684. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51685. /**
  51686. * Uploads KTX content to a Babylon Texture.
  51687. * It is assumed that the texture has already been created & is currently bound
  51688. * @hidden
  51689. */
  51690. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51691. private _upload2DCompressedLevels;
  51692. }
  51693. }
  51694. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51695. import { Nullable } from "babylonjs/types";
  51696. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51697. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51698. /**
  51699. * Implementation of the KTX Texture Loader.
  51700. * @hidden
  51701. */
  51702. export class _KTXTextureLoader implements IInternalTextureLoader {
  51703. /**
  51704. * Defines wether the loader supports cascade loading the different faces.
  51705. */
  51706. readonly supportCascades: boolean;
  51707. /**
  51708. * This returns if the loader support the current file information.
  51709. * @param extension defines the file extension of the file being loaded
  51710. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51711. * @param fallback defines the fallback internal texture if any
  51712. * @param isBase64 defines whether the texture is encoded as a base64
  51713. * @param isBuffer defines whether the texture data are stored as a buffer
  51714. * @returns true if the loader can load the specified file
  51715. */
  51716. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51717. /**
  51718. * Transform the url before loading if required.
  51719. * @param rootUrl the url of the texture
  51720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51721. * @returns the transformed texture
  51722. */
  51723. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51724. /**
  51725. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51726. * @param rootUrl the url of the texture
  51727. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51728. * @returns the fallback texture
  51729. */
  51730. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51731. /**
  51732. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51733. * @param data contains the texture data
  51734. * @param texture defines the BabylonJS internal texture
  51735. * @param createPolynomials will be true if polynomials have been requested
  51736. * @param onLoad defines the callback to trigger once the texture is ready
  51737. * @param onError defines the callback to trigger in case of error
  51738. */
  51739. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51740. /**
  51741. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51742. * @param data contains the texture data
  51743. * @param texture defines the BabylonJS internal texture
  51744. * @param callback defines the method to call once ready to upload
  51745. */
  51746. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51747. }
  51748. }
  51749. declare module "babylonjs/Helpers/sceneHelpers" {
  51750. import { Nullable } from "babylonjs/types";
  51751. import { Mesh } from "babylonjs/Meshes/mesh";
  51752. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51753. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51754. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51755. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51756. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51757. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51758. import "babylonjs/Meshes/Builders/boxBuilder";
  51759. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51760. /** @hidden */
  51761. export var _forceSceneHelpersToBundle: boolean;
  51762. module "babylonjs/scene" {
  51763. interface Scene {
  51764. /**
  51765. * Creates a default light for the scene.
  51766. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51767. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51768. */
  51769. createDefaultLight(replace?: boolean): void;
  51770. /**
  51771. * Creates a default camera for the scene.
  51772. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51773. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51774. * @param replace has default false, when true replaces the active camera in the scene
  51775. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51776. */
  51777. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51778. /**
  51779. * Creates a default camera and a default light.
  51780. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51781. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51782. * @param replace has the default false, when true replaces the active camera/light in the scene
  51783. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51784. */
  51785. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51786. /**
  51787. * Creates a new sky box
  51788. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51789. * @param environmentTexture defines the texture to use as environment texture
  51790. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51791. * @param scale defines the overall scale of the skybox
  51792. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51793. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51794. * @returns a new mesh holding the sky box
  51795. */
  51796. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51797. /**
  51798. * Creates a new environment
  51799. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51800. * @param options defines the options you can use to configure the environment
  51801. * @returns the new EnvironmentHelper
  51802. */
  51803. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51804. /**
  51805. * Creates a new VREXperienceHelper
  51806. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51807. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51808. * @returns a new VREXperienceHelper
  51809. */
  51810. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51811. /**
  51812. * Creates a new WebXRDefaultExperience
  51813. * @see http://doc.babylonjs.com/how_to/webxr
  51814. * @param options experience options
  51815. * @returns a promise for a new WebXRDefaultExperience
  51816. */
  51817. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51818. }
  51819. }
  51820. }
  51821. declare module "babylonjs/Helpers/videoDome" {
  51822. import { Scene } from "babylonjs/scene";
  51823. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51824. import { Mesh } from "babylonjs/Meshes/mesh";
  51825. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51826. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51827. import "babylonjs/Meshes/Builders/sphereBuilder";
  51828. /**
  51829. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51830. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51831. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51832. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51833. */
  51834. export class VideoDome extends TransformNode {
  51835. /**
  51836. * Define the video source as a Monoscopic panoramic 360 video.
  51837. */
  51838. static readonly MODE_MONOSCOPIC: number;
  51839. /**
  51840. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51841. */
  51842. static readonly MODE_TOPBOTTOM: number;
  51843. /**
  51844. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51845. */
  51846. static readonly MODE_SIDEBYSIDE: number;
  51847. private _halfDome;
  51848. private _useDirectMapping;
  51849. /**
  51850. * The video texture being displayed on the sphere
  51851. */
  51852. protected _videoTexture: VideoTexture;
  51853. /**
  51854. * Gets the video texture being displayed on the sphere
  51855. */
  51856. readonly videoTexture: VideoTexture;
  51857. /**
  51858. * The skybox material
  51859. */
  51860. protected _material: BackgroundMaterial;
  51861. /**
  51862. * The surface used for the skybox
  51863. */
  51864. protected _mesh: Mesh;
  51865. /**
  51866. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51867. */
  51868. private _halfDomeMask;
  51869. /**
  51870. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51871. * Also see the options.resolution property.
  51872. */
  51873. fovMultiplier: number;
  51874. private _videoMode;
  51875. /**
  51876. * Gets or set the current video mode for the video. It can be:
  51877. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51878. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51879. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51880. */
  51881. videoMode: number;
  51882. /**
  51883. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51884. *
  51885. */
  51886. /**
  51887. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51888. */
  51889. halfDome: boolean;
  51890. /**
  51891. * Oberserver used in Stereoscopic VR Mode.
  51892. */
  51893. private _onBeforeCameraRenderObserver;
  51894. /**
  51895. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51896. * @param name Element's name, child elements will append suffixes for their own names.
  51897. * @param urlsOrVideo defines the url(s) or the video element to use
  51898. * @param options An object containing optional or exposed sub element properties
  51899. */
  51900. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51901. resolution?: number;
  51902. clickToPlay?: boolean;
  51903. autoPlay?: boolean;
  51904. loop?: boolean;
  51905. size?: number;
  51906. poster?: string;
  51907. faceForward?: boolean;
  51908. useDirectMapping?: boolean;
  51909. halfDomeMode?: boolean;
  51910. }, scene: Scene);
  51911. private _changeVideoMode;
  51912. /**
  51913. * Releases resources associated with this node.
  51914. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51915. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51916. */
  51917. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51918. }
  51919. }
  51920. declare module "babylonjs/Helpers/index" {
  51921. export * from "babylonjs/Helpers/environmentHelper";
  51922. export * from "babylonjs/Helpers/photoDome";
  51923. export * from "babylonjs/Helpers/sceneHelpers";
  51924. export * from "babylonjs/Helpers/videoDome";
  51925. }
  51926. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51927. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51928. import { IDisposable } from "babylonjs/scene";
  51929. import { Engine } from "babylonjs/Engines/engine";
  51930. /**
  51931. * This class can be used to get instrumentation data from a Babylon engine
  51932. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51933. */
  51934. export class EngineInstrumentation implements IDisposable {
  51935. /**
  51936. * Define the instrumented engine.
  51937. */
  51938. engine: Engine;
  51939. private _captureGPUFrameTime;
  51940. private _gpuFrameTimeToken;
  51941. private _gpuFrameTime;
  51942. private _captureShaderCompilationTime;
  51943. private _shaderCompilationTime;
  51944. private _onBeginFrameObserver;
  51945. private _onEndFrameObserver;
  51946. private _onBeforeShaderCompilationObserver;
  51947. private _onAfterShaderCompilationObserver;
  51948. /**
  51949. * Gets the perf counter used for GPU frame time
  51950. */
  51951. readonly gpuFrameTimeCounter: PerfCounter;
  51952. /**
  51953. * Gets the GPU frame time capture status
  51954. */
  51955. /**
  51956. * Enable or disable the GPU frame time capture
  51957. */
  51958. captureGPUFrameTime: boolean;
  51959. /**
  51960. * Gets the perf counter used for shader compilation time
  51961. */
  51962. readonly shaderCompilationTimeCounter: PerfCounter;
  51963. /**
  51964. * Gets the shader compilation time capture status
  51965. */
  51966. /**
  51967. * Enable or disable the shader compilation time capture
  51968. */
  51969. captureShaderCompilationTime: boolean;
  51970. /**
  51971. * Instantiates a new engine instrumentation.
  51972. * This class can be used to get instrumentation data from a Babylon engine
  51973. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51974. * @param engine Defines the engine to instrument
  51975. */
  51976. constructor(
  51977. /**
  51978. * Define the instrumented engine.
  51979. */
  51980. engine: Engine);
  51981. /**
  51982. * Dispose and release associated resources.
  51983. */
  51984. dispose(): void;
  51985. }
  51986. }
  51987. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51988. import { Scene, IDisposable } from "babylonjs/scene";
  51989. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51990. /**
  51991. * This class can be used to get instrumentation data from a Babylon engine
  51992. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51993. */
  51994. export class SceneInstrumentation implements IDisposable {
  51995. /**
  51996. * Defines the scene to instrument
  51997. */
  51998. scene: Scene;
  51999. private _captureActiveMeshesEvaluationTime;
  52000. private _activeMeshesEvaluationTime;
  52001. private _captureRenderTargetsRenderTime;
  52002. private _renderTargetsRenderTime;
  52003. private _captureFrameTime;
  52004. private _frameTime;
  52005. private _captureRenderTime;
  52006. private _renderTime;
  52007. private _captureInterFrameTime;
  52008. private _interFrameTime;
  52009. private _captureParticlesRenderTime;
  52010. private _particlesRenderTime;
  52011. private _captureSpritesRenderTime;
  52012. private _spritesRenderTime;
  52013. private _capturePhysicsTime;
  52014. private _physicsTime;
  52015. private _captureAnimationsTime;
  52016. private _animationsTime;
  52017. private _captureCameraRenderTime;
  52018. private _cameraRenderTime;
  52019. private _onBeforeActiveMeshesEvaluationObserver;
  52020. private _onAfterActiveMeshesEvaluationObserver;
  52021. private _onBeforeRenderTargetsRenderObserver;
  52022. private _onAfterRenderTargetsRenderObserver;
  52023. private _onAfterRenderObserver;
  52024. private _onBeforeDrawPhaseObserver;
  52025. private _onAfterDrawPhaseObserver;
  52026. private _onBeforeAnimationsObserver;
  52027. private _onBeforeParticlesRenderingObserver;
  52028. private _onAfterParticlesRenderingObserver;
  52029. private _onBeforeSpritesRenderingObserver;
  52030. private _onAfterSpritesRenderingObserver;
  52031. private _onBeforePhysicsObserver;
  52032. private _onAfterPhysicsObserver;
  52033. private _onAfterAnimationsObserver;
  52034. private _onBeforeCameraRenderObserver;
  52035. private _onAfterCameraRenderObserver;
  52036. /**
  52037. * Gets the perf counter used for active meshes evaluation time
  52038. */
  52039. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  52040. /**
  52041. * Gets the active meshes evaluation time capture status
  52042. */
  52043. /**
  52044. * Enable or disable the active meshes evaluation time capture
  52045. */
  52046. captureActiveMeshesEvaluationTime: boolean;
  52047. /**
  52048. * Gets the perf counter used for render targets render time
  52049. */
  52050. readonly renderTargetsRenderTimeCounter: PerfCounter;
  52051. /**
  52052. * Gets the render targets render time capture status
  52053. */
  52054. /**
  52055. * Enable or disable the render targets render time capture
  52056. */
  52057. captureRenderTargetsRenderTime: boolean;
  52058. /**
  52059. * Gets the perf counter used for particles render time
  52060. */
  52061. readonly particlesRenderTimeCounter: PerfCounter;
  52062. /**
  52063. * Gets the particles render time capture status
  52064. */
  52065. /**
  52066. * Enable or disable the particles render time capture
  52067. */
  52068. captureParticlesRenderTime: boolean;
  52069. /**
  52070. * Gets the perf counter used for sprites render time
  52071. */
  52072. readonly spritesRenderTimeCounter: PerfCounter;
  52073. /**
  52074. * Gets the sprites render time capture status
  52075. */
  52076. /**
  52077. * Enable or disable the sprites render time capture
  52078. */
  52079. captureSpritesRenderTime: boolean;
  52080. /**
  52081. * Gets the perf counter used for physics time
  52082. */
  52083. readonly physicsTimeCounter: PerfCounter;
  52084. /**
  52085. * Gets the physics time capture status
  52086. */
  52087. /**
  52088. * Enable or disable the physics time capture
  52089. */
  52090. capturePhysicsTime: boolean;
  52091. /**
  52092. * Gets the perf counter used for animations time
  52093. */
  52094. readonly animationsTimeCounter: PerfCounter;
  52095. /**
  52096. * Gets the animations time capture status
  52097. */
  52098. /**
  52099. * Enable or disable the animations time capture
  52100. */
  52101. captureAnimationsTime: boolean;
  52102. /**
  52103. * Gets the perf counter used for frame time capture
  52104. */
  52105. readonly frameTimeCounter: PerfCounter;
  52106. /**
  52107. * Gets the frame time capture status
  52108. */
  52109. /**
  52110. * Enable or disable the frame time capture
  52111. */
  52112. captureFrameTime: boolean;
  52113. /**
  52114. * Gets the perf counter used for inter-frames time capture
  52115. */
  52116. readonly interFrameTimeCounter: PerfCounter;
  52117. /**
  52118. * Gets the inter-frames time capture status
  52119. */
  52120. /**
  52121. * Enable or disable the inter-frames time capture
  52122. */
  52123. captureInterFrameTime: boolean;
  52124. /**
  52125. * Gets the perf counter used for render time capture
  52126. */
  52127. readonly renderTimeCounter: PerfCounter;
  52128. /**
  52129. * Gets the render time capture status
  52130. */
  52131. /**
  52132. * Enable or disable the render time capture
  52133. */
  52134. captureRenderTime: boolean;
  52135. /**
  52136. * Gets the perf counter used for camera render time capture
  52137. */
  52138. readonly cameraRenderTimeCounter: PerfCounter;
  52139. /**
  52140. * Gets the camera render time capture status
  52141. */
  52142. /**
  52143. * Enable or disable the camera render time capture
  52144. */
  52145. captureCameraRenderTime: boolean;
  52146. /**
  52147. * Gets the perf counter used for draw calls
  52148. */
  52149. readonly drawCallsCounter: PerfCounter;
  52150. /**
  52151. * Instantiates a new scene instrumentation.
  52152. * This class can be used to get instrumentation data from a Babylon engine
  52153. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52154. * @param scene Defines the scene to instrument
  52155. */
  52156. constructor(
  52157. /**
  52158. * Defines the scene to instrument
  52159. */
  52160. scene: Scene);
  52161. /**
  52162. * Dispose and release associated resources.
  52163. */
  52164. dispose(): void;
  52165. }
  52166. }
  52167. declare module "babylonjs/Instrumentation/index" {
  52168. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52169. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52170. export * from "babylonjs/Instrumentation/timeToken";
  52171. }
  52172. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52173. /** @hidden */
  52174. export var glowMapGenerationPixelShader: {
  52175. name: string;
  52176. shader: string;
  52177. };
  52178. }
  52179. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52180. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52181. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52182. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52183. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52184. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52185. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52186. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52187. /** @hidden */
  52188. export var glowMapGenerationVertexShader: {
  52189. name: string;
  52190. shader: string;
  52191. };
  52192. }
  52193. declare module "babylonjs/Layers/effectLayer" {
  52194. import { Observable } from "babylonjs/Misc/observable";
  52195. import { Nullable } from "babylonjs/types";
  52196. import { Camera } from "babylonjs/Cameras/camera";
  52197. import { Scene } from "babylonjs/scene";
  52198. import { ISize } from "babylonjs/Maths/math.size";
  52199. import { Color4 } from "babylonjs/Maths/math.color";
  52200. import { Engine } from "babylonjs/Engines/engine";
  52201. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52203. import { Mesh } from "babylonjs/Meshes/mesh";
  52204. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52206. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52207. import { Effect } from "babylonjs/Materials/effect";
  52208. import { Material } from "babylonjs/Materials/material";
  52209. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52210. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52211. /**
  52212. * Effect layer options. This helps customizing the behaviour
  52213. * of the effect layer.
  52214. */
  52215. export interface IEffectLayerOptions {
  52216. /**
  52217. * Multiplication factor apply to the canvas size to compute the render target size
  52218. * used to generated the objects (the smaller the faster).
  52219. */
  52220. mainTextureRatio: number;
  52221. /**
  52222. * Enforces a fixed size texture to ensure effect stability across devices.
  52223. */
  52224. mainTextureFixedSize?: number;
  52225. /**
  52226. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52227. */
  52228. alphaBlendingMode: number;
  52229. /**
  52230. * The camera attached to the layer.
  52231. */
  52232. camera: Nullable<Camera>;
  52233. /**
  52234. * The rendering group to draw the layer in.
  52235. */
  52236. renderingGroupId: number;
  52237. }
  52238. /**
  52239. * The effect layer Helps adding post process effect blended with the main pass.
  52240. *
  52241. * This can be for instance use to generate glow or higlight effects on the scene.
  52242. *
  52243. * The effect layer class can not be used directly and is intented to inherited from to be
  52244. * customized per effects.
  52245. */
  52246. export abstract class EffectLayer {
  52247. private _vertexBuffers;
  52248. private _indexBuffer;
  52249. private _cachedDefines;
  52250. private _effectLayerMapGenerationEffect;
  52251. private _effectLayerOptions;
  52252. private _mergeEffect;
  52253. protected _scene: Scene;
  52254. protected _engine: Engine;
  52255. protected _maxSize: number;
  52256. protected _mainTextureDesiredSize: ISize;
  52257. protected _mainTexture: RenderTargetTexture;
  52258. protected _shouldRender: boolean;
  52259. protected _postProcesses: PostProcess[];
  52260. protected _textures: BaseTexture[];
  52261. protected _emissiveTextureAndColor: {
  52262. texture: Nullable<BaseTexture>;
  52263. color: Color4;
  52264. };
  52265. /**
  52266. * The name of the layer
  52267. */
  52268. name: string;
  52269. /**
  52270. * The clear color of the texture used to generate the glow map.
  52271. */
  52272. neutralColor: Color4;
  52273. /**
  52274. * Specifies wether the highlight layer is enabled or not.
  52275. */
  52276. isEnabled: boolean;
  52277. /**
  52278. * Gets the camera attached to the layer.
  52279. */
  52280. readonly camera: Nullable<Camera>;
  52281. /**
  52282. * Gets the rendering group id the layer should render in.
  52283. */
  52284. renderingGroupId: number;
  52285. /**
  52286. * An event triggered when the effect layer has been disposed.
  52287. */
  52288. onDisposeObservable: Observable<EffectLayer>;
  52289. /**
  52290. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52291. */
  52292. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52293. /**
  52294. * An event triggered when the generated texture is being merged in the scene.
  52295. */
  52296. onBeforeComposeObservable: Observable<EffectLayer>;
  52297. /**
  52298. * An event triggered when the mesh is rendered into the effect render target.
  52299. */
  52300. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52301. /**
  52302. * An event triggered after the mesh has been rendered into the effect render target.
  52303. */
  52304. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52305. /**
  52306. * An event triggered when the generated texture has been merged in the scene.
  52307. */
  52308. onAfterComposeObservable: Observable<EffectLayer>;
  52309. /**
  52310. * An event triggered when the efffect layer changes its size.
  52311. */
  52312. onSizeChangedObservable: Observable<EffectLayer>;
  52313. /** @hidden */
  52314. static _SceneComponentInitialization: (scene: Scene) => void;
  52315. /**
  52316. * Instantiates a new effect Layer and references it in the scene.
  52317. * @param name The name of the layer
  52318. * @param scene The scene to use the layer in
  52319. */
  52320. constructor(
  52321. /** The Friendly of the effect in the scene */
  52322. name: string, scene: Scene);
  52323. /**
  52324. * Get the effect name of the layer.
  52325. * @return The effect name
  52326. */
  52327. abstract getEffectName(): string;
  52328. /**
  52329. * Checks for the readiness of the element composing the layer.
  52330. * @param subMesh the mesh to check for
  52331. * @param useInstances specify wether or not to use instances to render the mesh
  52332. * @return true if ready otherwise, false
  52333. */
  52334. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52335. /**
  52336. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52337. * @returns true if the effect requires stencil during the main canvas render pass.
  52338. */
  52339. abstract needStencil(): boolean;
  52340. /**
  52341. * Create the merge effect. This is the shader use to blit the information back
  52342. * to the main canvas at the end of the scene rendering.
  52343. * @returns The effect containing the shader used to merge the effect on the main canvas
  52344. */
  52345. protected abstract _createMergeEffect(): Effect;
  52346. /**
  52347. * Creates the render target textures and post processes used in the effect layer.
  52348. */
  52349. protected abstract _createTextureAndPostProcesses(): void;
  52350. /**
  52351. * Implementation specific of rendering the generating effect on the main canvas.
  52352. * @param effect The effect used to render through
  52353. */
  52354. protected abstract _internalRender(effect: Effect): void;
  52355. /**
  52356. * Sets the required values for both the emissive texture and and the main color.
  52357. */
  52358. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52359. /**
  52360. * Free any resources and references associated to a mesh.
  52361. * Internal use
  52362. * @param mesh The mesh to free.
  52363. */
  52364. abstract _disposeMesh(mesh: Mesh): void;
  52365. /**
  52366. * Serializes this layer (Glow or Highlight for example)
  52367. * @returns a serialized layer object
  52368. */
  52369. abstract serialize?(): any;
  52370. /**
  52371. * Initializes the effect layer with the required options.
  52372. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52373. */
  52374. protected _init(options: Partial<IEffectLayerOptions>): void;
  52375. /**
  52376. * Generates the index buffer of the full screen quad blending to the main canvas.
  52377. */
  52378. private _generateIndexBuffer;
  52379. /**
  52380. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52381. */
  52382. private _generateVertexBuffer;
  52383. /**
  52384. * Sets the main texture desired size which is the closest power of two
  52385. * of the engine canvas size.
  52386. */
  52387. private _setMainTextureSize;
  52388. /**
  52389. * Creates the main texture for the effect layer.
  52390. */
  52391. protected _createMainTexture(): void;
  52392. /**
  52393. * Adds specific effects defines.
  52394. * @param defines The defines to add specifics to.
  52395. */
  52396. protected _addCustomEffectDefines(defines: string[]): void;
  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. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52405. /**
  52406. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52407. */
  52408. render(): void;
  52409. /**
  52410. * Determine if a given mesh will be used in the current effect.
  52411. * @param mesh mesh to test
  52412. * @returns true if the mesh will be used
  52413. */
  52414. hasMesh(mesh: AbstractMesh): boolean;
  52415. /**
  52416. * Returns true if the layer contains information to display, otherwise false.
  52417. * @returns true if the glow layer should be rendered
  52418. */
  52419. shouldRender(): boolean;
  52420. /**
  52421. * Returns true if the mesh should render, otherwise false.
  52422. * @param mesh The mesh to render
  52423. * @returns true if it should render otherwise false
  52424. */
  52425. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52426. /**
  52427. * Returns true if the mesh can be rendered, otherwise false.
  52428. * @param mesh The mesh to render
  52429. * @param material The material used on the mesh
  52430. * @returns true if it can be rendered otherwise false
  52431. */
  52432. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52433. /**
  52434. * Returns true if the mesh should render, otherwise false.
  52435. * @param mesh The mesh to render
  52436. * @returns true if it should render otherwise false
  52437. */
  52438. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52439. /**
  52440. * Renders the submesh passed in parameter to the generation map.
  52441. */
  52442. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52443. /**
  52444. * Defines wether the current material of the mesh should be use to render the effect.
  52445. * @param mesh defines the current mesh to render
  52446. */
  52447. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52448. /**
  52449. * Rebuild the required buffers.
  52450. * @hidden Internal use only.
  52451. */
  52452. _rebuild(): void;
  52453. /**
  52454. * Dispose only the render target textures and post process.
  52455. */
  52456. private _disposeTextureAndPostProcesses;
  52457. /**
  52458. * Dispose the highlight layer and free resources.
  52459. */
  52460. dispose(): void;
  52461. /**
  52462. * Gets the class name of the effect layer
  52463. * @returns the string with the class name of the effect layer
  52464. */
  52465. getClassName(): string;
  52466. /**
  52467. * Creates an effect layer from parsed effect layer data
  52468. * @param parsedEffectLayer defines effect layer data
  52469. * @param scene defines the current scene
  52470. * @param rootUrl defines the root URL containing the effect layer information
  52471. * @returns a parsed effect Layer
  52472. */
  52473. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52474. }
  52475. }
  52476. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52477. import { Scene } from "babylonjs/scene";
  52478. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52479. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52480. import { AbstractScene } from "babylonjs/abstractScene";
  52481. module "babylonjs/abstractScene" {
  52482. interface AbstractScene {
  52483. /**
  52484. * The list of effect layers (highlights/glow) added to the scene
  52485. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52486. * @see http://doc.babylonjs.com/how_to/glow_layer
  52487. */
  52488. effectLayers: Array<EffectLayer>;
  52489. /**
  52490. * Removes the given effect layer from this scene.
  52491. * @param toRemove defines the effect layer to remove
  52492. * @returns the index of the removed effect layer
  52493. */
  52494. removeEffectLayer(toRemove: EffectLayer): number;
  52495. /**
  52496. * Adds the given effect layer to this scene
  52497. * @param newEffectLayer defines the effect layer to add
  52498. */
  52499. addEffectLayer(newEffectLayer: EffectLayer): void;
  52500. }
  52501. }
  52502. /**
  52503. * Defines the layer scene component responsible to manage any effect layers
  52504. * in a given scene.
  52505. */
  52506. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52507. /**
  52508. * The component name helpfull to identify the component in the list of scene components.
  52509. */
  52510. readonly name: string;
  52511. /**
  52512. * The scene the component belongs to.
  52513. */
  52514. scene: Scene;
  52515. private _engine;
  52516. private _renderEffects;
  52517. private _needStencil;
  52518. private _previousStencilState;
  52519. /**
  52520. * Creates a new instance of the component for the given scene
  52521. * @param scene Defines the scene to register the component in
  52522. */
  52523. constructor(scene: Scene);
  52524. /**
  52525. * Registers the component in a given scene
  52526. */
  52527. register(): void;
  52528. /**
  52529. * Rebuilds the elements related to this component in case of
  52530. * context lost for instance.
  52531. */
  52532. rebuild(): void;
  52533. /**
  52534. * Serializes the component data to the specified json object
  52535. * @param serializationObject The object to serialize to
  52536. */
  52537. serialize(serializationObject: any): void;
  52538. /**
  52539. * Adds all the elements from the container to the scene
  52540. * @param container the container holding the elements
  52541. */
  52542. addFromContainer(container: AbstractScene): void;
  52543. /**
  52544. * Removes all the elements in the container from the scene
  52545. * @param container contains the elements to remove
  52546. * @param dispose if the removed element should be disposed (default: false)
  52547. */
  52548. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52549. /**
  52550. * Disposes the component and the associated ressources.
  52551. */
  52552. dispose(): void;
  52553. private _isReadyForMesh;
  52554. private _renderMainTexture;
  52555. private _setStencil;
  52556. private _setStencilBack;
  52557. private _draw;
  52558. private _drawCamera;
  52559. private _drawRenderingGroup;
  52560. }
  52561. }
  52562. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52563. /** @hidden */
  52564. export var glowMapMergePixelShader: {
  52565. name: string;
  52566. shader: string;
  52567. };
  52568. }
  52569. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52570. /** @hidden */
  52571. export var glowMapMergeVertexShader: {
  52572. name: string;
  52573. shader: string;
  52574. };
  52575. }
  52576. declare module "babylonjs/Layers/glowLayer" {
  52577. import { Nullable } from "babylonjs/types";
  52578. import { Camera } from "babylonjs/Cameras/camera";
  52579. import { Scene } from "babylonjs/scene";
  52580. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52581. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52582. import { Mesh } from "babylonjs/Meshes/mesh";
  52583. import { Texture } from "babylonjs/Materials/Textures/texture";
  52584. import { Effect } from "babylonjs/Materials/effect";
  52585. import { Material } from "babylonjs/Materials/material";
  52586. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52587. import { Color4 } from "babylonjs/Maths/math.color";
  52588. import "babylonjs/Shaders/glowMapMerge.fragment";
  52589. import "babylonjs/Shaders/glowMapMerge.vertex";
  52590. import "babylonjs/Layers/effectLayerSceneComponent";
  52591. module "babylonjs/abstractScene" {
  52592. interface AbstractScene {
  52593. /**
  52594. * Return a the first highlight layer of the scene with a given name.
  52595. * @param name The name of the highlight layer to look for.
  52596. * @return The highlight layer if found otherwise null.
  52597. */
  52598. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52599. }
  52600. }
  52601. /**
  52602. * Glow layer options. This helps customizing the behaviour
  52603. * of the glow layer.
  52604. */
  52605. export interface IGlowLayerOptions {
  52606. /**
  52607. * Multiplication factor apply to the canvas size to compute the render target size
  52608. * used to generated the glowing objects (the smaller the faster).
  52609. */
  52610. mainTextureRatio: number;
  52611. /**
  52612. * Enforces a fixed size texture to ensure resize independant blur.
  52613. */
  52614. mainTextureFixedSize?: number;
  52615. /**
  52616. * How big is the kernel of the blur texture.
  52617. */
  52618. blurKernelSize: number;
  52619. /**
  52620. * The camera attached to the layer.
  52621. */
  52622. camera: Nullable<Camera>;
  52623. /**
  52624. * Enable MSAA by chosing the number of samples.
  52625. */
  52626. mainTextureSamples?: number;
  52627. /**
  52628. * The rendering group to draw the layer in.
  52629. */
  52630. renderingGroupId: number;
  52631. }
  52632. /**
  52633. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52634. *
  52635. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52636. *
  52637. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52638. */
  52639. export class GlowLayer extends EffectLayer {
  52640. /**
  52641. * Effect Name of the layer.
  52642. */
  52643. static readonly EffectName: string;
  52644. /**
  52645. * The default blur kernel size used for the glow.
  52646. */
  52647. static DefaultBlurKernelSize: number;
  52648. /**
  52649. * The default texture size ratio used for the glow.
  52650. */
  52651. static DefaultTextureRatio: number;
  52652. /**
  52653. * Sets the kernel size of the blur.
  52654. */
  52655. /**
  52656. * Gets the kernel size of the blur.
  52657. */
  52658. blurKernelSize: number;
  52659. /**
  52660. * Sets the glow intensity.
  52661. */
  52662. /**
  52663. * Gets the glow intensity.
  52664. */
  52665. intensity: number;
  52666. private _options;
  52667. private _intensity;
  52668. private _horizontalBlurPostprocess1;
  52669. private _verticalBlurPostprocess1;
  52670. private _horizontalBlurPostprocess2;
  52671. private _verticalBlurPostprocess2;
  52672. private _blurTexture1;
  52673. private _blurTexture2;
  52674. private _postProcesses1;
  52675. private _postProcesses2;
  52676. private _includedOnlyMeshes;
  52677. private _excludedMeshes;
  52678. private _meshesUsingTheirOwnMaterials;
  52679. /**
  52680. * Callback used to let the user override the color selection on a per mesh basis
  52681. */
  52682. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52683. /**
  52684. * Callback used to let the user override the texture selection on a per mesh basis
  52685. */
  52686. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52687. /**
  52688. * Instantiates a new glow Layer and references it to the scene.
  52689. * @param name The name of the layer
  52690. * @param scene The scene to use the layer in
  52691. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52692. */
  52693. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52694. /**
  52695. * Get the effect name of the layer.
  52696. * @return The effect name
  52697. */
  52698. getEffectName(): string;
  52699. /**
  52700. * Create the merge effect. This is the shader use to blit the information back
  52701. * to the main canvas at the end of the scene rendering.
  52702. */
  52703. protected _createMergeEffect(): Effect;
  52704. /**
  52705. * Creates the render target textures and post processes used in the glow layer.
  52706. */
  52707. protected _createTextureAndPostProcesses(): void;
  52708. /**
  52709. * Checks for the readiness of the element composing the layer.
  52710. * @param subMesh the mesh to check for
  52711. * @param useInstances specify wether or not to use instances to render the mesh
  52712. * @param emissiveTexture the associated emissive texture used to generate the glow
  52713. * @return true if ready otherwise, false
  52714. */
  52715. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52716. /**
  52717. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52718. */
  52719. needStencil(): boolean;
  52720. /**
  52721. * Returns true if the mesh can be rendered, otherwise false.
  52722. * @param mesh The mesh to render
  52723. * @param material The material used on the mesh
  52724. * @returns true if it can be rendered otherwise false
  52725. */
  52726. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52727. /**
  52728. * Implementation specific of rendering the generating effect on the main canvas.
  52729. * @param effect The effect used to render through
  52730. */
  52731. protected _internalRender(effect: Effect): void;
  52732. /**
  52733. * Sets the required values for both the emissive texture and and the main color.
  52734. */
  52735. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52736. /**
  52737. * Returns true if the mesh should render, otherwise false.
  52738. * @param mesh The mesh to render
  52739. * @returns true if it should render otherwise false
  52740. */
  52741. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52742. /**
  52743. * Adds specific effects defines.
  52744. * @param defines The defines to add specifics to.
  52745. */
  52746. protected _addCustomEffectDefines(defines: string[]): void;
  52747. /**
  52748. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52749. * @param mesh The mesh to exclude from the glow layer
  52750. */
  52751. addExcludedMesh(mesh: Mesh): void;
  52752. /**
  52753. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52754. * @param mesh The mesh to remove
  52755. */
  52756. removeExcludedMesh(mesh: Mesh): void;
  52757. /**
  52758. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52759. * @param mesh The mesh to include in the glow layer
  52760. */
  52761. addIncludedOnlyMesh(mesh: Mesh): void;
  52762. /**
  52763. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52764. * @param mesh The mesh to remove
  52765. */
  52766. removeIncludedOnlyMesh(mesh: Mesh): void;
  52767. /**
  52768. * Determine if a given mesh will be used in the glow layer
  52769. * @param mesh The mesh to test
  52770. * @returns true if the mesh will be highlighted by the current glow layer
  52771. */
  52772. hasMesh(mesh: AbstractMesh): boolean;
  52773. /**
  52774. * Defines wether the current material of the mesh should be use to render the effect.
  52775. * @param mesh defines the current mesh to render
  52776. */
  52777. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52778. /**
  52779. * Add a mesh to be rendered through its own material and not with emissive only.
  52780. * @param mesh The mesh for which we need to use its material
  52781. */
  52782. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52783. /**
  52784. * Remove a mesh from being rendered through its own material and not with emissive only.
  52785. * @param mesh The mesh for which we need to not use its material
  52786. */
  52787. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52788. /**
  52789. * Free any resources and references associated to a mesh.
  52790. * Internal use
  52791. * @param mesh The mesh to free.
  52792. * @hidden
  52793. */
  52794. _disposeMesh(mesh: Mesh): void;
  52795. /**
  52796. * Gets the class name of the effect layer
  52797. * @returns the string with the class name of the effect layer
  52798. */
  52799. getClassName(): string;
  52800. /**
  52801. * Serializes this glow layer
  52802. * @returns a serialized glow layer object
  52803. */
  52804. serialize(): any;
  52805. /**
  52806. * Creates a Glow Layer from parsed glow layer data
  52807. * @param parsedGlowLayer defines glow layer data
  52808. * @param scene defines the current scene
  52809. * @param rootUrl defines the root URL containing the glow layer information
  52810. * @returns a parsed Glow Layer
  52811. */
  52812. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52813. }
  52814. }
  52815. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52816. /** @hidden */
  52817. export var glowBlurPostProcessPixelShader: {
  52818. name: string;
  52819. shader: string;
  52820. };
  52821. }
  52822. declare module "babylonjs/Layers/highlightLayer" {
  52823. import { Observable } from "babylonjs/Misc/observable";
  52824. import { Nullable } from "babylonjs/types";
  52825. import { Camera } from "babylonjs/Cameras/camera";
  52826. import { Scene } from "babylonjs/scene";
  52827. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52829. import { Mesh } from "babylonjs/Meshes/mesh";
  52830. import { Effect } from "babylonjs/Materials/effect";
  52831. import { Material } from "babylonjs/Materials/material";
  52832. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52833. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52834. import "babylonjs/Shaders/glowMapMerge.fragment";
  52835. import "babylonjs/Shaders/glowMapMerge.vertex";
  52836. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52837. module "babylonjs/abstractScene" {
  52838. interface AbstractScene {
  52839. /**
  52840. * Return a the first highlight layer of the scene with a given name.
  52841. * @param name The name of the highlight layer to look for.
  52842. * @return The highlight layer if found otherwise null.
  52843. */
  52844. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52845. }
  52846. }
  52847. /**
  52848. * Highlight layer options. This helps customizing the behaviour
  52849. * of the highlight layer.
  52850. */
  52851. export interface IHighlightLayerOptions {
  52852. /**
  52853. * Multiplication factor apply to the canvas size to compute the render target size
  52854. * used to generated the glowing objects (the smaller the faster).
  52855. */
  52856. mainTextureRatio: number;
  52857. /**
  52858. * Enforces a fixed size texture to ensure resize independant blur.
  52859. */
  52860. mainTextureFixedSize?: number;
  52861. /**
  52862. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52863. * of the picture to blur (the smaller the faster).
  52864. */
  52865. blurTextureSizeRatio: number;
  52866. /**
  52867. * How big in texel of the blur texture is the vertical blur.
  52868. */
  52869. blurVerticalSize: number;
  52870. /**
  52871. * How big in texel of the blur texture is the horizontal blur.
  52872. */
  52873. blurHorizontalSize: number;
  52874. /**
  52875. * Alpha blending mode used to apply the blur. Default is combine.
  52876. */
  52877. alphaBlendingMode: number;
  52878. /**
  52879. * The camera attached to the layer.
  52880. */
  52881. camera: Nullable<Camera>;
  52882. /**
  52883. * Should we display highlight as a solid stroke?
  52884. */
  52885. isStroke?: boolean;
  52886. /**
  52887. * The rendering group to draw the layer in.
  52888. */
  52889. renderingGroupId: number;
  52890. }
  52891. /**
  52892. * The highlight layer Helps adding a glow effect around a mesh.
  52893. *
  52894. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52895. * glowy meshes to your scene.
  52896. *
  52897. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52898. */
  52899. export class HighlightLayer extends EffectLayer {
  52900. name: string;
  52901. /**
  52902. * Effect Name of the highlight layer.
  52903. */
  52904. static readonly EffectName: string;
  52905. /**
  52906. * The neutral color used during the preparation of the glow effect.
  52907. * This is black by default as the blend operation is a blend operation.
  52908. */
  52909. static NeutralColor: Color4;
  52910. /**
  52911. * Stencil value used for glowing meshes.
  52912. */
  52913. static GlowingMeshStencilReference: number;
  52914. /**
  52915. * Stencil value used for the other meshes in the scene.
  52916. */
  52917. static NormalMeshStencilReference: number;
  52918. /**
  52919. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52920. */
  52921. innerGlow: boolean;
  52922. /**
  52923. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52924. */
  52925. outerGlow: boolean;
  52926. /**
  52927. * Specifies the horizontal size of the blur.
  52928. */
  52929. /**
  52930. * Gets the horizontal size of the blur.
  52931. */
  52932. blurHorizontalSize: number;
  52933. /**
  52934. * Specifies the vertical size of the blur.
  52935. */
  52936. /**
  52937. * Gets the vertical size of the blur.
  52938. */
  52939. blurVerticalSize: number;
  52940. /**
  52941. * An event triggered when the highlight layer is being blurred.
  52942. */
  52943. onBeforeBlurObservable: Observable<HighlightLayer>;
  52944. /**
  52945. * An event triggered when the highlight layer has been blurred.
  52946. */
  52947. onAfterBlurObservable: Observable<HighlightLayer>;
  52948. private _instanceGlowingMeshStencilReference;
  52949. private _options;
  52950. private _downSamplePostprocess;
  52951. private _horizontalBlurPostprocess;
  52952. private _verticalBlurPostprocess;
  52953. private _blurTexture;
  52954. private _meshes;
  52955. private _excludedMeshes;
  52956. /**
  52957. * Instantiates a new highlight Layer and references it to the scene..
  52958. * @param name The name of the layer
  52959. * @param scene The scene to use the layer in
  52960. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52961. */
  52962. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52963. /**
  52964. * Get the effect name of the layer.
  52965. * @return The effect name
  52966. */
  52967. getEffectName(): string;
  52968. /**
  52969. * Create the merge effect. This is the shader use to blit the information back
  52970. * to the main canvas at the end of the scene rendering.
  52971. */
  52972. protected _createMergeEffect(): Effect;
  52973. /**
  52974. * Creates the render target textures and post processes used in the highlight layer.
  52975. */
  52976. protected _createTextureAndPostProcesses(): void;
  52977. /**
  52978. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52979. */
  52980. needStencil(): boolean;
  52981. /**
  52982. * Checks for the readiness of the element composing the layer.
  52983. * @param subMesh the mesh to check for
  52984. * @param useInstances specify wether or not to use instances to render the mesh
  52985. * @param emissiveTexture the associated emissive texture used to generate the glow
  52986. * @return true if ready otherwise, false
  52987. */
  52988. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52989. /**
  52990. * Implementation specific of rendering the generating effect on the main canvas.
  52991. * @param effect The effect used to render through
  52992. */
  52993. protected _internalRender(effect: Effect): void;
  52994. /**
  52995. * Returns true if the layer contains information to display, otherwise false.
  52996. */
  52997. shouldRender(): boolean;
  52998. /**
  52999. * Returns true if the mesh should render, otherwise false.
  53000. * @param mesh The mesh to render
  53001. * @returns true if it should render otherwise false
  53002. */
  53003. protected _shouldRenderMesh(mesh: Mesh): boolean;
  53004. /**
  53005. * Sets the required values for both the emissive texture and and the main color.
  53006. */
  53007. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  53008. /**
  53009. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  53010. * @param mesh The mesh to exclude from the highlight layer
  53011. */
  53012. addExcludedMesh(mesh: Mesh): void;
  53013. /**
  53014. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  53015. * @param mesh The mesh to highlight
  53016. */
  53017. removeExcludedMesh(mesh: Mesh): void;
  53018. /**
  53019. * Determine if a given mesh will be highlighted by the current HighlightLayer
  53020. * @param mesh mesh to test
  53021. * @returns true if the mesh will be highlighted by the current HighlightLayer
  53022. */
  53023. hasMesh(mesh: AbstractMesh): boolean;
  53024. /**
  53025. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  53026. * @param mesh The mesh to highlight
  53027. * @param color The color of the highlight
  53028. * @param glowEmissiveOnly Extract the glow from the emissive texture
  53029. */
  53030. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  53031. /**
  53032. * Remove a mesh from the highlight layer in order to make it stop glowing.
  53033. * @param mesh The mesh to highlight
  53034. */
  53035. removeMesh(mesh: Mesh): void;
  53036. /**
  53037. * Force the stencil to the normal expected value for none glowing parts
  53038. */
  53039. private _defaultStencilReference;
  53040. /**
  53041. * Free any resources and references associated to a mesh.
  53042. * Internal use
  53043. * @param mesh The mesh to free.
  53044. * @hidden
  53045. */
  53046. _disposeMesh(mesh: Mesh): void;
  53047. /**
  53048. * Dispose the highlight layer and free resources.
  53049. */
  53050. dispose(): void;
  53051. /**
  53052. * Gets the class name of the effect layer
  53053. * @returns the string with the class name of the effect layer
  53054. */
  53055. getClassName(): string;
  53056. /**
  53057. * Serializes this Highlight layer
  53058. * @returns a serialized Highlight layer object
  53059. */
  53060. serialize(): any;
  53061. /**
  53062. * Creates a Highlight layer from parsed Highlight layer data
  53063. * @param parsedHightlightLayer defines the Highlight layer data
  53064. * @param scene defines the current scene
  53065. * @param rootUrl defines the root URL containing the Highlight layer information
  53066. * @returns a parsed Highlight layer
  53067. */
  53068. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  53069. }
  53070. }
  53071. declare module "babylonjs/Layers/layerSceneComponent" {
  53072. import { Scene } from "babylonjs/scene";
  53073. import { ISceneComponent } from "babylonjs/sceneComponent";
  53074. import { Layer } from "babylonjs/Layers/layer";
  53075. import { AbstractScene } from "babylonjs/abstractScene";
  53076. module "babylonjs/abstractScene" {
  53077. interface AbstractScene {
  53078. /**
  53079. * The list of layers (background and foreground) of the scene
  53080. */
  53081. layers: Array<Layer>;
  53082. }
  53083. }
  53084. /**
  53085. * Defines the layer scene component responsible to manage any layers
  53086. * in a given scene.
  53087. */
  53088. export class LayerSceneComponent implements ISceneComponent {
  53089. /**
  53090. * The component name helpfull to identify the component in the list of scene components.
  53091. */
  53092. readonly name: string;
  53093. /**
  53094. * The scene the component belongs to.
  53095. */
  53096. scene: Scene;
  53097. private _engine;
  53098. /**
  53099. * Creates a new instance of the component for the given scene
  53100. * @param scene Defines the scene to register the component in
  53101. */
  53102. constructor(scene: Scene);
  53103. /**
  53104. * Registers the component in a given scene
  53105. */
  53106. register(): void;
  53107. /**
  53108. * Rebuilds the elements related to this component in case of
  53109. * context lost for instance.
  53110. */
  53111. rebuild(): void;
  53112. /**
  53113. * Disposes the component and the associated ressources.
  53114. */
  53115. dispose(): void;
  53116. private _draw;
  53117. private _drawCameraPredicate;
  53118. private _drawCameraBackground;
  53119. private _drawCameraForeground;
  53120. private _drawRenderTargetPredicate;
  53121. private _drawRenderTargetBackground;
  53122. private _drawRenderTargetForeground;
  53123. /**
  53124. * Adds all the elements from the container to the scene
  53125. * @param container the container holding the elements
  53126. */
  53127. addFromContainer(container: AbstractScene): void;
  53128. /**
  53129. * Removes all the elements in the container from the scene
  53130. * @param container contains the elements to remove
  53131. * @param dispose if the removed element should be disposed (default: false)
  53132. */
  53133. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53134. }
  53135. }
  53136. declare module "babylonjs/Shaders/layer.fragment" {
  53137. /** @hidden */
  53138. export var layerPixelShader: {
  53139. name: string;
  53140. shader: string;
  53141. };
  53142. }
  53143. declare module "babylonjs/Shaders/layer.vertex" {
  53144. /** @hidden */
  53145. export var layerVertexShader: {
  53146. name: string;
  53147. shader: string;
  53148. };
  53149. }
  53150. declare module "babylonjs/Layers/layer" {
  53151. import { Observable } from "babylonjs/Misc/observable";
  53152. import { Nullable } from "babylonjs/types";
  53153. import { Scene } from "babylonjs/scene";
  53154. import { Vector2 } from "babylonjs/Maths/math.vector";
  53155. import { Color4 } from "babylonjs/Maths/math.color";
  53156. import { Texture } from "babylonjs/Materials/Textures/texture";
  53157. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53158. import "babylonjs/Shaders/layer.fragment";
  53159. import "babylonjs/Shaders/layer.vertex";
  53160. /**
  53161. * This represents a full screen 2d layer.
  53162. * This can be useful to display a picture in the background of your scene for instance.
  53163. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53164. */
  53165. export class Layer {
  53166. /**
  53167. * Define the name of the layer.
  53168. */
  53169. name: string;
  53170. /**
  53171. * Define the texture the layer should display.
  53172. */
  53173. texture: Nullable<Texture>;
  53174. /**
  53175. * Is the layer in background or foreground.
  53176. */
  53177. isBackground: boolean;
  53178. /**
  53179. * Define the color of the layer (instead of texture).
  53180. */
  53181. color: Color4;
  53182. /**
  53183. * Define the scale of the layer in order to zoom in out of the texture.
  53184. */
  53185. scale: Vector2;
  53186. /**
  53187. * Define an offset for the layer in order to shift the texture.
  53188. */
  53189. offset: Vector2;
  53190. /**
  53191. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53192. */
  53193. alphaBlendingMode: number;
  53194. /**
  53195. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53196. * Alpha test will not mix with the background color in case of transparency.
  53197. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53198. */
  53199. alphaTest: boolean;
  53200. /**
  53201. * Define a mask to restrict the layer to only some of the scene cameras.
  53202. */
  53203. layerMask: number;
  53204. /**
  53205. * Define the list of render target the layer is visible into.
  53206. */
  53207. renderTargetTextures: RenderTargetTexture[];
  53208. /**
  53209. * Define if the layer is only used in renderTarget or if it also
  53210. * renders in the main frame buffer of the canvas.
  53211. */
  53212. renderOnlyInRenderTargetTextures: boolean;
  53213. private _scene;
  53214. private _vertexBuffers;
  53215. private _indexBuffer;
  53216. private _effect;
  53217. private _alphaTestEffect;
  53218. /**
  53219. * An event triggered when the layer is disposed.
  53220. */
  53221. onDisposeObservable: Observable<Layer>;
  53222. private _onDisposeObserver;
  53223. /**
  53224. * Back compatibility with callback before the onDisposeObservable existed.
  53225. * The set callback will be triggered when the layer has been disposed.
  53226. */
  53227. onDispose: () => void;
  53228. /**
  53229. * An event triggered before rendering the scene
  53230. */
  53231. onBeforeRenderObservable: Observable<Layer>;
  53232. private _onBeforeRenderObserver;
  53233. /**
  53234. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53235. * The set callback will be triggered just before rendering the layer.
  53236. */
  53237. onBeforeRender: () => void;
  53238. /**
  53239. * An event triggered after rendering the scene
  53240. */
  53241. onAfterRenderObservable: Observable<Layer>;
  53242. private _onAfterRenderObserver;
  53243. /**
  53244. * Back compatibility with callback before the onAfterRenderObservable existed.
  53245. * The set callback will be triggered just after rendering the layer.
  53246. */
  53247. onAfterRender: () => void;
  53248. /**
  53249. * Instantiates a new layer.
  53250. * This represents a full screen 2d layer.
  53251. * This can be useful to display a picture in the background of your scene for instance.
  53252. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53253. * @param name Define the name of the layer in the scene
  53254. * @param imgUrl Define the url of the texture to display in the layer
  53255. * @param scene Define the scene the layer belongs to
  53256. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53257. * @param color Defines a color for the layer
  53258. */
  53259. constructor(
  53260. /**
  53261. * Define the name of the layer.
  53262. */
  53263. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53264. private _createIndexBuffer;
  53265. /** @hidden */
  53266. _rebuild(): void;
  53267. /**
  53268. * Renders the layer in the scene.
  53269. */
  53270. render(): void;
  53271. /**
  53272. * Disposes and releases the associated ressources.
  53273. */
  53274. dispose(): void;
  53275. }
  53276. }
  53277. declare module "babylonjs/Layers/index" {
  53278. export * from "babylonjs/Layers/effectLayer";
  53279. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53280. export * from "babylonjs/Layers/glowLayer";
  53281. export * from "babylonjs/Layers/highlightLayer";
  53282. export * from "babylonjs/Layers/layer";
  53283. export * from "babylonjs/Layers/layerSceneComponent";
  53284. }
  53285. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53286. /** @hidden */
  53287. export var lensFlarePixelShader: {
  53288. name: string;
  53289. shader: string;
  53290. };
  53291. }
  53292. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53293. /** @hidden */
  53294. export var lensFlareVertexShader: {
  53295. name: string;
  53296. shader: string;
  53297. };
  53298. }
  53299. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53300. import { Scene } from "babylonjs/scene";
  53301. import { Vector3 } from "babylonjs/Maths/math.vector";
  53302. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53303. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53304. import "babylonjs/Shaders/lensFlare.fragment";
  53305. import "babylonjs/Shaders/lensFlare.vertex";
  53306. import { Viewport } from "babylonjs/Maths/math.viewport";
  53307. /**
  53308. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53309. * It is usually composed of several `lensFlare`.
  53310. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53311. */
  53312. export class LensFlareSystem {
  53313. /**
  53314. * Define the name of the lens flare system
  53315. */
  53316. name: string;
  53317. /**
  53318. * List of lens flares used in this system.
  53319. */
  53320. lensFlares: LensFlare[];
  53321. /**
  53322. * Define a limit from the border the lens flare can be visible.
  53323. */
  53324. borderLimit: number;
  53325. /**
  53326. * Define a viewport border we do not want to see the lens flare in.
  53327. */
  53328. viewportBorder: number;
  53329. /**
  53330. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53331. */
  53332. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53333. /**
  53334. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53335. */
  53336. layerMask: number;
  53337. /**
  53338. * Define the id of the lens flare system in the scene.
  53339. * (equal to name by default)
  53340. */
  53341. id: string;
  53342. private _scene;
  53343. private _emitter;
  53344. private _vertexBuffers;
  53345. private _indexBuffer;
  53346. private _effect;
  53347. private _positionX;
  53348. private _positionY;
  53349. private _isEnabled;
  53350. /** @hidden */
  53351. static _SceneComponentInitialization: (scene: Scene) => void;
  53352. /**
  53353. * Instantiates a lens flare system.
  53354. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53355. * It is usually composed of several `lensFlare`.
  53356. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53357. * @param name Define the name of the lens flare system in the scene
  53358. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53359. * @param scene Define the scene the lens flare system belongs to
  53360. */
  53361. constructor(
  53362. /**
  53363. * Define the name of the lens flare system
  53364. */
  53365. name: string, emitter: any, scene: Scene);
  53366. /**
  53367. * Define if the lens flare system is enabled.
  53368. */
  53369. isEnabled: boolean;
  53370. /**
  53371. * Get the scene the effects belongs to.
  53372. * @returns the scene holding the lens flare system
  53373. */
  53374. getScene(): Scene;
  53375. /**
  53376. * Get the emitter of the lens flare system.
  53377. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53378. * @returns the emitter of the lens flare system
  53379. */
  53380. getEmitter(): any;
  53381. /**
  53382. * Set the emitter of the lens flare system.
  53383. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53384. * @param newEmitter Define the new emitter of the system
  53385. */
  53386. setEmitter(newEmitter: any): void;
  53387. /**
  53388. * Get the lens flare system emitter position.
  53389. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53390. * @returns the position
  53391. */
  53392. getEmitterPosition(): Vector3;
  53393. /**
  53394. * @hidden
  53395. */
  53396. computeEffectivePosition(globalViewport: Viewport): boolean;
  53397. /** @hidden */
  53398. _isVisible(): boolean;
  53399. /**
  53400. * @hidden
  53401. */
  53402. render(): boolean;
  53403. /**
  53404. * Dispose and release the lens flare with its associated resources.
  53405. */
  53406. dispose(): void;
  53407. /**
  53408. * Parse a lens flare system from a JSON repressentation
  53409. * @param parsedLensFlareSystem Define the JSON to parse
  53410. * @param scene Define the scene the parsed system should be instantiated in
  53411. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53412. * @returns the parsed system
  53413. */
  53414. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53415. /**
  53416. * Serialize the current Lens Flare System into a JSON representation.
  53417. * @returns the serialized JSON
  53418. */
  53419. serialize(): any;
  53420. }
  53421. }
  53422. declare module "babylonjs/LensFlares/lensFlare" {
  53423. import { Nullable } from "babylonjs/types";
  53424. import { Color3 } from "babylonjs/Maths/math.color";
  53425. import { Texture } from "babylonjs/Materials/Textures/texture";
  53426. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53427. /**
  53428. * This represents one of the lens effect in a `lensFlareSystem`.
  53429. * It controls one of the indiviual texture used in the effect.
  53430. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53431. */
  53432. export class LensFlare {
  53433. /**
  53434. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53435. */
  53436. size: number;
  53437. /**
  53438. * 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.
  53439. */
  53440. position: number;
  53441. /**
  53442. * Define the lens color.
  53443. */
  53444. color: Color3;
  53445. /**
  53446. * Define the lens texture.
  53447. */
  53448. texture: Nullable<Texture>;
  53449. /**
  53450. * Define the alpha mode to render this particular lens.
  53451. */
  53452. alphaMode: number;
  53453. private _system;
  53454. /**
  53455. * Creates a new Lens Flare.
  53456. * This represents one of the lens effect in a `lensFlareSystem`.
  53457. * It controls one of the indiviual texture used in the effect.
  53458. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53459. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53460. * @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.
  53461. * @param color Define the lens color
  53462. * @param imgUrl Define the lens texture url
  53463. * @param system Define the `lensFlareSystem` this flare is part of
  53464. * @returns The newly created Lens Flare
  53465. */
  53466. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53467. /**
  53468. * Instantiates a new Lens Flare.
  53469. * This represents one of the lens effect in a `lensFlareSystem`.
  53470. * It controls one of the indiviual texture used in the effect.
  53471. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53472. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53473. * @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.
  53474. * @param color Define the lens color
  53475. * @param imgUrl Define the lens texture url
  53476. * @param system Define the `lensFlareSystem` this flare is part of
  53477. */
  53478. constructor(
  53479. /**
  53480. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53481. */
  53482. size: number,
  53483. /**
  53484. * 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.
  53485. */
  53486. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53487. /**
  53488. * Dispose and release the lens flare with its associated resources.
  53489. */
  53490. dispose(): void;
  53491. }
  53492. }
  53493. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53494. import { Nullable } from "babylonjs/types";
  53495. import { Scene } from "babylonjs/scene";
  53496. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53497. import { AbstractScene } from "babylonjs/abstractScene";
  53498. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53499. module "babylonjs/abstractScene" {
  53500. interface AbstractScene {
  53501. /**
  53502. * The list of lens flare system added to the scene
  53503. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53504. */
  53505. lensFlareSystems: Array<LensFlareSystem>;
  53506. /**
  53507. * Removes the given lens flare system from this scene.
  53508. * @param toRemove The lens flare system to remove
  53509. * @returns The index of the removed lens flare system
  53510. */
  53511. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53512. /**
  53513. * Adds the given lens flare system to this scene
  53514. * @param newLensFlareSystem The lens flare system to add
  53515. */
  53516. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53517. /**
  53518. * Gets a lens flare system using its name
  53519. * @param name defines the name to look for
  53520. * @returns the lens flare system or null if not found
  53521. */
  53522. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53523. /**
  53524. * Gets a lens flare system using its id
  53525. * @param id defines the id to look for
  53526. * @returns the lens flare system or null if not found
  53527. */
  53528. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53529. }
  53530. }
  53531. /**
  53532. * Defines the lens flare scene component responsible to manage any lens flares
  53533. * in a given scene.
  53534. */
  53535. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53536. /**
  53537. * The component name helpfull to identify the component in the list of scene components.
  53538. */
  53539. readonly name: string;
  53540. /**
  53541. * The scene the component belongs to.
  53542. */
  53543. scene: Scene;
  53544. /**
  53545. * Creates a new instance of the component for the given scene
  53546. * @param scene Defines the scene to register the component in
  53547. */
  53548. constructor(scene: Scene);
  53549. /**
  53550. * Registers the component in a given scene
  53551. */
  53552. register(): void;
  53553. /**
  53554. * Rebuilds the elements related to this component in case of
  53555. * context lost for instance.
  53556. */
  53557. rebuild(): void;
  53558. /**
  53559. * Adds all the elements from the container to the scene
  53560. * @param container the container holding the elements
  53561. */
  53562. addFromContainer(container: AbstractScene): void;
  53563. /**
  53564. * Removes all the elements in the container from the scene
  53565. * @param container contains the elements to remove
  53566. * @param dispose if the removed element should be disposed (default: false)
  53567. */
  53568. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53569. /**
  53570. * Serializes the component data to the specified json object
  53571. * @param serializationObject The object to serialize to
  53572. */
  53573. serialize(serializationObject: any): void;
  53574. /**
  53575. * Disposes the component and the associated ressources.
  53576. */
  53577. dispose(): void;
  53578. private _draw;
  53579. }
  53580. }
  53581. declare module "babylonjs/LensFlares/index" {
  53582. export * from "babylonjs/LensFlares/lensFlare";
  53583. export * from "babylonjs/LensFlares/lensFlareSystem";
  53584. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53585. }
  53586. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53587. import { Scene } from "babylonjs/scene";
  53588. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53589. import { AbstractScene } from "babylonjs/abstractScene";
  53590. /**
  53591. * Defines the shadow generator component responsible to manage any shadow generators
  53592. * in a given scene.
  53593. */
  53594. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53595. /**
  53596. * The component name helpfull to identify the component in the list of scene components.
  53597. */
  53598. readonly name: string;
  53599. /**
  53600. * The scene the component belongs to.
  53601. */
  53602. scene: Scene;
  53603. /**
  53604. * Creates a new instance of the component for the given scene
  53605. * @param scene Defines the scene to register the component in
  53606. */
  53607. constructor(scene: Scene);
  53608. /**
  53609. * Registers the component in a given scene
  53610. */
  53611. register(): void;
  53612. /**
  53613. * Rebuilds the elements related to this component in case of
  53614. * context lost for instance.
  53615. */
  53616. rebuild(): void;
  53617. /**
  53618. * Serializes the component data to the specified json object
  53619. * @param serializationObject The object to serialize to
  53620. */
  53621. serialize(serializationObject: any): void;
  53622. /**
  53623. * Adds all the elements from the container to the scene
  53624. * @param container the container holding the elements
  53625. */
  53626. addFromContainer(container: AbstractScene): void;
  53627. /**
  53628. * Removes all the elements in the container from the scene
  53629. * @param container contains the elements to remove
  53630. * @param dispose if the removed element should be disposed (default: false)
  53631. */
  53632. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53633. /**
  53634. * Rebuilds the elements related to this component in case of
  53635. * context lost for instance.
  53636. */
  53637. dispose(): void;
  53638. private _gatherRenderTargets;
  53639. }
  53640. }
  53641. declare module "babylonjs/Lights/Shadows/index" {
  53642. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53643. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53644. }
  53645. declare module "babylonjs/Lights/pointLight" {
  53646. import { Scene } from "babylonjs/scene";
  53647. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53648. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53649. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53650. import { Effect } from "babylonjs/Materials/effect";
  53651. /**
  53652. * A point light is a light defined by an unique point in world space.
  53653. * The light is emitted in every direction from this point.
  53654. * A good example of a point light is a standard light bulb.
  53655. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53656. */
  53657. export class PointLight extends ShadowLight {
  53658. private _shadowAngle;
  53659. /**
  53660. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53661. * This specifies what angle the shadow will use to be created.
  53662. *
  53663. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53664. */
  53665. /**
  53666. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53667. * This specifies what angle the shadow will use to be created.
  53668. *
  53669. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53670. */
  53671. shadowAngle: number;
  53672. /**
  53673. * Gets the direction if it has been set.
  53674. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53675. */
  53676. /**
  53677. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53678. */
  53679. direction: Vector3;
  53680. /**
  53681. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53682. * A PointLight emits the light in every direction.
  53683. * It can cast shadows.
  53684. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53685. * ```javascript
  53686. * var pointLight = new PointLight("pl", camera.position, scene);
  53687. * ```
  53688. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53689. * @param name The light friendly name
  53690. * @param position The position of the point light in the scene
  53691. * @param scene The scene the lights belongs to
  53692. */
  53693. constructor(name: string, position: Vector3, scene: Scene);
  53694. /**
  53695. * Returns the string "PointLight"
  53696. * @returns the class name
  53697. */
  53698. getClassName(): string;
  53699. /**
  53700. * Returns the integer 0.
  53701. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53702. */
  53703. getTypeID(): number;
  53704. /**
  53705. * Specifies wether or not the shadowmap should be a cube texture.
  53706. * @returns true if the shadowmap needs to be a cube texture.
  53707. */
  53708. needCube(): boolean;
  53709. /**
  53710. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53711. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53712. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53713. */
  53714. getShadowDirection(faceIndex?: number): Vector3;
  53715. /**
  53716. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53717. * - fov = PI / 2
  53718. * - aspect ratio : 1.0
  53719. * - z-near and far equal to the active camera minZ and maxZ.
  53720. * Returns the PointLight.
  53721. */
  53722. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53723. protected _buildUniformLayout(): void;
  53724. /**
  53725. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53726. * @param effect The effect to update
  53727. * @param lightIndex The index of the light in the effect to update
  53728. * @returns The point light
  53729. */
  53730. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53731. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53732. /**
  53733. * Prepares the list of defines specific to the light type.
  53734. * @param defines the list of defines
  53735. * @param lightIndex defines the index of the light for the effect
  53736. */
  53737. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53738. }
  53739. }
  53740. declare module "babylonjs/Lights/index" {
  53741. export * from "babylonjs/Lights/light";
  53742. export * from "babylonjs/Lights/shadowLight";
  53743. export * from "babylonjs/Lights/Shadows/index";
  53744. export * from "babylonjs/Lights/directionalLight";
  53745. export * from "babylonjs/Lights/hemisphericLight";
  53746. export * from "babylonjs/Lights/pointLight";
  53747. export * from "babylonjs/Lights/spotLight";
  53748. }
  53749. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53750. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53751. /**
  53752. * Header information of HDR texture files.
  53753. */
  53754. export interface HDRInfo {
  53755. /**
  53756. * The height of the texture in pixels.
  53757. */
  53758. height: number;
  53759. /**
  53760. * The width of the texture in pixels.
  53761. */
  53762. width: number;
  53763. /**
  53764. * The index of the beginning of the data in the binary file.
  53765. */
  53766. dataPosition: number;
  53767. }
  53768. /**
  53769. * This groups tools to convert HDR texture to native colors array.
  53770. */
  53771. export class HDRTools {
  53772. private static Ldexp;
  53773. private static Rgbe2float;
  53774. private static readStringLine;
  53775. /**
  53776. * Reads header information from an RGBE texture stored in a native array.
  53777. * More information on this format are available here:
  53778. * https://en.wikipedia.org/wiki/RGBE_image_format
  53779. *
  53780. * @param uint8array The binary file stored in native array.
  53781. * @return The header information.
  53782. */
  53783. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53784. /**
  53785. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53786. * This RGBE texture needs to store the information as a panorama.
  53787. *
  53788. * More information on this format are available here:
  53789. * https://en.wikipedia.org/wiki/RGBE_image_format
  53790. *
  53791. * @param buffer The binary file stored in an array buffer.
  53792. * @param size The expected size of the extracted cubemap.
  53793. * @return The Cube Map information.
  53794. */
  53795. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53796. /**
  53797. * Returns the pixels data extracted from an RGBE texture.
  53798. * This pixels will be stored left to right up to down in the R G B order in one array.
  53799. *
  53800. * More information on this format are available here:
  53801. * https://en.wikipedia.org/wiki/RGBE_image_format
  53802. *
  53803. * @param uint8array The binary file stored in an array buffer.
  53804. * @param hdrInfo The header information of the file.
  53805. * @return The pixels data in RGB right to left up to down order.
  53806. */
  53807. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53808. private static RGBE_ReadPixels_RLE;
  53809. }
  53810. }
  53811. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53812. import { Nullable } from "babylonjs/types";
  53813. import { Scene } from "babylonjs/scene";
  53814. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53815. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53816. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53817. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53818. /**
  53819. * This represents a texture coming from an HDR input.
  53820. *
  53821. * The only supported format is currently panorama picture stored in RGBE format.
  53822. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53823. */
  53824. export class HDRCubeTexture extends BaseTexture {
  53825. private static _facesMapping;
  53826. private _generateHarmonics;
  53827. private _noMipmap;
  53828. private _textureMatrix;
  53829. private _size;
  53830. private _onLoad;
  53831. private _onError;
  53832. /**
  53833. * The texture URL.
  53834. */
  53835. url: string;
  53836. /**
  53837. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53838. */
  53839. coordinatesMode: number;
  53840. protected _isBlocking: boolean;
  53841. /**
  53842. * Sets wether or not the texture is blocking during loading.
  53843. */
  53844. /**
  53845. * Gets wether or not the texture is blocking during loading.
  53846. */
  53847. isBlocking: boolean;
  53848. protected _rotationY: number;
  53849. /**
  53850. * Sets texture matrix rotation angle around Y axis in radians.
  53851. */
  53852. /**
  53853. * Gets texture matrix rotation angle around Y axis radians.
  53854. */
  53855. rotationY: number;
  53856. /**
  53857. * Gets or sets the center of the bounding box associated with the cube texture
  53858. * It must define where the camera used to render the texture was set
  53859. */
  53860. boundingBoxPosition: Vector3;
  53861. private _boundingBoxSize;
  53862. /**
  53863. * Gets or sets the size of the bounding box associated with the cube texture
  53864. * When defined, the cubemap will switch to local mode
  53865. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53866. * @example https://www.babylonjs-playground.com/#RNASML
  53867. */
  53868. boundingBoxSize: Vector3;
  53869. /**
  53870. * Instantiates an HDRTexture from the following parameters.
  53871. *
  53872. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53873. * @param scene The scene the texture will be used in
  53874. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53875. * @param noMipmap Forces to not generate the mipmap if true
  53876. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53877. * @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)
  53878. * @param reserved Reserved flag for internal use.
  53879. */
  53880. 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>);
  53881. /**
  53882. * Get the current class name of the texture useful for serialization or dynamic coding.
  53883. * @returns "HDRCubeTexture"
  53884. */
  53885. getClassName(): string;
  53886. /**
  53887. * Occurs when the file is raw .hdr file.
  53888. */
  53889. private loadTexture;
  53890. clone(): HDRCubeTexture;
  53891. delayLoad(): void;
  53892. /**
  53893. * Get the texture reflection matrix used to rotate/transform the reflection.
  53894. * @returns the reflection matrix
  53895. */
  53896. getReflectionTextureMatrix(): Matrix;
  53897. /**
  53898. * Set the texture reflection matrix used to rotate/transform the reflection.
  53899. * @param value Define the reflection matrix to set
  53900. */
  53901. setReflectionTextureMatrix(value: Matrix): void;
  53902. /**
  53903. * Parses a JSON representation of an HDR Texture in order to create the texture
  53904. * @param parsedTexture Define the JSON representation
  53905. * @param scene Define the scene the texture should be created in
  53906. * @param rootUrl Define the root url in case we need to load relative dependencies
  53907. * @returns the newly created texture after parsing
  53908. */
  53909. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53910. serialize(): any;
  53911. }
  53912. }
  53913. declare module "babylonjs/Physics/physicsEngine" {
  53914. import { Nullable } from "babylonjs/types";
  53915. import { Vector3 } from "babylonjs/Maths/math.vector";
  53916. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53917. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53918. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53919. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53920. /**
  53921. * Class used to control physics engine
  53922. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53923. */
  53924. export class PhysicsEngine implements IPhysicsEngine {
  53925. private _physicsPlugin;
  53926. /**
  53927. * Global value used to control the smallest number supported by the simulation
  53928. */
  53929. static Epsilon: number;
  53930. private _impostors;
  53931. private _joints;
  53932. /**
  53933. * Gets the gravity vector used by the simulation
  53934. */
  53935. gravity: Vector3;
  53936. /**
  53937. * Factory used to create the default physics plugin.
  53938. * @returns The default physics plugin
  53939. */
  53940. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53941. /**
  53942. * Creates a new Physics Engine
  53943. * @param gravity defines the gravity vector used by the simulation
  53944. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53945. */
  53946. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53947. /**
  53948. * Sets the gravity vector used by the simulation
  53949. * @param gravity defines the gravity vector to use
  53950. */
  53951. setGravity(gravity: Vector3): void;
  53952. /**
  53953. * Set the time step of the physics engine.
  53954. * Default is 1/60.
  53955. * To slow it down, enter 1/600 for example.
  53956. * To speed it up, 1/30
  53957. * @param newTimeStep defines the new timestep to apply to this world.
  53958. */
  53959. setTimeStep(newTimeStep?: number): void;
  53960. /**
  53961. * Get the time step of the physics engine.
  53962. * @returns the current time step
  53963. */
  53964. getTimeStep(): number;
  53965. /**
  53966. * Release all resources
  53967. */
  53968. dispose(): void;
  53969. /**
  53970. * Gets the name of the current physics plugin
  53971. * @returns the name of the plugin
  53972. */
  53973. getPhysicsPluginName(): string;
  53974. /**
  53975. * Adding a new impostor for the impostor tracking.
  53976. * This will be done by the impostor itself.
  53977. * @param impostor the impostor to add
  53978. */
  53979. addImpostor(impostor: PhysicsImpostor): void;
  53980. /**
  53981. * Remove an impostor from the engine.
  53982. * This impostor and its mesh will not longer be updated by the physics engine.
  53983. * @param impostor the impostor to remove
  53984. */
  53985. removeImpostor(impostor: PhysicsImpostor): void;
  53986. /**
  53987. * Add a joint to the physics engine
  53988. * @param mainImpostor defines the main impostor to which the joint is added.
  53989. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53990. * @param joint defines the joint that will connect both impostors.
  53991. */
  53992. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53993. /**
  53994. * Removes a joint from the simulation
  53995. * @param mainImpostor defines the impostor used with the joint
  53996. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53997. * @param joint defines the joint to remove
  53998. */
  53999. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  54000. /**
  54001. * Called by the scene. No need to call it.
  54002. * @param delta defines the timespam between frames
  54003. */
  54004. _step(delta: number): void;
  54005. /**
  54006. * Gets the current plugin used to run the simulation
  54007. * @returns current plugin
  54008. */
  54009. getPhysicsPlugin(): IPhysicsEnginePlugin;
  54010. /**
  54011. * Gets the list of physic impostors
  54012. * @returns an array of PhysicsImpostor
  54013. */
  54014. getImpostors(): Array<PhysicsImpostor>;
  54015. /**
  54016. * Gets the impostor for a physics enabled object
  54017. * @param object defines the object impersonated by the impostor
  54018. * @returns the PhysicsImpostor or null if not found
  54019. */
  54020. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  54021. /**
  54022. * Gets the impostor for a physics body object
  54023. * @param body defines physics body used by the impostor
  54024. * @returns the PhysicsImpostor or null if not found
  54025. */
  54026. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  54027. /**
  54028. * Does a raycast in the physics world
  54029. * @param from when should the ray start?
  54030. * @param to when should the ray end?
  54031. * @returns PhysicsRaycastResult
  54032. */
  54033. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54034. }
  54035. }
  54036. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  54037. import { Nullable } from "babylonjs/types";
  54038. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54039. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54040. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54041. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54042. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54043. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54044. /** @hidden */
  54045. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  54046. private _useDeltaForWorldStep;
  54047. world: any;
  54048. name: string;
  54049. private _physicsMaterials;
  54050. private _fixedTimeStep;
  54051. private _cannonRaycastResult;
  54052. private _raycastResult;
  54053. private _physicsBodysToRemoveAfterStep;
  54054. BJSCANNON: any;
  54055. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  54056. setGravity(gravity: Vector3): void;
  54057. setTimeStep(timeStep: number): void;
  54058. getTimeStep(): number;
  54059. executeStep(delta: number): void;
  54060. private _removeMarkedPhysicsBodiesFromWorld;
  54061. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54062. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54063. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54064. private _processChildMeshes;
  54065. removePhysicsBody(impostor: PhysicsImpostor): void;
  54066. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54067. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54068. private _addMaterial;
  54069. private _checkWithEpsilon;
  54070. private _createShape;
  54071. private _createHeightmap;
  54072. private _minus90X;
  54073. private _plus90X;
  54074. private _tmpPosition;
  54075. private _tmpDeltaPosition;
  54076. private _tmpUnityRotation;
  54077. private _updatePhysicsBodyTransformation;
  54078. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54079. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54080. isSupported(): boolean;
  54081. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54082. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54083. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54084. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54085. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54086. getBodyMass(impostor: PhysicsImpostor): number;
  54087. getBodyFriction(impostor: PhysicsImpostor): number;
  54088. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54089. getBodyRestitution(impostor: PhysicsImpostor): number;
  54090. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54091. sleepBody(impostor: PhysicsImpostor): void;
  54092. wakeUpBody(impostor: PhysicsImpostor): void;
  54093. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  54094. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54095. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54096. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54097. getRadius(impostor: PhysicsImpostor): number;
  54098. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54099. dispose(): void;
  54100. private _extendNamespace;
  54101. /**
  54102. * Does a raycast in the physics world
  54103. * @param from when should the ray start?
  54104. * @param to when should the ray end?
  54105. * @returns PhysicsRaycastResult
  54106. */
  54107. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54108. }
  54109. }
  54110. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  54111. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54112. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54113. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54115. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  54116. import { Nullable } from "babylonjs/types";
  54117. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54118. /** @hidden */
  54119. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  54120. world: any;
  54121. name: string;
  54122. BJSOIMO: any;
  54123. private _raycastResult;
  54124. constructor(iterations?: number, oimoInjection?: any);
  54125. setGravity(gravity: Vector3): void;
  54126. setTimeStep(timeStep: number): void;
  54127. getTimeStep(): number;
  54128. private _tmpImpostorsArray;
  54129. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54130. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54131. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54132. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54133. private _tmpPositionVector;
  54134. removePhysicsBody(impostor: PhysicsImpostor): void;
  54135. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54136. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54137. isSupported(): boolean;
  54138. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54139. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54140. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54141. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54142. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54143. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54144. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54145. getBodyMass(impostor: PhysicsImpostor): number;
  54146. getBodyFriction(impostor: PhysicsImpostor): number;
  54147. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54148. getBodyRestitution(impostor: PhysicsImpostor): number;
  54149. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54150. sleepBody(impostor: PhysicsImpostor): void;
  54151. wakeUpBody(impostor: PhysicsImpostor): void;
  54152. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54153. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54154. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54155. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54156. getRadius(impostor: PhysicsImpostor): number;
  54157. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54158. dispose(): void;
  54159. /**
  54160. * Does a raycast in the physics world
  54161. * @param from when should the ray start?
  54162. * @param to when should the ray end?
  54163. * @returns PhysicsRaycastResult
  54164. */
  54165. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54166. }
  54167. }
  54168. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54169. import { Nullable } from "babylonjs/types";
  54170. import { Scene } from "babylonjs/scene";
  54171. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54172. import { Color4 } from "babylonjs/Maths/math.color";
  54173. import { Mesh } from "babylonjs/Meshes/mesh";
  54174. /**
  54175. * Class containing static functions to help procedurally build meshes
  54176. */
  54177. export class RibbonBuilder {
  54178. /**
  54179. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54180. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54181. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54182. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54183. * * 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
  54184. * * 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
  54185. * * 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
  54186. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54187. * * 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
  54188. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54189. * * 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
  54190. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54191. * * 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
  54192. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54193. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54194. * @param name defines the name of the mesh
  54195. * @param options defines the options used to create the mesh
  54196. * @param scene defines the hosting scene
  54197. * @returns the ribbon mesh
  54198. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54199. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54200. */
  54201. static CreateRibbon(name: string, options: {
  54202. pathArray: Vector3[][];
  54203. closeArray?: boolean;
  54204. closePath?: boolean;
  54205. offset?: number;
  54206. updatable?: boolean;
  54207. sideOrientation?: number;
  54208. frontUVs?: Vector4;
  54209. backUVs?: Vector4;
  54210. instance?: Mesh;
  54211. invertUV?: boolean;
  54212. uvs?: Vector2[];
  54213. colors?: Color4[];
  54214. }, scene?: Nullable<Scene>): Mesh;
  54215. }
  54216. }
  54217. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54218. import { Nullable } from "babylonjs/types";
  54219. import { Scene } from "babylonjs/scene";
  54220. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54221. import { Mesh } from "babylonjs/Meshes/mesh";
  54222. /**
  54223. * Class containing static functions to help procedurally build meshes
  54224. */
  54225. export class ShapeBuilder {
  54226. /**
  54227. * 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.
  54228. * * 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.
  54229. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54230. * * 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.
  54231. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54232. * * 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
  54233. * * 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
  54234. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54235. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54236. * * 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
  54237. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54239. * @param name defines the name of the mesh
  54240. * @param options defines the options used to create the mesh
  54241. * @param scene defines the hosting scene
  54242. * @returns the extruded shape mesh
  54243. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54244. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54245. */
  54246. static ExtrudeShape(name: string, options: {
  54247. shape: Vector3[];
  54248. path: Vector3[];
  54249. scale?: number;
  54250. rotation?: number;
  54251. cap?: number;
  54252. updatable?: boolean;
  54253. sideOrientation?: number;
  54254. frontUVs?: Vector4;
  54255. backUVs?: Vector4;
  54256. instance?: Mesh;
  54257. invertUV?: boolean;
  54258. }, scene?: Nullable<Scene>): Mesh;
  54259. /**
  54260. * Creates an custom extruded shape mesh.
  54261. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54262. * * 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.
  54263. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54264. * * 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
  54265. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54266. * * 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
  54267. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54268. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54269. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54270. * * 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
  54271. * * 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
  54272. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54273. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54274. * * 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
  54275. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54276. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54277. * @param name defines the name of the mesh
  54278. * @param options defines the options used to create the mesh
  54279. * @param scene defines the hosting scene
  54280. * @returns the custom extruded shape mesh
  54281. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54282. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54283. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54284. */
  54285. static ExtrudeShapeCustom(name: string, options: {
  54286. shape: Vector3[];
  54287. path: Vector3[];
  54288. scaleFunction?: any;
  54289. rotationFunction?: any;
  54290. ribbonCloseArray?: boolean;
  54291. ribbonClosePath?: boolean;
  54292. cap?: number;
  54293. updatable?: boolean;
  54294. sideOrientation?: number;
  54295. frontUVs?: Vector4;
  54296. backUVs?: Vector4;
  54297. instance?: Mesh;
  54298. invertUV?: boolean;
  54299. }, scene?: Nullable<Scene>): Mesh;
  54300. private static _ExtrudeShapeGeneric;
  54301. }
  54302. }
  54303. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54304. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54305. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54306. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54307. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54308. import { Nullable } from "babylonjs/types";
  54309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54310. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54311. /**
  54312. * AmmoJS Physics plugin
  54313. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54314. * @see https://github.com/kripken/ammo.js/
  54315. */
  54316. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54317. private _useDeltaForWorldStep;
  54318. /**
  54319. * Reference to the Ammo library
  54320. */
  54321. bjsAMMO: any;
  54322. /**
  54323. * Created ammoJS world which physics bodies are added to
  54324. */
  54325. world: any;
  54326. /**
  54327. * Name of the plugin
  54328. */
  54329. name: string;
  54330. private _timeStep;
  54331. private _fixedTimeStep;
  54332. private _maxSteps;
  54333. private _tmpQuaternion;
  54334. private _tmpAmmoTransform;
  54335. private _tmpAmmoQuaternion;
  54336. private _tmpAmmoConcreteContactResultCallback;
  54337. private _collisionConfiguration;
  54338. private _dispatcher;
  54339. private _overlappingPairCache;
  54340. private _solver;
  54341. private _softBodySolver;
  54342. private _tmpAmmoVectorA;
  54343. private _tmpAmmoVectorB;
  54344. private _tmpAmmoVectorC;
  54345. private _tmpAmmoVectorD;
  54346. private _tmpContactCallbackResult;
  54347. private _tmpAmmoVectorRCA;
  54348. private _tmpAmmoVectorRCB;
  54349. private _raycastResult;
  54350. private static readonly DISABLE_COLLISION_FLAG;
  54351. private static readonly KINEMATIC_FLAG;
  54352. private static readonly DISABLE_DEACTIVATION_FLAG;
  54353. /**
  54354. * Initializes the ammoJS plugin
  54355. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54356. * @param ammoInjection can be used to inject your own ammo reference
  54357. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54358. */
  54359. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54360. /**
  54361. * Sets the gravity of the physics world (m/(s^2))
  54362. * @param gravity Gravity to set
  54363. */
  54364. setGravity(gravity: Vector3): void;
  54365. /**
  54366. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54367. * @param timeStep timestep to use in seconds
  54368. */
  54369. setTimeStep(timeStep: number): void;
  54370. /**
  54371. * 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)
  54372. * @param fixedTimeStep fixedTimeStep to use in seconds
  54373. */
  54374. setFixedTimeStep(fixedTimeStep: number): void;
  54375. /**
  54376. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54377. * @param maxSteps the maximum number of steps by the physics engine per frame
  54378. */
  54379. setMaxSteps(maxSteps: number): void;
  54380. /**
  54381. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54382. * @returns the current timestep in seconds
  54383. */
  54384. getTimeStep(): number;
  54385. private _isImpostorInContact;
  54386. private _isImpostorPairInContact;
  54387. private _stepSimulation;
  54388. /**
  54389. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54390. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54391. * After the step the babylon meshes are set to the position of the physics imposters
  54392. * @param delta amount of time to step forward
  54393. * @param impostors array of imposters to update before/after the step
  54394. */
  54395. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54396. /**
  54397. * Update babylon mesh to match physics world object
  54398. * @param impostor imposter to match
  54399. */
  54400. private _afterSoftStep;
  54401. /**
  54402. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54403. * @param impostor imposter to match
  54404. */
  54405. private _ropeStep;
  54406. /**
  54407. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54408. * @param impostor imposter to match
  54409. */
  54410. private _softbodyOrClothStep;
  54411. private _tmpVector;
  54412. private _tmpMatrix;
  54413. /**
  54414. * Applies an impulse on the imposter
  54415. * @param impostor imposter to apply impulse to
  54416. * @param force amount of force to be applied to the imposter
  54417. * @param contactPoint the location to apply the impulse on the imposter
  54418. */
  54419. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54420. /**
  54421. * Applies a force on the imposter
  54422. * @param impostor imposter to apply force
  54423. * @param force amount of force to be applied to the imposter
  54424. * @param contactPoint the location to apply the force on the imposter
  54425. */
  54426. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54427. /**
  54428. * Creates a physics body using the plugin
  54429. * @param impostor the imposter to create the physics body on
  54430. */
  54431. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54432. /**
  54433. * Removes the physics body from the imposter and disposes of the body's memory
  54434. * @param impostor imposter to remove the physics body from
  54435. */
  54436. removePhysicsBody(impostor: PhysicsImpostor): void;
  54437. /**
  54438. * Generates a joint
  54439. * @param impostorJoint the imposter joint to create the joint with
  54440. */
  54441. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54442. /**
  54443. * Removes a joint
  54444. * @param impostorJoint the imposter joint to remove the joint from
  54445. */
  54446. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54447. private _addMeshVerts;
  54448. /**
  54449. * Initialise the soft body vertices to match its object's (mesh) vertices
  54450. * Softbody vertices (nodes) are in world space and to match this
  54451. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54452. * @param impostor to create the softbody for
  54453. */
  54454. private _softVertexData;
  54455. /**
  54456. * Create an impostor's soft body
  54457. * @param impostor to create the softbody for
  54458. */
  54459. private _createSoftbody;
  54460. /**
  54461. * Create cloth for an impostor
  54462. * @param impostor to create the softbody for
  54463. */
  54464. private _createCloth;
  54465. /**
  54466. * Create rope for an impostor
  54467. * @param impostor to create the softbody for
  54468. */
  54469. private _createRope;
  54470. private _addHullVerts;
  54471. private _createShape;
  54472. /**
  54473. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54474. * @param impostor imposter containing the physics body and babylon object
  54475. */
  54476. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54477. /**
  54478. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54479. * @param impostor imposter containing the physics body and babylon object
  54480. * @param newPosition new position
  54481. * @param newRotation new rotation
  54482. */
  54483. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54484. /**
  54485. * If this plugin is supported
  54486. * @returns true if its supported
  54487. */
  54488. isSupported(): boolean;
  54489. /**
  54490. * Sets the linear velocity of the physics body
  54491. * @param impostor imposter to set the velocity on
  54492. * @param velocity velocity to set
  54493. */
  54494. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54495. /**
  54496. * Sets the angular velocity of the physics body
  54497. * @param impostor imposter to set the velocity on
  54498. * @param velocity velocity to set
  54499. */
  54500. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54501. /**
  54502. * gets the linear velocity
  54503. * @param impostor imposter to get linear velocity from
  54504. * @returns linear velocity
  54505. */
  54506. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54507. /**
  54508. * gets the angular velocity
  54509. * @param impostor imposter to get angular velocity from
  54510. * @returns angular velocity
  54511. */
  54512. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54513. /**
  54514. * Sets the mass of physics body
  54515. * @param impostor imposter to set the mass on
  54516. * @param mass mass to set
  54517. */
  54518. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54519. /**
  54520. * Gets the mass of the physics body
  54521. * @param impostor imposter to get the mass from
  54522. * @returns mass
  54523. */
  54524. getBodyMass(impostor: PhysicsImpostor): number;
  54525. /**
  54526. * Gets friction of the impostor
  54527. * @param impostor impostor to get friction from
  54528. * @returns friction value
  54529. */
  54530. getBodyFriction(impostor: PhysicsImpostor): number;
  54531. /**
  54532. * Sets friction of the impostor
  54533. * @param impostor impostor to set friction on
  54534. * @param friction friction value
  54535. */
  54536. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54537. /**
  54538. * Gets restitution of the impostor
  54539. * @param impostor impostor to get restitution from
  54540. * @returns restitution value
  54541. */
  54542. getBodyRestitution(impostor: PhysicsImpostor): number;
  54543. /**
  54544. * Sets resitution of the impostor
  54545. * @param impostor impostor to set resitution on
  54546. * @param restitution resitution value
  54547. */
  54548. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54549. /**
  54550. * Gets pressure inside the impostor
  54551. * @param impostor impostor to get pressure from
  54552. * @returns pressure value
  54553. */
  54554. getBodyPressure(impostor: PhysicsImpostor): number;
  54555. /**
  54556. * Sets pressure inside a soft body impostor
  54557. * Cloth and rope must remain 0 pressure
  54558. * @param impostor impostor to set pressure on
  54559. * @param pressure pressure value
  54560. */
  54561. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54562. /**
  54563. * Gets stiffness of the impostor
  54564. * @param impostor impostor to get stiffness from
  54565. * @returns pressure value
  54566. */
  54567. getBodyStiffness(impostor: PhysicsImpostor): number;
  54568. /**
  54569. * Sets stiffness of the impostor
  54570. * @param impostor impostor to set stiffness on
  54571. * @param stiffness stiffness value from 0 to 1
  54572. */
  54573. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54574. /**
  54575. * Gets velocityIterations of the impostor
  54576. * @param impostor impostor to get velocity iterations from
  54577. * @returns velocityIterations value
  54578. */
  54579. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54580. /**
  54581. * Sets velocityIterations of the impostor
  54582. * @param impostor impostor to set velocity iterations on
  54583. * @param velocityIterations velocityIterations value
  54584. */
  54585. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54586. /**
  54587. * Gets positionIterations of the impostor
  54588. * @param impostor impostor to get position iterations from
  54589. * @returns positionIterations value
  54590. */
  54591. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54592. /**
  54593. * Sets positionIterations of the impostor
  54594. * @param impostor impostor to set position on
  54595. * @param positionIterations positionIterations value
  54596. */
  54597. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54598. /**
  54599. * Append an anchor to a cloth object
  54600. * @param impostor is the cloth impostor to add anchor to
  54601. * @param otherImpostor is the rigid impostor to anchor to
  54602. * @param width ratio across width from 0 to 1
  54603. * @param height ratio up height from 0 to 1
  54604. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54605. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54606. */
  54607. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54608. /**
  54609. * Append an hook to a rope object
  54610. * @param impostor is the rope impostor to add hook to
  54611. * @param otherImpostor is the rigid impostor to hook to
  54612. * @param length ratio along the rope from 0 to 1
  54613. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54614. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54615. */
  54616. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54617. /**
  54618. * Sleeps the physics body and stops it from being active
  54619. * @param impostor impostor to sleep
  54620. */
  54621. sleepBody(impostor: PhysicsImpostor): void;
  54622. /**
  54623. * Activates the physics body
  54624. * @param impostor impostor to activate
  54625. */
  54626. wakeUpBody(impostor: PhysicsImpostor): void;
  54627. /**
  54628. * Updates the distance parameters of the joint
  54629. * @param joint joint to update
  54630. * @param maxDistance maximum distance of the joint
  54631. * @param minDistance minimum distance of the joint
  54632. */
  54633. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54634. /**
  54635. * Sets a motor on the joint
  54636. * @param joint joint to set motor on
  54637. * @param speed speed of the motor
  54638. * @param maxForce maximum force of the motor
  54639. * @param motorIndex index of the motor
  54640. */
  54641. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54642. /**
  54643. * Sets the motors limit
  54644. * @param joint joint to set limit on
  54645. * @param upperLimit upper limit
  54646. * @param lowerLimit lower limit
  54647. */
  54648. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54649. /**
  54650. * Syncs the position and rotation of a mesh with the impostor
  54651. * @param mesh mesh to sync
  54652. * @param impostor impostor to update the mesh with
  54653. */
  54654. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54655. /**
  54656. * Gets the radius of the impostor
  54657. * @param impostor impostor to get radius from
  54658. * @returns the radius
  54659. */
  54660. getRadius(impostor: PhysicsImpostor): number;
  54661. /**
  54662. * Gets the box size of the impostor
  54663. * @param impostor impostor to get box size from
  54664. * @param result the resulting box size
  54665. */
  54666. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54667. /**
  54668. * Disposes of the impostor
  54669. */
  54670. dispose(): void;
  54671. /**
  54672. * Does a raycast in the physics world
  54673. * @param from when should the ray start?
  54674. * @param to when should the ray end?
  54675. * @returns PhysicsRaycastResult
  54676. */
  54677. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54678. }
  54679. }
  54680. declare module "babylonjs/Probes/reflectionProbe" {
  54681. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54682. import { Vector3 } from "babylonjs/Maths/math.vector";
  54683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54684. import { Nullable } from "babylonjs/types";
  54685. import { Scene } from "babylonjs/scene";
  54686. module "babylonjs/abstractScene" {
  54687. interface AbstractScene {
  54688. /**
  54689. * The list of reflection probes added to the scene
  54690. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54691. */
  54692. reflectionProbes: Array<ReflectionProbe>;
  54693. /**
  54694. * Removes the given reflection probe from this scene.
  54695. * @param toRemove The reflection probe to remove
  54696. * @returns The index of the removed reflection probe
  54697. */
  54698. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54699. /**
  54700. * Adds the given reflection probe to this scene.
  54701. * @param newReflectionProbe The reflection probe to add
  54702. */
  54703. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54704. }
  54705. }
  54706. /**
  54707. * Class used to generate realtime reflection / refraction cube textures
  54708. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54709. */
  54710. export class ReflectionProbe {
  54711. /** defines the name of the probe */
  54712. name: string;
  54713. private _scene;
  54714. private _renderTargetTexture;
  54715. private _projectionMatrix;
  54716. private _viewMatrix;
  54717. private _target;
  54718. private _add;
  54719. private _attachedMesh;
  54720. private _invertYAxis;
  54721. /** Gets or sets probe position (center of the cube map) */
  54722. position: Vector3;
  54723. /**
  54724. * Creates a new reflection probe
  54725. * @param name defines the name of the probe
  54726. * @param size defines the texture resolution (for each face)
  54727. * @param scene defines the hosting scene
  54728. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54729. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54730. */
  54731. constructor(
  54732. /** defines the name of the probe */
  54733. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54734. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54735. samples: number;
  54736. /** Gets or sets the refresh rate to use (on every frame by default) */
  54737. refreshRate: number;
  54738. /**
  54739. * Gets the hosting scene
  54740. * @returns a Scene
  54741. */
  54742. getScene(): Scene;
  54743. /** Gets the internal CubeTexture used to render to */
  54744. readonly cubeTexture: RenderTargetTexture;
  54745. /** Gets the list of meshes to render */
  54746. readonly renderList: Nullable<AbstractMesh[]>;
  54747. /**
  54748. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54749. * @param mesh defines the mesh to attach to
  54750. */
  54751. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54752. /**
  54753. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54754. * @param renderingGroupId The rendering group id corresponding to its index
  54755. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54756. */
  54757. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54758. /**
  54759. * Clean all associated resources
  54760. */
  54761. dispose(): void;
  54762. /**
  54763. * Converts the reflection probe information to a readable string for debug purpose.
  54764. * @param fullDetails Supports for multiple levels of logging within scene loading
  54765. * @returns the human readable reflection probe info
  54766. */
  54767. toString(fullDetails?: boolean): string;
  54768. /**
  54769. * Get the class name of the relfection probe.
  54770. * @returns "ReflectionProbe"
  54771. */
  54772. getClassName(): string;
  54773. /**
  54774. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54775. * @returns The JSON representation of the texture
  54776. */
  54777. serialize(): any;
  54778. /**
  54779. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54780. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54781. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54782. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54783. * @returns The parsed reflection probe if successful
  54784. */
  54785. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54786. }
  54787. }
  54788. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54789. /** @hidden */
  54790. export var _BabylonLoaderRegistered: boolean;
  54791. /**
  54792. * Helps setting up some configuration for the babylon file loader.
  54793. */
  54794. export class BabylonFileLoaderConfiguration {
  54795. /**
  54796. * The loader does not allow injecting custom physix engine into the plugins.
  54797. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54798. * So you could set this variable to your engine import to make it work.
  54799. */
  54800. static LoaderInjectedPhysicsEngine: any;
  54801. }
  54802. }
  54803. declare module "babylonjs/Loading/Plugins/index" {
  54804. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54805. }
  54806. declare module "babylonjs/Loading/index" {
  54807. export * from "babylonjs/Loading/loadingScreen";
  54808. export * from "babylonjs/Loading/Plugins/index";
  54809. export * from "babylonjs/Loading/sceneLoader";
  54810. export * from "babylonjs/Loading/sceneLoaderFlags";
  54811. }
  54812. declare module "babylonjs/Materials/Background/index" {
  54813. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54814. }
  54815. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54816. import { Scene } from "babylonjs/scene";
  54817. import { Color3 } from "babylonjs/Maths/math.color";
  54818. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54819. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54820. /**
  54821. * The Physically based simple base material of BJS.
  54822. *
  54823. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54824. * It is used as the base class for both the specGloss and metalRough conventions.
  54825. */
  54826. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54827. /**
  54828. * Number of Simultaneous lights allowed on the material.
  54829. */
  54830. maxSimultaneousLights: number;
  54831. /**
  54832. * If sets to true, disables all the lights affecting the material.
  54833. */
  54834. disableLighting: boolean;
  54835. /**
  54836. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54837. */
  54838. environmentTexture: BaseTexture;
  54839. /**
  54840. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54841. */
  54842. invertNormalMapX: boolean;
  54843. /**
  54844. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54845. */
  54846. invertNormalMapY: boolean;
  54847. /**
  54848. * Normal map used in the model.
  54849. */
  54850. normalTexture: BaseTexture;
  54851. /**
  54852. * Emissivie color used to self-illuminate the model.
  54853. */
  54854. emissiveColor: Color3;
  54855. /**
  54856. * Emissivie texture used to self-illuminate the model.
  54857. */
  54858. emissiveTexture: BaseTexture;
  54859. /**
  54860. * Occlusion Channel Strenght.
  54861. */
  54862. occlusionStrength: number;
  54863. /**
  54864. * Occlusion Texture of the material (adding extra occlusion effects).
  54865. */
  54866. occlusionTexture: BaseTexture;
  54867. /**
  54868. * Defines the alpha limits in alpha test mode.
  54869. */
  54870. alphaCutOff: number;
  54871. /**
  54872. * Gets the current double sided mode.
  54873. */
  54874. /**
  54875. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54876. */
  54877. doubleSided: boolean;
  54878. /**
  54879. * Stores the pre-calculated light information of a mesh in a texture.
  54880. */
  54881. lightmapTexture: BaseTexture;
  54882. /**
  54883. * If true, the light map contains occlusion information instead of lighting info.
  54884. */
  54885. useLightmapAsShadowmap: boolean;
  54886. /**
  54887. * Instantiates a new PBRMaterial instance.
  54888. *
  54889. * @param name The material name
  54890. * @param scene The scene the material will be use in.
  54891. */
  54892. constructor(name: string, scene: Scene);
  54893. getClassName(): string;
  54894. }
  54895. }
  54896. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54897. import { Scene } from "babylonjs/scene";
  54898. import { Color3 } from "babylonjs/Maths/math.color";
  54899. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54900. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54901. /**
  54902. * The PBR material of BJS following the metal roughness convention.
  54903. *
  54904. * This fits to the PBR convention in the GLTF definition:
  54905. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54906. */
  54907. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54908. /**
  54909. * The base color has two different interpretations depending on the value of metalness.
  54910. * When the material is a metal, the base color is the specific measured reflectance value
  54911. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54912. * of the material.
  54913. */
  54914. baseColor: Color3;
  54915. /**
  54916. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54917. * well as opacity information in the alpha channel.
  54918. */
  54919. baseTexture: BaseTexture;
  54920. /**
  54921. * Specifies the metallic scalar value of the material.
  54922. * Can also be used to scale the metalness values of the metallic texture.
  54923. */
  54924. metallic: number;
  54925. /**
  54926. * Specifies the roughness scalar value of the material.
  54927. * Can also be used to scale the roughness values of the metallic texture.
  54928. */
  54929. roughness: number;
  54930. /**
  54931. * Texture containing both the metallic value in the B channel and the
  54932. * roughness value in the G channel to keep better precision.
  54933. */
  54934. metallicRoughnessTexture: BaseTexture;
  54935. /**
  54936. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54937. *
  54938. * @param name The material name
  54939. * @param scene The scene the material will be use in.
  54940. */
  54941. constructor(name: string, scene: Scene);
  54942. /**
  54943. * Return the currrent class name of the material.
  54944. */
  54945. getClassName(): string;
  54946. /**
  54947. * Makes a duplicate of the current material.
  54948. * @param name - name to use for the new material.
  54949. */
  54950. clone(name: string): PBRMetallicRoughnessMaterial;
  54951. /**
  54952. * Serialize the material to a parsable JSON object.
  54953. */
  54954. serialize(): any;
  54955. /**
  54956. * Parses a JSON object correponding to the serialize function.
  54957. */
  54958. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54959. }
  54960. }
  54961. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54962. import { Scene } from "babylonjs/scene";
  54963. import { Color3 } from "babylonjs/Maths/math.color";
  54964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54965. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54966. /**
  54967. * The PBR material of BJS following the specular glossiness convention.
  54968. *
  54969. * This fits to the PBR convention in the GLTF definition:
  54970. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54971. */
  54972. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54973. /**
  54974. * Specifies the diffuse color of the material.
  54975. */
  54976. diffuseColor: Color3;
  54977. /**
  54978. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54979. * channel.
  54980. */
  54981. diffuseTexture: BaseTexture;
  54982. /**
  54983. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54984. */
  54985. specularColor: Color3;
  54986. /**
  54987. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54988. */
  54989. glossiness: number;
  54990. /**
  54991. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54992. */
  54993. specularGlossinessTexture: BaseTexture;
  54994. /**
  54995. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54996. *
  54997. * @param name The material name
  54998. * @param scene The scene the material will be use in.
  54999. */
  55000. constructor(name: string, scene: Scene);
  55001. /**
  55002. * Return the currrent class name of the material.
  55003. */
  55004. getClassName(): string;
  55005. /**
  55006. * Makes a duplicate of the current material.
  55007. * @param name - name to use for the new material.
  55008. */
  55009. clone(name: string): PBRSpecularGlossinessMaterial;
  55010. /**
  55011. * Serialize the material to a parsable JSON object.
  55012. */
  55013. serialize(): any;
  55014. /**
  55015. * Parses a JSON object correponding to the serialize function.
  55016. */
  55017. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  55018. }
  55019. }
  55020. declare module "babylonjs/Materials/PBR/index" {
  55021. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  55022. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  55023. export * from "babylonjs/Materials/PBR/pbrMaterial";
  55024. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  55025. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  55026. }
  55027. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  55028. import { Nullable } from "babylonjs/types";
  55029. import { Scene } from "babylonjs/scene";
  55030. import { Matrix } from "babylonjs/Maths/math.vector";
  55031. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55032. /**
  55033. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  55034. * It can help converting any input color in a desired output one. This can then be used to create effects
  55035. * from sepia, black and white to sixties or futuristic rendering...
  55036. *
  55037. * The only supported format is currently 3dl.
  55038. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  55039. */
  55040. export class ColorGradingTexture extends BaseTexture {
  55041. /**
  55042. * The current texture matrix. (will always be identity in color grading texture)
  55043. */
  55044. private _textureMatrix;
  55045. /**
  55046. * The texture URL.
  55047. */
  55048. url: string;
  55049. /**
  55050. * Empty line regex stored for GC.
  55051. */
  55052. private static _noneEmptyLineRegex;
  55053. private _engine;
  55054. /**
  55055. * Instantiates a ColorGradingTexture from the following parameters.
  55056. *
  55057. * @param url The location of the color gradind data (currently only supporting 3dl)
  55058. * @param scene The scene the texture will be used in
  55059. */
  55060. constructor(url: string, scene: Scene);
  55061. /**
  55062. * Returns the texture matrix used in most of the material.
  55063. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  55064. */
  55065. getTextureMatrix(): Matrix;
  55066. /**
  55067. * Occurs when the file being loaded is a .3dl LUT file.
  55068. */
  55069. private load3dlTexture;
  55070. /**
  55071. * Starts the loading process of the texture.
  55072. */
  55073. private loadTexture;
  55074. /**
  55075. * Clones the color gradind texture.
  55076. */
  55077. clone(): ColorGradingTexture;
  55078. /**
  55079. * Called during delayed load for textures.
  55080. */
  55081. delayLoad(): void;
  55082. /**
  55083. * Parses a color grading texture serialized by Babylon.
  55084. * @param parsedTexture The texture information being parsedTexture
  55085. * @param scene The scene to load the texture in
  55086. * @param rootUrl The root url of the data assets to load
  55087. * @return A color gradind texture
  55088. */
  55089. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  55090. /**
  55091. * Serializes the LUT texture to json format.
  55092. */
  55093. serialize(): any;
  55094. }
  55095. }
  55096. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  55097. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55098. import { Scene } from "babylonjs/scene";
  55099. import { Nullable } from "babylonjs/types";
  55100. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55101. /**
  55102. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  55103. */
  55104. export class EquiRectangularCubeTexture extends BaseTexture {
  55105. /** The six faces of the cube. */
  55106. private static _FacesMapping;
  55107. private _noMipmap;
  55108. private _onLoad;
  55109. private _onError;
  55110. /** The size of the cubemap. */
  55111. private _size;
  55112. /** The buffer of the image. */
  55113. private _buffer;
  55114. /** The width of the input image. */
  55115. private _width;
  55116. /** The height of the input image. */
  55117. private _height;
  55118. /** The URL to the image. */
  55119. url: string;
  55120. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  55121. coordinatesMode: number;
  55122. /**
  55123. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  55124. * @param url The location of the image
  55125. * @param scene The scene the texture will be used in
  55126. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  55127. * @param noMipmap Forces to not generate the mipmap if true
  55128. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  55129. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  55130. * @param onLoad — defines a callback called when texture is loaded
  55131. * @param onError — defines a callback called if there is an error
  55132. */
  55133. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  55134. /**
  55135. * Load the image data, by putting the image on a canvas and extracting its buffer.
  55136. */
  55137. private loadImage;
  55138. /**
  55139. * Convert the image buffer into a cubemap and create a CubeTexture.
  55140. */
  55141. private loadTexture;
  55142. /**
  55143. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55144. * @param buffer The ArrayBuffer that should be converted.
  55145. * @returns The buffer as Float32Array.
  55146. */
  55147. private getFloat32ArrayFromArrayBuffer;
  55148. /**
  55149. * Get the current class name of the texture useful for serialization or dynamic coding.
  55150. * @returns "EquiRectangularCubeTexture"
  55151. */
  55152. getClassName(): string;
  55153. /**
  55154. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55155. * @returns A clone of the current EquiRectangularCubeTexture.
  55156. */
  55157. clone(): EquiRectangularCubeTexture;
  55158. }
  55159. }
  55160. declare module "babylonjs/Misc/tga" {
  55161. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55162. /**
  55163. * Based on jsTGALoader - Javascript loader for TGA file
  55164. * By Vincent Thibault
  55165. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55166. */
  55167. export class TGATools {
  55168. private static _TYPE_INDEXED;
  55169. private static _TYPE_RGB;
  55170. private static _TYPE_GREY;
  55171. private static _TYPE_RLE_INDEXED;
  55172. private static _TYPE_RLE_RGB;
  55173. private static _TYPE_RLE_GREY;
  55174. private static _ORIGIN_MASK;
  55175. private static _ORIGIN_SHIFT;
  55176. private static _ORIGIN_BL;
  55177. private static _ORIGIN_BR;
  55178. private static _ORIGIN_UL;
  55179. private static _ORIGIN_UR;
  55180. /**
  55181. * Gets the header of a TGA file
  55182. * @param data defines the TGA data
  55183. * @returns the header
  55184. */
  55185. static GetTGAHeader(data: Uint8Array): any;
  55186. /**
  55187. * Uploads TGA content to a Babylon Texture
  55188. * @hidden
  55189. */
  55190. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55191. /** @hidden */
  55192. 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;
  55193. /** @hidden */
  55194. 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;
  55195. /** @hidden */
  55196. 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;
  55197. /** @hidden */
  55198. 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;
  55199. /** @hidden */
  55200. 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;
  55201. /** @hidden */
  55202. 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;
  55203. }
  55204. }
  55205. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55206. import { Nullable } from "babylonjs/types";
  55207. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55208. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55209. /**
  55210. * Implementation of the TGA Texture Loader.
  55211. * @hidden
  55212. */
  55213. export class _TGATextureLoader implements IInternalTextureLoader {
  55214. /**
  55215. * Defines wether the loader supports cascade loading the different faces.
  55216. */
  55217. readonly supportCascades: boolean;
  55218. /**
  55219. * This returns if the loader support the current file information.
  55220. * @param extension defines the file extension of the file being loaded
  55221. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55222. * @param fallback defines the fallback internal texture if any
  55223. * @param isBase64 defines whether the texture is encoded as a base64
  55224. * @param isBuffer defines whether the texture data are stored as a buffer
  55225. * @returns true if the loader can load the specified file
  55226. */
  55227. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55228. /**
  55229. * Transform the url before loading if required.
  55230. * @param rootUrl the url of the texture
  55231. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55232. * @returns the transformed texture
  55233. */
  55234. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55235. /**
  55236. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55237. * @param rootUrl the url of the texture
  55238. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55239. * @returns the fallback texture
  55240. */
  55241. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55242. /**
  55243. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55244. * @param data contains the texture data
  55245. * @param texture defines the BabylonJS internal texture
  55246. * @param createPolynomials will be true if polynomials have been requested
  55247. * @param onLoad defines the callback to trigger once the texture is ready
  55248. * @param onError defines the callback to trigger in case of error
  55249. */
  55250. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55251. /**
  55252. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55253. * @param data contains the texture data
  55254. * @param texture defines the BabylonJS internal texture
  55255. * @param callback defines the method to call once ready to upload
  55256. */
  55257. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55258. }
  55259. }
  55260. declare module "babylonjs/Misc/basis" {
  55261. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55262. /**
  55263. * Info about the .basis files
  55264. */
  55265. class BasisFileInfo {
  55266. /**
  55267. * If the file has alpha
  55268. */
  55269. hasAlpha: boolean;
  55270. /**
  55271. * Info about each image of the basis file
  55272. */
  55273. images: Array<{
  55274. levels: Array<{
  55275. width: number;
  55276. height: number;
  55277. transcodedPixels: ArrayBufferView;
  55278. }>;
  55279. }>;
  55280. }
  55281. /**
  55282. * Result of transcoding a basis file
  55283. */
  55284. class TranscodeResult {
  55285. /**
  55286. * Info about the .basis file
  55287. */
  55288. fileInfo: BasisFileInfo;
  55289. /**
  55290. * Format to use when loading the file
  55291. */
  55292. format: number;
  55293. }
  55294. /**
  55295. * Configuration options for the Basis transcoder
  55296. */
  55297. export class BasisTranscodeConfiguration {
  55298. /**
  55299. * Supported compression formats used to determine the supported output format of the transcoder
  55300. */
  55301. supportedCompressionFormats?: {
  55302. /**
  55303. * etc1 compression format
  55304. */
  55305. etc1?: boolean;
  55306. /**
  55307. * s3tc compression format
  55308. */
  55309. s3tc?: boolean;
  55310. /**
  55311. * pvrtc compression format
  55312. */
  55313. pvrtc?: boolean;
  55314. /**
  55315. * etc2 compression format
  55316. */
  55317. etc2?: boolean;
  55318. };
  55319. /**
  55320. * If mipmap levels should be loaded for transcoded images (Default: true)
  55321. */
  55322. loadMipmapLevels?: boolean;
  55323. /**
  55324. * Index of a single image to load (Default: all images)
  55325. */
  55326. loadSingleImage?: number;
  55327. }
  55328. /**
  55329. * Used to load .Basis files
  55330. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55331. */
  55332. export class BasisTools {
  55333. private static _IgnoreSupportedFormats;
  55334. /**
  55335. * URL to use when loading the basis transcoder
  55336. */
  55337. static JSModuleURL: string;
  55338. /**
  55339. * URL to use when loading the wasm module for the transcoder
  55340. */
  55341. static WasmModuleURL: string;
  55342. /**
  55343. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55344. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55345. * @returns internal format corresponding to the Basis format
  55346. */
  55347. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55348. private static _WorkerPromise;
  55349. private static _Worker;
  55350. private static _actionId;
  55351. private static _CreateWorkerAsync;
  55352. /**
  55353. * Transcodes a loaded image file to compressed pixel data
  55354. * @param imageData image data to transcode
  55355. * @param config configuration options for the transcoding
  55356. * @returns a promise resulting in the transcoded image
  55357. */
  55358. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55359. /**
  55360. * Loads a texture from the transcode result
  55361. * @param texture texture load to
  55362. * @param transcodeResult the result of transcoding the basis file to load from
  55363. */
  55364. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55365. }
  55366. }
  55367. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55368. import { Nullable } from "babylonjs/types";
  55369. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55370. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55371. /**
  55372. * Loader for .basis file format
  55373. */
  55374. export class _BasisTextureLoader implements IInternalTextureLoader {
  55375. /**
  55376. * Defines whether the loader supports cascade loading the different faces.
  55377. */
  55378. readonly supportCascades: boolean;
  55379. /**
  55380. * This returns if the loader support the current file information.
  55381. * @param extension defines the file extension of the file being loaded
  55382. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55383. * @param fallback defines the fallback internal texture if any
  55384. * @param isBase64 defines whether the texture is encoded as a base64
  55385. * @param isBuffer defines whether the texture data are stored as a buffer
  55386. * @returns true if the loader can load the specified file
  55387. */
  55388. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55389. /**
  55390. * Transform the url before loading if required.
  55391. * @param rootUrl the url of the texture
  55392. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55393. * @returns the transformed texture
  55394. */
  55395. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55396. /**
  55397. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55398. * @param rootUrl the url of the texture
  55399. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55400. * @returns the fallback texture
  55401. */
  55402. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55403. /**
  55404. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55405. * @param data contains the texture data
  55406. * @param texture defines the BabylonJS internal texture
  55407. * @param createPolynomials will be true if polynomials have been requested
  55408. * @param onLoad defines the callback to trigger once the texture is ready
  55409. * @param onError defines the callback to trigger in case of error
  55410. */
  55411. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55412. /**
  55413. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55414. * @param data contains the texture data
  55415. * @param texture defines the BabylonJS internal texture
  55416. * @param callback defines the method to call once ready to upload
  55417. */
  55418. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55419. }
  55420. }
  55421. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55422. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55423. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55424. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55425. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55426. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55427. }
  55428. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55429. import { Scene } from "babylonjs/scene";
  55430. import { Texture } from "babylonjs/Materials/Textures/texture";
  55431. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55432. /**
  55433. * 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.
  55434. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55435. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55436. */
  55437. export class CustomProceduralTexture extends ProceduralTexture {
  55438. private _animate;
  55439. private _time;
  55440. private _config;
  55441. private _texturePath;
  55442. /**
  55443. * Instantiates a new Custom Procedural Texture.
  55444. * 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.
  55445. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55446. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55447. * @param name Define the name of the texture
  55448. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55449. * @param size Define the size of the texture to create
  55450. * @param scene Define the scene the texture belongs to
  55451. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55452. * @param generateMipMaps Define if the texture should creates mip maps or not
  55453. */
  55454. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55455. private _loadJson;
  55456. /**
  55457. * Is the texture ready to be used ? (rendered at least once)
  55458. * @returns true if ready, otherwise, false.
  55459. */
  55460. isReady(): boolean;
  55461. /**
  55462. * Render the texture to its associated render target.
  55463. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55464. */
  55465. render(useCameraPostProcess?: boolean): void;
  55466. /**
  55467. * Update the list of dependant textures samplers in the shader.
  55468. */
  55469. updateTextures(): void;
  55470. /**
  55471. * Update the uniform values of the procedural texture in the shader.
  55472. */
  55473. updateShaderUniforms(): void;
  55474. /**
  55475. * Define if the texture animates or not.
  55476. */
  55477. animate: boolean;
  55478. }
  55479. }
  55480. declare module "babylonjs/Shaders/noise.fragment" {
  55481. /** @hidden */
  55482. export var noisePixelShader: {
  55483. name: string;
  55484. shader: string;
  55485. };
  55486. }
  55487. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55488. import { Nullable } from "babylonjs/types";
  55489. import { Scene } from "babylonjs/scene";
  55490. import { Texture } from "babylonjs/Materials/Textures/texture";
  55491. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55492. import "babylonjs/Shaders/noise.fragment";
  55493. /**
  55494. * Class used to generate noise procedural textures
  55495. */
  55496. export class NoiseProceduralTexture extends ProceduralTexture {
  55497. private _time;
  55498. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55499. brightness: number;
  55500. /** Defines the number of octaves to process */
  55501. octaves: number;
  55502. /** Defines the level of persistence (0.8 by default) */
  55503. persistence: number;
  55504. /** Gets or sets animation speed factor (default is 1) */
  55505. animationSpeedFactor: number;
  55506. /**
  55507. * Creates a new NoiseProceduralTexture
  55508. * @param name defines the name fo the texture
  55509. * @param size defines the size of the texture (default is 256)
  55510. * @param scene defines the hosting scene
  55511. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55512. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55513. */
  55514. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55515. private _updateShaderUniforms;
  55516. protected _getDefines(): string;
  55517. /** Generate the current state of the procedural texture */
  55518. render(useCameraPostProcess?: boolean): void;
  55519. /**
  55520. * Serializes this noise procedural texture
  55521. * @returns a serialized noise procedural texture object
  55522. */
  55523. serialize(): any;
  55524. /**
  55525. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55526. * @param parsedTexture defines parsed texture data
  55527. * @param scene defines the current scene
  55528. * @param rootUrl defines the root URL containing noise procedural texture information
  55529. * @returns a parsed NoiseProceduralTexture
  55530. */
  55531. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55532. }
  55533. }
  55534. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55535. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55536. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55537. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55538. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55539. }
  55540. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55541. import { Nullable } from "babylonjs/types";
  55542. import { Scene } from "babylonjs/scene";
  55543. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55544. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55545. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55546. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55547. /**
  55548. * Raw cube texture where the raw buffers are passed in
  55549. */
  55550. export class RawCubeTexture extends CubeTexture {
  55551. /**
  55552. * Creates a cube texture where the raw buffers are passed in.
  55553. * @param scene defines the scene the texture is attached to
  55554. * @param data defines the array of data to use to create each face
  55555. * @param size defines the size of the textures
  55556. * @param format defines the format of the data
  55557. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55558. * @param generateMipMaps defines if the engine should generate the mip levels
  55559. * @param invertY defines if data must be stored with Y axis inverted
  55560. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55561. * @param compression defines the compression used (null by default)
  55562. */
  55563. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55564. /**
  55565. * Updates the raw cube texture.
  55566. * @param data defines the data to store
  55567. * @param format defines the data format
  55568. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55569. * @param invertY defines if data must be stored with Y axis inverted
  55570. * @param compression defines the compression used (null by default)
  55571. * @param level defines which level of the texture to update
  55572. */
  55573. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55574. /**
  55575. * Updates a raw cube texture with RGBD encoded data.
  55576. * @param data defines the array of data [mipmap][face] to use to create each face
  55577. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55578. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55579. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55580. * @returns a promsie that resolves when the operation is complete
  55581. */
  55582. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55583. /**
  55584. * Clones the raw cube texture.
  55585. * @return a new cube texture
  55586. */
  55587. clone(): CubeTexture;
  55588. /** @hidden */
  55589. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55590. }
  55591. }
  55592. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55593. import { Scene } from "babylonjs/scene";
  55594. import { Texture } from "babylonjs/Materials/Textures/texture";
  55595. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55596. /**
  55597. * Class used to store 3D textures containing user data
  55598. */
  55599. export class RawTexture3D extends Texture {
  55600. /** Gets or sets the texture format to use */
  55601. format: number;
  55602. private _engine;
  55603. /**
  55604. * Create a new RawTexture3D
  55605. * @param data defines the data of the texture
  55606. * @param width defines the width of the texture
  55607. * @param height defines the height of the texture
  55608. * @param depth defines the depth of the texture
  55609. * @param format defines the texture format to use
  55610. * @param scene defines the hosting scene
  55611. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55612. * @param invertY defines if texture must be stored with Y axis inverted
  55613. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55615. */
  55616. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55617. /** Gets or sets the texture format to use */
  55618. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55619. /**
  55620. * Update the texture with new data
  55621. * @param data defines the data to store in the texture
  55622. */
  55623. update(data: ArrayBufferView): void;
  55624. }
  55625. }
  55626. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55627. import { Scene } from "babylonjs/scene";
  55628. import { Texture } from "babylonjs/Materials/Textures/texture";
  55629. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55630. /**
  55631. * Class used to store 2D array textures containing user data
  55632. */
  55633. export class RawTexture2DArray extends Texture {
  55634. /** Gets or sets the texture format to use */
  55635. format: number;
  55636. private _engine;
  55637. /**
  55638. * Create a new RawTexture2DArray
  55639. * @param data defines the data of the texture
  55640. * @param width defines the width of the texture
  55641. * @param height defines the height of the texture
  55642. * @param depth defines the number of layers of the texture
  55643. * @param format defines the texture format to use
  55644. * @param scene defines the hosting scene
  55645. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55646. * @param invertY defines if texture must be stored with Y axis inverted
  55647. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55648. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55649. */
  55650. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55651. /** Gets or sets the texture format to use */
  55652. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55653. /**
  55654. * Update the texture with new data
  55655. * @param data defines the data to store in the texture
  55656. */
  55657. update(data: ArrayBufferView): void;
  55658. }
  55659. }
  55660. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55661. import { Scene } from "babylonjs/scene";
  55662. import { Plane } from "babylonjs/Maths/math.plane";
  55663. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55664. /**
  55665. * Creates a refraction texture used by refraction channel of the standard material.
  55666. * It is like a mirror but to see through a material.
  55667. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55668. */
  55669. export class RefractionTexture extends RenderTargetTexture {
  55670. /**
  55671. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55672. * 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.
  55673. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55674. */
  55675. refractionPlane: Plane;
  55676. /**
  55677. * Define how deep under the surface we should see.
  55678. */
  55679. depth: number;
  55680. /**
  55681. * Creates a refraction texture used by refraction channel of the standard material.
  55682. * It is like a mirror but to see through a material.
  55683. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55684. * @param name Define the texture name
  55685. * @param size Define the size of the underlying texture
  55686. * @param scene Define the scene the refraction belongs to
  55687. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55688. */
  55689. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55690. /**
  55691. * Clone the refraction texture.
  55692. * @returns the cloned texture
  55693. */
  55694. clone(): RefractionTexture;
  55695. /**
  55696. * Serialize the texture to a JSON representation you could use in Parse later on
  55697. * @returns the serialized JSON representation
  55698. */
  55699. serialize(): any;
  55700. }
  55701. }
  55702. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55703. import { Nullable } from "babylonjs/types";
  55704. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55705. import { Matrix } from "babylonjs/Maths/math.vector";
  55706. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55707. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55708. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55709. import { Scene } from "babylonjs/scene";
  55710. /**
  55711. * Defines the options related to the creation of an HtmlElementTexture
  55712. */
  55713. export interface IHtmlElementTextureOptions {
  55714. /**
  55715. * Defines wether mip maps should be created or not.
  55716. */
  55717. generateMipMaps?: boolean;
  55718. /**
  55719. * Defines the sampling mode of the texture.
  55720. */
  55721. samplingMode?: number;
  55722. /**
  55723. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55724. */
  55725. engine: Nullable<ThinEngine>;
  55726. /**
  55727. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55728. */
  55729. scene: Nullable<Scene>;
  55730. }
  55731. /**
  55732. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55733. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55734. * is automatically managed.
  55735. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55736. * in your application.
  55737. *
  55738. * As the update is not automatic, you need to call them manually.
  55739. */
  55740. export class HtmlElementTexture extends BaseTexture {
  55741. /**
  55742. * The texture URL.
  55743. */
  55744. element: HTMLVideoElement | HTMLCanvasElement;
  55745. private static readonly DefaultOptions;
  55746. private _textureMatrix;
  55747. private _engine;
  55748. private _isVideo;
  55749. private _generateMipMaps;
  55750. private _samplingMode;
  55751. /**
  55752. * Instantiates a HtmlElementTexture from the following parameters.
  55753. *
  55754. * @param name Defines the name of the texture
  55755. * @param element Defines the video or canvas the texture is filled with
  55756. * @param options Defines the other none mandatory texture creation options
  55757. */
  55758. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55759. private _createInternalTexture;
  55760. /**
  55761. * Returns the texture matrix used in most of the material.
  55762. */
  55763. getTextureMatrix(): Matrix;
  55764. /**
  55765. * Updates the content of the texture.
  55766. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55767. */
  55768. update(invertY?: Nullable<boolean>): void;
  55769. }
  55770. }
  55771. declare module "babylonjs/Materials/Textures/index" {
  55772. export * from "babylonjs/Materials/Textures/baseTexture";
  55773. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55774. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55775. export * from "babylonjs/Materials/Textures/cubeTexture";
  55776. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55777. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55778. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55779. export * from "babylonjs/Materials/Textures/internalTexture";
  55780. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55781. export * from "babylonjs/Materials/Textures/Loaders/index";
  55782. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55783. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55784. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55785. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55786. export * from "babylonjs/Materials/Textures/rawTexture";
  55787. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55788. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55789. export * from "babylonjs/Materials/Textures/refractionTexture";
  55790. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55791. export * from "babylonjs/Materials/Textures/texture";
  55792. export * from "babylonjs/Materials/Textures/videoTexture";
  55793. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55794. }
  55795. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55796. /**
  55797. * Enum used to define the target of a block
  55798. */
  55799. export enum NodeMaterialBlockTargets {
  55800. /** Vertex shader */
  55801. Vertex = 1,
  55802. /** Fragment shader */
  55803. Fragment = 2,
  55804. /** Neutral */
  55805. Neutral = 4,
  55806. /** Vertex and Fragment */
  55807. VertexAndFragment = 3
  55808. }
  55809. }
  55810. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55811. /**
  55812. * Defines the kind of connection point for node based material
  55813. */
  55814. export enum NodeMaterialBlockConnectionPointTypes {
  55815. /** Float */
  55816. Float = 1,
  55817. /** Int */
  55818. Int = 2,
  55819. /** Vector2 */
  55820. Vector2 = 4,
  55821. /** Vector3 */
  55822. Vector3 = 8,
  55823. /** Vector4 */
  55824. Vector4 = 16,
  55825. /** Color3 */
  55826. Color3 = 32,
  55827. /** Color4 */
  55828. Color4 = 64,
  55829. /** Matrix */
  55830. Matrix = 128,
  55831. /** Detect type based on connection */
  55832. AutoDetect = 1024,
  55833. /** Output type that will be defined by input type */
  55834. BasedOnInput = 2048
  55835. }
  55836. }
  55837. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55838. /**
  55839. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55840. */
  55841. export enum NodeMaterialBlockConnectionPointMode {
  55842. /** Value is an uniform */
  55843. Uniform = 0,
  55844. /** Value is a mesh attribute */
  55845. Attribute = 1,
  55846. /** Value is a varying between vertex and fragment shaders */
  55847. Varying = 2,
  55848. /** Mode is undefined */
  55849. Undefined = 3
  55850. }
  55851. }
  55852. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55853. /**
  55854. * Enum used to define system values e.g. values automatically provided by the system
  55855. */
  55856. export enum NodeMaterialSystemValues {
  55857. /** World */
  55858. World = 1,
  55859. /** View */
  55860. View = 2,
  55861. /** Projection */
  55862. Projection = 3,
  55863. /** ViewProjection */
  55864. ViewProjection = 4,
  55865. /** WorldView */
  55866. WorldView = 5,
  55867. /** WorldViewProjection */
  55868. WorldViewProjection = 6,
  55869. /** CameraPosition */
  55870. CameraPosition = 7,
  55871. /** Fog Color */
  55872. FogColor = 8,
  55873. /** Delta time */
  55874. DeltaTime = 9
  55875. }
  55876. }
  55877. declare module "babylonjs/Materials/Node/Enums/index" {
  55878. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55879. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55880. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55881. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55882. }
  55883. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55884. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55885. /**
  55886. * Root class for all node material optimizers
  55887. */
  55888. export class NodeMaterialOptimizer {
  55889. /**
  55890. * Function used to optimize a NodeMaterial graph
  55891. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55892. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55893. */
  55894. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55895. }
  55896. }
  55897. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55898. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55899. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55900. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55901. import { Scene } from "babylonjs/scene";
  55902. /**
  55903. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55904. */
  55905. export class TransformBlock extends NodeMaterialBlock {
  55906. /**
  55907. * Defines the value to use to complement W value to transform it to a Vector4
  55908. */
  55909. complementW: number;
  55910. /**
  55911. * Defines the value to use to complement z value to transform it to a Vector4
  55912. */
  55913. complementZ: number;
  55914. /**
  55915. * Creates a new TransformBlock
  55916. * @param name defines the block name
  55917. */
  55918. constructor(name: string);
  55919. /**
  55920. * Gets the current class name
  55921. * @returns the class name
  55922. */
  55923. getClassName(): string;
  55924. /**
  55925. * Gets the vector input
  55926. */
  55927. readonly vector: NodeMaterialConnectionPoint;
  55928. /**
  55929. * Gets the output component
  55930. */
  55931. readonly output: NodeMaterialConnectionPoint;
  55932. /**
  55933. * Gets the matrix transform input
  55934. */
  55935. readonly transform: NodeMaterialConnectionPoint;
  55936. protected _buildBlock(state: NodeMaterialBuildState): this;
  55937. serialize(): any;
  55938. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55939. protected _dumpPropertiesCode(): string;
  55940. }
  55941. }
  55942. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55946. /**
  55947. * Block used to output the vertex position
  55948. */
  55949. export class VertexOutputBlock extends NodeMaterialBlock {
  55950. /**
  55951. * Creates a new VertexOutputBlock
  55952. * @param name defines the block name
  55953. */
  55954. constructor(name: string);
  55955. /**
  55956. * Gets the current class name
  55957. * @returns the class name
  55958. */
  55959. getClassName(): string;
  55960. /**
  55961. * Gets the vector input component
  55962. */
  55963. readonly vector: NodeMaterialConnectionPoint;
  55964. protected _buildBlock(state: NodeMaterialBuildState): this;
  55965. }
  55966. }
  55967. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55968. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55969. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55970. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55971. /**
  55972. * Block used to output the final color
  55973. */
  55974. export class FragmentOutputBlock extends NodeMaterialBlock {
  55975. /**
  55976. * Create a new FragmentOutputBlock
  55977. * @param name defines the block name
  55978. */
  55979. constructor(name: string);
  55980. /**
  55981. * Gets the current class name
  55982. * @returns the class name
  55983. */
  55984. getClassName(): string;
  55985. /**
  55986. * Gets the rgba input component
  55987. */
  55988. readonly rgba: NodeMaterialConnectionPoint;
  55989. /**
  55990. * Gets the rgb input component
  55991. */
  55992. readonly rgb: NodeMaterialConnectionPoint;
  55993. /**
  55994. * Gets the a input component
  55995. */
  55996. readonly a: NodeMaterialConnectionPoint;
  55997. protected _buildBlock(state: NodeMaterialBuildState): this;
  55998. }
  55999. }
  56000. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  56001. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56002. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56003. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56004. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56005. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56006. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56007. import { Effect } from "babylonjs/Materials/effect";
  56008. import { Mesh } from "babylonjs/Meshes/mesh";
  56009. import { Nullable } from "babylonjs/types";
  56010. import { Scene } from "babylonjs/scene";
  56011. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  56012. /**
  56013. * Block used to read a reflection texture from a sampler
  56014. */
  56015. export class ReflectionTextureBlock extends NodeMaterialBlock {
  56016. private _define3DName;
  56017. private _defineCubicName;
  56018. private _defineExplicitName;
  56019. private _defineProjectionName;
  56020. private _defineLocalCubicName;
  56021. private _defineSphericalName;
  56022. private _definePlanarName;
  56023. private _defineEquirectangularName;
  56024. private _defineMirroredEquirectangularFixedName;
  56025. private _defineEquirectangularFixedName;
  56026. private _defineSkyboxName;
  56027. private _cubeSamplerName;
  56028. private _2DSamplerName;
  56029. private _positionUVWName;
  56030. private _directionWName;
  56031. private _reflectionCoordsName;
  56032. private _reflection2DCoordsName;
  56033. private _reflectionColorName;
  56034. private _reflectionMatrixName;
  56035. /**
  56036. * Gets or sets the texture associated with the node
  56037. */
  56038. texture: Nullable<BaseTexture>;
  56039. /**
  56040. * Create a new TextureBlock
  56041. * @param name defines the block name
  56042. */
  56043. constructor(name: string);
  56044. /**
  56045. * Gets the current class name
  56046. * @returns the class name
  56047. */
  56048. getClassName(): string;
  56049. /**
  56050. * Gets the world position input component
  56051. */
  56052. readonly position: NodeMaterialConnectionPoint;
  56053. /**
  56054. * Gets the world position input component
  56055. */
  56056. readonly worldPosition: NodeMaterialConnectionPoint;
  56057. /**
  56058. * Gets the world normal input component
  56059. */
  56060. readonly worldNormal: NodeMaterialConnectionPoint;
  56061. /**
  56062. * Gets the world input component
  56063. */
  56064. readonly world: NodeMaterialConnectionPoint;
  56065. /**
  56066. * Gets the camera (or eye) position component
  56067. */
  56068. readonly cameraPosition: NodeMaterialConnectionPoint;
  56069. /**
  56070. * Gets the view input component
  56071. */
  56072. readonly view: NodeMaterialConnectionPoint;
  56073. /**
  56074. * Gets the rgb output component
  56075. */
  56076. readonly rgb: NodeMaterialConnectionPoint;
  56077. /**
  56078. * Gets the r output component
  56079. */
  56080. readonly r: NodeMaterialConnectionPoint;
  56081. /**
  56082. * Gets the g output component
  56083. */
  56084. readonly g: NodeMaterialConnectionPoint;
  56085. /**
  56086. * Gets the b output component
  56087. */
  56088. readonly b: NodeMaterialConnectionPoint;
  56089. autoConfigure(material: NodeMaterial): void;
  56090. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56091. isReady(): boolean;
  56092. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56093. private _injectVertexCode;
  56094. private _writeOutput;
  56095. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56096. protected _dumpPropertiesCode(): string;
  56097. serialize(): any;
  56098. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56099. }
  56100. }
  56101. declare module "babylonjs/Materials/Node/nodeMaterial" {
  56102. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56103. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  56104. import { Scene } from "babylonjs/scene";
  56105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56106. import { Matrix } from "babylonjs/Maths/math.vector";
  56107. import { Mesh } from "babylonjs/Meshes/mesh";
  56108. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  56109. import { Observable } from "babylonjs/Misc/observable";
  56110. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56111. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  56112. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56113. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  56114. import { Nullable } from "babylonjs/types";
  56115. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56116. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56117. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56118. /**
  56119. * Interface used to configure the node material editor
  56120. */
  56121. export interface INodeMaterialEditorOptions {
  56122. /** Define the URl to load node editor script */
  56123. editorURL?: string;
  56124. }
  56125. /** @hidden */
  56126. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  56127. /** BONES */
  56128. NUM_BONE_INFLUENCERS: number;
  56129. BonesPerMesh: number;
  56130. BONETEXTURE: boolean;
  56131. /** MORPH TARGETS */
  56132. MORPHTARGETS: boolean;
  56133. MORPHTARGETS_NORMAL: boolean;
  56134. MORPHTARGETS_TANGENT: boolean;
  56135. MORPHTARGETS_UV: boolean;
  56136. NUM_MORPH_INFLUENCERS: number;
  56137. /** IMAGE PROCESSING */
  56138. IMAGEPROCESSING: boolean;
  56139. VIGNETTE: boolean;
  56140. VIGNETTEBLENDMODEMULTIPLY: boolean;
  56141. VIGNETTEBLENDMODEOPAQUE: boolean;
  56142. TONEMAPPING: boolean;
  56143. TONEMAPPING_ACES: boolean;
  56144. CONTRAST: boolean;
  56145. EXPOSURE: boolean;
  56146. COLORCURVES: boolean;
  56147. COLORGRADING: boolean;
  56148. COLORGRADING3D: boolean;
  56149. SAMPLER3DGREENDEPTH: boolean;
  56150. SAMPLER3DBGRMAP: boolean;
  56151. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56152. /** MISC. */
  56153. BUMPDIRECTUV: number;
  56154. constructor();
  56155. setValue(name: string, value: boolean): void;
  56156. }
  56157. /**
  56158. * Class used to configure NodeMaterial
  56159. */
  56160. export interface INodeMaterialOptions {
  56161. /**
  56162. * Defines if blocks should emit comments
  56163. */
  56164. emitComments: boolean;
  56165. }
  56166. /**
  56167. * Class used to create a node based material built by assembling shader blocks
  56168. */
  56169. export class NodeMaterial extends PushMaterial {
  56170. private static _BuildIdGenerator;
  56171. private _options;
  56172. private _vertexCompilationState;
  56173. private _fragmentCompilationState;
  56174. private _sharedData;
  56175. private _buildId;
  56176. private _buildWasSuccessful;
  56177. private _cachedWorldViewMatrix;
  56178. private _cachedWorldViewProjectionMatrix;
  56179. private _optimizers;
  56180. private _animationFrame;
  56181. /** Define the URl to load node editor script */
  56182. static EditorURL: string;
  56183. private BJSNODEMATERIALEDITOR;
  56184. /** Get the inspector from bundle or global */
  56185. private _getGlobalNodeMaterialEditor;
  56186. /**
  56187. * 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)
  56188. */
  56189. ignoreAlpha: boolean;
  56190. /**
  56191. * Defines the maximum number of lights that can be used in the material
  56192. */
  56193. maxSimultaneousLights: number;
  56194. /**
  56195. * Observable raised when the material is built
  56196. */
  56197. onBuildObservable: Observable<NodeMaterial>;
  56198. /**
  56199. * Gets or sets the root nodes of the material vertex shader
  56200. */
  56201. _vertexOutputNodes: NodeMaterialBlock[];
  56202. /**
  56203. * Gets or sets the root nodes of the material fragment (pixel) shader
  56204. */
  56205. _fragmentOutputNodes: NodeMaterialBlock[];
  56206. /** Gets or sets options to control the node material overall behavior */
  56207. options: INodeMaterialOptions;
  56208. /**
  56209. * Default configuration related to image processing available in the standard Material.
  56210. */
  56211. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56212. /**
  56213. * Gets the image processing configuration used either in this material.
  56214. */
  56215. /**
  56216. * Sets the Default image processing configuration used either in the this material.
  56217. *
  56218. * If sets to null, the scene one is in use.
  56219. */
  56220. imageProcessingConfiguration: ImageProcessingConfiguration;
  56221. /**
  56222. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56223. */
  56224. attachedBlocks: NodeMaterialBlock[];
  56225. /**
  56226. * Create a new node based material
  56227. * @param name defines the material name
  56228. * @param scene defines the hosting scene
  56229. * @param options defines creation option
  56230. */
  56231. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56232. /**
  56233. * Gets the current class name of the material e.g. "NodeMaterial"
  56234. * @returns the class name
  56235. */
  56236. getClassName(): string;
  56237. /**
  56238. * Keep track of the image processing observer to allow dispose and replace.
  56239. */
  56240. private _imageProcessingObserver;
  56241. /**
  56242. * Attaches a new image processing configuration to the Standard Material.
  56243. * @param configuration
  56244. */
  56245. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56246. /**
  56247. * Get a block by its name
  56248. * @param name defines the name of the block to retrieve
  56249. * @returns the required block or null if not found
  56250. */
  56251. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56252. /**
  56253. * Get a block by its name
  56254. * @param predicate defines the predicate used to find the good candidate
  56255. * @returns the required block or null if not found
  56256. */
  56257. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56258. /**
  56259. * Get an input block by its name
  56260. * @param predicate defines the predicate used to find the good candidate
  56261. * @returns the required input block or null if not found
  56262. */
  56263. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56264. /**
  56265. * Gets the list of input blocks attached to this material
  56266. * @returns an array of InputBlocks
  56267. */
  56268. getInputBlocks(): InputBlock[];
  56269. /**
  56270. * Adds a new optimizer to the list of optimizers
  56271. * @param optimizer defines the optimizers to add
  56272. * @returns the current material
  56273. */
  56274. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56275. /**
  56276. * Remove an optimizer from the list of optimizers
  56277. * @param optimizer defines the optimizers to remove
  56278. * @returns the current material
  56279. */
  56280. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56281. /**
  56282. * Add a new block to the list of output nodes
  56283. * @param node defines the node to add
  56284. * @returns the current material
  56285. */
  56286. addOutputNode(node: NodeMaterialBlock): this;
  56287. /**
  56288. * Remove a block from the list of root nodes
  56289. * @param node defines the node to remove
  56290. * @returns the current material
  56291. */
  56292. removeOutputNode(node: NodeMaterialBlock): this;
  56293. private _addVertexOutputNode;
  56294. private _removeVertexOutputNode;
  56295. private _addFragmentOutputNode;
  56296. private _removeFragmentOutputNode;
  56297. /**
  56298. * Specifies if the material will require alpha blending
  56299. * @returns a boolean specifying if alpha blending is needed
  56300. */
  56301. needAlphaBlending(): boolean;
  56302. /**
  56303. * Specifies if this material should be rendered in alpha test mode
  56304. * @returns a boolean specifying if an alpha test is needed.
  56305. */
  56306. needAlphaTesting(): boolean;
  56307. private _initializeBlock;
  56308. private _resetDualBlocks;
  56309. /**
  56310. * Build the material and generates the inner effect
  56311. * @param verbose defines if the build should log activity
  56312. */
  56313. build(verbose?: boolean): void;
  56314. /**
  56315. * Runs an otpimization phase to try to improve the shader code
  56316. */
  56317. optimize(): void;
  56318. private _prepareDefinesForAttributes;
  56319. /**
  56320. * Get if the submesh is ready to be used and all its information available.
  56321. * Child classes can use it to update shaders
  56322. * @param mesh defines the mesh to check
  56323. * @param subMesh defines which submesh to check
  56324. * @param useInstances specifies that instances should be used
  56325. * @returns a boolean indicating that the submesh is ready or not
  56326. */
  56327. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56328. /**
  56329. * Get a string representing the shaders built by the current node graph
  56330. */
  56331. readonly compiledShaders: string;
  56332. /**
  56333. * Binds the world matrix to the material
  56334. * @param world defines the world transformation matrix
  56335. */
  56336. bindOnlyWorldMatrix(world: Matrix): void;
  56337. /**
  56338. * Binds the submesh to this material by preparing the effect and shader to draw
  56339. * @param world defines the world transformation matrix
  56340. * @param mesh defines the mesh containing the submesh
  56341. * @param subMesh defines the submesh to bind the material to
  56342. */
  56343. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56344. /**
  56345. * Gets the active textures from the material
  56346. * @returns an array of textures
  56347. */
  56348. getActiveTextures(): BaseTexture[];
  56349. /**
  56350. * Gets the list of texture blocks
  56351. * @returns an array of texture blocks
  56352. */
  56353. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56354. /**
  56355. * Specifies if the material uses a texture
  56356. * @param texture defines the texture to check against the material
  56357. * @returns a boolean specifying if the material uses the texture
  56358. */
  56359. hasTexture(texture: BaseTexture): boolean;
  56360. /**
  56361. * Disposes the material
  56362. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56363. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56364. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56365. */
  56366. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56367. /** Creates the node editor window. */
  56368. private _createNodeEditor;
  56369. /**
  56370. * Launch the node material editor
  56371. * @param config Define the configuration of the editor
  56372. * @return a promise fulfilled when the node editor is visible
  56373. */
  56374. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56375. /**
  56376. * Clear the current material
  56377. */
  56378. clear(): void;
  56379. /**
  56380. * Clear the current material and set it to a default state
  56381. */
  56382. setToDefault(): void;
  56383. /**
  56384. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56385. * @param url defines the url to load from
  56386. * @returns a promise that will fullfil when the material is fully loaded
  56387. */
  56388. loadAsync(url: string): Promise<void>;
  56389. private _gatherBlocks;
  56390. /**
  56391. * Generate a string containing the code declaration required to create an equivalent of this material
  56392. * @returns a string
  56393. */
  56394. generateCode(): string;
  56395. /**
  56396. * Serializes this material in a JSON representation
  56397. * @returns the serialized material object
  56398. */
  56399. serialize(): any;
  56400. private _restoreConnections;
  56401. /**
  56402. * Clear the current graph and load a new one from a serialization object
  56403. * @param source defines the JSON representation of the material
  56404. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56405. */
  56406. loadFromSerialization(source: any, rootUrl?: string): void;
  56407. /**
  56408. * Creates a node material from parsed material data
  56409. * @param source defines the JSON representation of the material
  56410. * @param scene defines the hosting scene
  56411. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56412. * @returns a new node material
  56413. */
  56414. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56415. /**
  56416. * Creates a new node material set to default basic configuration
  56417. * @param name defines the name of the material
  56418. * @param scene defines the hosting scene
  56419. * @returns a new NodeMaterial
  56420. */
  56421. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56422. }
  56423. }
  56424. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56425. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56426. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56427. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56428. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56429. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56430. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56431. import { Effect } from "babylonjs/Materials/effect";
  56432. import { Mesh } from "babylonjs/Meshes/mesh";
  56433. import { Nullable } from "babylonjs/types";
  56434. import { Texture } from "babylonjs/Materials/Textures/texture";
  56435. import { Scene } from "babylonjs/scene";
  56436. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56437. /**
  56438. * Block used to read a texture from a sampler
  56439. */
  56440. export class TextureBlock extends NodeMaterialBlock {
  56441. private _defineName;
  56442. private _linearDefineName;
  56443. private _samplerName;
  56444. private _transformedUVName;
  56445. private _textureTransformName;
  56446. private _textureInfoName;
  56447. private _mainUVName;
  56448. private _mainUVDefineName;
  56449. /**
  56450. * Gets or sets the texture associated with the node
  56451. */
  56452. texture: Nullable<Texture>;
  56453. /**
  56454. * Create a new TextureBlock
  56455. * @param name defines the block name
  56456. */
  56457. constructor(name: string);
  56458. /**
  56459. * Gets the current class name
  56460. * @returns the class name
  56461. */
  56462. getClassName(): string;
  56463. /**
  56464. * Gets the uv input component
  56465. */
  56466. readonly uv: NodeMaterialConnectionPoint;
  56467. /**
  56468. * Gets the rgba output component
  56469. */
  56470. readonly rgba: NodeMaterialConnectionPoint;
  56471. /**
  56472. * Gets the rgb output component
  56473. */
  56474. readonly rgb: NodeMaterialConnectionPoint;
  56475. /**
  56476. * Gets the r output component
  56477. */
  56478. readonly r: NodeMaterialConnectionPoint;
  56479. /**
  56480. * Gets the g output component
  56481. */
  56482. readonly g: NodeMaterialConnectionPoint;
  56483. /**
  56484. * Gets the b output component
  56485. */
  56486. readonly b: NodeMaterialConnectionPoint;
  56487. /**
  56488. * Gets the a output component
  56489. */
  56490. readonly a: NodeMaterialConnectionPoint;
  56491. readonly target: NodeMaterialBlockTargets;
  56492. autoConfigure(material: NodeMaterial): void;
  56493. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56494. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56495. isReady(): boolean;
  56496. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56497. private readonly _isMixed;
  56498. private _injectVertexCode;
  56499. private _writeOutput;
  56500. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56501. protected _dumpPropertiesCode(): string;
  56502. serialize(): any;
  56503. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56504. }
  56505. }
  56506. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56507. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56508. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56509. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56510. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56511. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56512. import { Scene } from "babylonjs/scene";
  56513. /**
  56514. * Class used to store shared data between 2 NodeMaterialBuildState
  56515. */
  56516. export class NodeMaterialBuildStateSharedData {
  56517. /**
  56518. * Gets the list of emitted varyings
  56519. */
  56520. temps: string[];
  56521. /**
  56522. * Gets the list of emitted varyings
  56523. */
  56524. varyings: string[];
  56525. /**
  56526. * Gets the varying declaration string
  56527. */
  56528. varyingDeclaration: string;
  56529. /**
  56530. * Input blocks
  56531. */
  56532. inputBlocks: InputBlock[];
  56533. /**
  56534. * Input blocks
  56535. */
  56536. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56537. /**
  56538. * Bindable blocks (Blocks that need to set data to the effect)
  56539. */
  56540. bindableBlocks: NodeMaterialBlock[];
  56541. /**
  56542. * List of blocks that can provide a compilation fallback
  56543. */
  56544. blocksWithFallbacks: NodeMaterialBlock[];
  56545. /**
  56546. * List of blocks that can provide a define update
  56547. */
  56548. blocksWithDefines: NodeMaterialBlock[];
  56549. /**
  56550. * List of blocks that can provide a repeatable content
  56551. */
  56552. repeatableContentBlocks: NodeMaterialBlock[];
  56553. /**
  56554. * List of blocks that can provide a dynamic list of uniforms
  56555. */
  56556. dynamicUniformBlocks: NodeMaterialBlock[];
  56557. /**
  56558. * List of blocks that can block the isReady function for the material
  56559. */
  56560. blockingBlocks: NodeMaterialBlock[];
  56561. /**
  56562. * Gets the list of animated inputs
  56563. */
  56564. animatedInputs: InputBlock[];
  56565. /**
  56566. * Build Id used to avoid multiple recompilations
  56567. */
  56568. buildId: number;
  56569. /** List of emitted variables */
  56570. variableNames: {
  56571. [key: string]: number;
  56572. };
  56573. /** List of emitted defines */
  56574. defineNames: {
  56575. [key: string]: number;
  56576. };
  56577. /** Should emit comments? */
  56578. emitComments: boolean;
  56579. /** Emit build activity */
  56580. verbose: boolean;
  56581. /** Gets or sets the hosting scene */
  56582. scene: Scene;
  56583. /**
  56584. * Gets the compilation hints emitted at compilation time
  56585. */
  56586. hints: {
  56587. needWorldViewMatrix: boolean;
  56588. needWorldViewProjectionMatrix: boolean;
  56589. needAlphaBlending: boolean;
  56590. needAlphaTesting: boolean;
  56591. };
  56592. /**
  56593. * List of compilation checks
  56594. */
  56595. checks: {
  56596. emitVertex: boolean;
  56597. emitFragment: boolean;
  56598. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56599. };
  56600. /** Creates a new shared data */
  56601. constructor();
  56602. /**
  56603. * Emits console errors and exceptions if there is a failing check
  56604. */
  56605. emitErrors(): void;
  56606. }
  56607. }
  56608. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56609. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56610. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56611. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56612. /**
  56613. * Class used to store node based material build state
  56614. */
  56615. export class NodeMaterialBuildState {
  56616. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56617. supportUniformBuffers: boolean;
  56618. /**
  56619. * Gets the list of emitted attributes
  56620. */
  56621. attributes: string[];
  56622. /**
  56623. * Gets the list of emitted uniforms
  56624. */
  56625. uniforms: string[];
  56626. /**
  56627. * Gets the list of emitted constants
  56628. */
  56629. constants: string[];
  56630. /**
  56631. * Gets the list of emitted samplers
  56632. */
  56633. samplers: string[];
  56634. /**
  56635. * Gets the list of emitted functions
  56636. */
  56637. functions: {
  56638. [key: string]: string;
  56639. };
  56640. /**
  56641. * Gets the list of emitted extensions
  56642. */
  56643. extensions: {
  56644. [key: string]: string;
  56645. };
  56646. /**
  56647. * Gets the target of the compilation state
  56648. */
  56649. target: NodeMaterialBlockTargets;
  56650. /**
  56651. * Gets the list of emitted counters
  56652. */
  56653. counters: {
  56654. [key: string]: number;
  56655. };
  56656. /**
  56657. * Shared data between multiple NodeMaterialBuildState instances
  56658. */
  56659. sharedData: NodeMaterialBuildStateSharedData;
  56660. /** @hidden */
  56661. _vertexState: NodeMaterialBuildState;
  56662. /** @hidden */
  56663. _attributeDeclaration: string;
  56664. /** @hidden */
  56665. _uniformDeclaration: string;
  56666. /** @hidden */
  56667. _constantDeclaration: string;
  56668. /** @hidden */
  56669. _samplerDeclaration: string;
  56670. /** @hidden */
  56671. _varyingTransfer: string;
  56672. private _repeatableContentAnchorIndex;
  56673. /** @hidden */
  56674. _builtCompilationString: string;
  56675. /**
  56676. * Gets the emitted compilation strings
  56677. */
  56678. compilationString: string;
  56679. /**
  56680. * Finalize the compilation strings
  56681. * @param state defines the current compilation state
  56682. */
  56683. finalize(state: NodeMaterialBuildState): void;
  56684. /** @hidden */
  56685. readonly _repeatableContentAnchor: string;
  56686. /** @hidden */
  56687. _getFreeVariableName(prefix: string): string;
  56688. /** @hidden */
  56689. _getFreeDefineName(prefix: string): string;
  56690. /** @hidden */
  56691. _excludeVariableName(name: string): void;
  56692. /** @hidden */
  56693. _emit2DSampler(name: string): void;
  56694. /** @hidden */
  56695. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56696. /** @hidden */
  56697. _emitExtension(name: string, extension: string): void;
  56698. /** @hidden */
  56699. _emitFunction(name: string, code: string, comments: string): void;
  56700. /** @hidden */
  56701. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56702. replaceStrings?: {
  56703. search: RegExp;
  56704. replace: string;
  56705. }[];
  56706. repeatKey?: string;
  56707. }): string;
  56708. /** @hidden */
  56709. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56710. repeatKey?: string;
  56711. removeAttributes?: boolean;
  56712. removeUniforms?: boolean;
  56713. removeVaryings?: boolean;
  56714. removeIfDef?: boolean;
  56715. replaceStrings?: {
  56716. search: RegExp;
  56717. replace: string;
  56718. }[];
  56719. }, storeKey?: string): void;
  56720. /** @hidden */
  56721. _registerTempVariable(name: string): boolean;
  56722. /** @hidden */
  56723. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56724. /** @hidden */
  56725. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56726. /** @hidden */
  56727. _emitFloat(value: number): string;
  56728. }
  56729. }
  56730. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56731. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56732. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56733. import { Nullable } from "babylonjs/types";
  56734. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56735. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56736. import { Effect } from "babylonjs/Materials/effect";
  56737. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56738. import { Mesh } from "babylonjs/Meshes/mesh";
  56739. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56740. import { Scene } from "babylonjs/scene";
  56741. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56742. /**
  56743. * Defines a block that can be used inside a node based material
  56744. */
  56745. export class NodeMaterialBlock {
  56746. private _buildId;
  56747. private _buildTarget;
  56748. private _target;
  56749. private _isFinalMerger;
  56750. private _isInput;
  56751. protected _isUnique: boolean;
  56752. /** @hidden */
  56753. _codeVariableName: string;
  56754. /** @hidden */
  56755. _inputs: NodeMaterialConnectionPoint[];
  56756. /** @hidden */
  56757. _outputs: NodeMaterialConnectionPoint[];
  56758. /** @hidden */
  56759. _preparationId: number;
  56760. /**
  56761. * Gets or sets the name of the block
  56762. */
  56763. name: string;
  56764. /**
  56765. * Gets or sets the unique id of the node
  56766. */
  56767. uniqueId: number;
  56768. /**
  56769. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56770. */
  56771. readonly isUnique: boolean;
  56772. /**
  56773. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56774. */
  56775. readonly isFinalMerger: boolean;
  56776. /**
  56777. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56778. */
  56779. readonly isInput: boolean;
  56780. /**
  56781. * Gets or sets the build Id
  56782. */
  56783. buildId: number;
  56784. /**
  56785. * Gets or sets the target of the block
  56786. */
  56787. target: NodeMaterialBlockTargets;
  56788. /**
  56789. * Gets the list of input points
  56790. */
  56791. readonly inputs: NodeMaterialConnectionPoint[];
  56792. /** Gets the list of output points */
  56793. readonly outputs: NodeMaterialConnectionPoint[];
  56794. /**
  56795. * Find an input by its name
  56796. * @param name defines the name of the input to look for
  56797. * @returns the input or null if not found
  56798. */
  56799. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56800. /**
  56801. * Find an output by its name
  56802. * @param name defines the name of the outputto look for
  56803. * @returns the output or null if not found
  56804. */
  56805. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56806. /**
  56807. * Creates a new NodeMaterialBlock
  56808. * @param name defines the block name
  56809. * @param target defines the target of that block (Vertex by default)
  56810. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56811. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56812. */
  56813. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56814. /**
  56815. * Initialize the block and prepare the context for build
  56816. * @param state defines the state that will be used for the build
  56817. */
  56818. initialize(state: NodeMaterialBuildState): void;
  56819. /**
  56820. * Bind data to effect. Will only be called for blocks with isBindable === true
  56821. * @param effect defines the effect to bind data to
  56822. * @param nodeMaterial defines the hosting NodeMaterial
  56823. * @param mesh defines the mesh that will be rendered
  56824. */
  56825. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56826. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56827. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56828. protected _writeFloat(value: number): string;
  56829. /**
  56830. * Gets the current class name e.g. "NodeMaterialBlock"
  56831. * @returns the class name
  56832. */
  56833. getClassName(): string;
  56834. /**
  56835. * Register a new input. Must be called inside a block constructor
  56836. * @param name defines the connection point name
  56837. * @param type defines the connection point type
  56838. * @param isOptional defines a boolean indicating that this input can be omitted
  56839. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56840. * @returns the current block
  56841. */
  56842. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56843. /**
  56844. * Register a new output. Must be called inside a block constructor
  56845. * @param name defines the connection point name
  56846. * @param type defines the connection point type
  56847. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56848. * @returns the current block
  56849. */
  56850. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56851. /**
  56852. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56853. * @param forOutput defines an optional connection point to check compatibility with
  56854. * @returns the first available input or null
  56855. */
  56856. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56857. /**
  56858. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56859. * @param forBlock defines an optional block to check compatibility with
  56860. * @returns the first available input or null
  56861. */
  56862. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56863. /**
  56864. * Gets the sibling of the given output
  56865. * @param current defines the current output
  56866. * @returns the next output in the list or null
  56867. */
  56868. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56869. /**
  56870. * Connect current block with another block
  56871. * @param other defines the block to connect with
  56872. * @param options define the various options to help pick the right connections
  56873. * @returns the current block
  56874. */
  56875. connectTo(other: NodeMaterialBlock, options?: {
  56876. input?: string;
  56877. output?: string;
  56878. outputSwizzle?: string;
  56879. }): this | undefined;
  56880. protected _buildBlock(state: NodeMaterialBuildState): void;
  56881. /**
  56882. * Add uniforms, samplers and uniform buffers at compilation time
  56883. * @param state defines the state to update
  56884. * @param nodeMaterial defines the node material requesting the update
  56885. * @param defines defines the material defines to update
  56886. * @param uniformBuffers defines the list of uniform buffer names
  56887. */
  56888. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56889. /**
  56890. * Add potential fallbacks if shader compilation fails
  56891. * @param mesh defines the mesh to be rendered
  56892. * @param fallbacks defines the current prioritized list of fallbacks
  56893. */
  56894. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56895. /**
  56896. * Initialize defines for shader compilation
  56897. * @param mesh defines the mesh to be rendered
  56898. * @param nodeMaterial defines the node material requesting the update
  56899. * @param defines defines the material defines to update
  56900. * @param useInstances specifies that instances should be used
  56901. */
  56902. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56903. /**
  56904. * Update defines for shader compilation
  56905. * @param mesh defines the mesh to be rendered
  56906. * @param nodeMaterial defines the node material requesting the update
  56907. * @param defines defines the material defines to update
  56908. * @param useInstances specifies that instances should be used
  56909. */
  56910. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56911. /**
  56912. * Lets the block try to connect some inputs automatically
  56913. * @param material defines the hosting NodeMaterial
  56914. */
  56915. autoConfigure(material: NodeMaterial): void;
  56916. /**
  56917. * Function called when a block is declared as repeatable content generator
  56918. * @param vertexShaderState defines the current compilation state for the vertex shader
  56919. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56920. * @param mesh defines the mesh to be rendered
  56921. * @param defines defines the material defines to update
  56922. */
  56923. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56924. /**
  56925. * Checks if the block is ready
  56926. * @param mesh defines the mesh to be rendered
  56927. * @param nodeMaterial defines the node material requesting the update
  56928. * @param defines defines the material defines to update
  56929. * @param useInstances specifies that instances should be used
  56930. * @returns true if the block is ready
  56931. */
  56932. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56933. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56934. private _processBuild;
  56935. /**
  56936. * Compile the current node and generate the shader code
  56937. * @param state defines the current compilation state (uniforms, samplers, current string)
  56938. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56939. * @returns true if already built
  56940. */
  56941. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56942. protected _inputRename(name: string): string;
  56943. protected _outputRename(name: string): string;
  56944. protected _dumpPropertiesCode(): string;
  56945. /** @hidden */
  56946. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56947. /** @hidden */
  56948. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  56949. /**
  56950. * Clone the current block to a new identical block
  56951. * @param scene defines the hosting scene
  56952. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56953. * @returns a copy of the current block
  56954. */
  56955. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56956. /**
  56957. * Serializes this block in a JSON representation
  56958. * @returns the serialized block object
  56959. */
  56960. serialize(): any;
  56961. /** @hidden */
  56962. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56963. /**
  56964. * Release resources
  56965. */
  56966. dispose(): void;
  56967. }
  56968. }
  56969. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56970. /**
  56971. * Enum defining the type of animations supported by InputBlock
  56972. */
  56973. export enum AnimatedInputBlockTypes {
  56974. /** No animation */
  56975. None = 0,
  56976. /** Time based animation. Will only work for floats */
  56977. Time = 1
  56978. }
  56979. }
  56980. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56981. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56982. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56983. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56984. import { Nullable } from "babylonjs/types";
  56985. import { Effect } from "babylonjs/Materials/effect";
  56986. import { Matrix } from "babylonjs/Maths/math.vector";
  56987. import { Scene } from "babylonjs/scene";
  56988. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56989. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56990. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56991. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56992. /**
  56993. * Block used to expose an input value
  56994. */
  56995. export class InputBlock extends NodeMaterialBlock {
  56996. private _mode;
  56997. private _associatedVariableName;
  56998. private _storedValue;
  56999. private _valueCallback;
  57000. private _type;
  57001. private _animationType;
  57002. /** Gets or set a value used to limit the range of float values */
  57003. min: number;
  57004. /** Gets or set a value used to limit the range of float values */
  57005. max: number;
  57006. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  57007. matrixMode: number;
  57008. /** @hidden */
  57009. _systemValue: Nullable<NodeMaterialSystemValues>;
  57010. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  57011. visibleInInspector: boolean;
  57012. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  57013. isConstant: boolean;
  57014. /**
  57015. * Gets or sets the connection point type (default is float)
  57016. */
  57017. readonly type: NodeMaterialBlockConnectionPointTypes;
  57018. /**
  57019. * Creates a new InputBlock
  57020. * @param name defines the block name
  57021. * @param target defines the target of that block (Vertex by default)
  57022. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  57023. */
  57024. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  57025. /**
  57026. * Gets the output component
  57027. */
  57028. readonly output: NodeMaterialConnectionPoint;
  57029. /**
  57030. * Set the source of this connection point to a vertex attribute
  57031. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  57032. * @returns the current connection point
  57033. */
  57034. setAsAttribute(attributeName?: string): InputBlock;
  57035. /**
  57036. * Set the source of this connection point to a system value
  57037. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  57038. * @returns the current connection point
  57039. */
  57040. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  57041. /**
  57042. * Gets or sets the value of that point.
  57043. * Please note that this value will be ignored if valueCallback is defined
  57044. */
  57045. value: any;
  57046. /**
  57047. * Gets or sets a callback used to get the value of that point.
  57048. * Please note that setting this value will force the connection point to ignore the value property
  57049. */
  57050. valueCallback: () => any;
  57051. /**
  57052. * Gets or sets the associated variable name in the shader
  57053. */
  57054. associatedVariableName: string;
  57055. /** Gets or sets the type of animation applied to the input */
  57056. animationType: AnimatedInputBlockTypes;
  57057. /**
  57058. * Gets a boolean indicating that this connection point not defined yet
  57059. */
  57060. readonly isUndefined: boolean;
  57061. /**
  57062. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  57063. * In this case the connection point name must be the name of the uniform to use.
  57064. * Can only be set on inputs
  57065. */
  57066. isUniform: boolean;
  57067. /**
  57068. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  57069. * In this case the connection point name must be the name of the attribute to use
  57070. * Can only be set on inputs
  57071. */
  57072. isAttribute: boolean;
  57073. /**
  57074. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  57075. * Can only be set on exit points
  57076. */
  57077. isVarying: boolean;
  57078. /**
  57079. * Gets a boolean indicating that the current connection point is a system value
  57080. */
  57081. readonly isSystemValue: boolean;
  57082. /**
  57083. * Gets or sets the current well known value or null if not defined as a system value
  57084. */
  57085. systemValue: Nullable<NodeMaterialSystemValues>;
  57086. /**
  57087. * Gets the current class name
  57088. * @returns the class name
  57089. */
  57090. getClassName(): string;
  57091. /**
  57092. * Animate the input if animationType !== None
  57093. * @param scene defines the rendering scene
  57094. */
  57095. animate(scene: Scene): void;
  57096. private _emitDefine;
  57097. initialize(state: NodeMaterialBuildState): void;
  57098. /**
  57099. * Set the input block to its default value (based on its type)
  57100. */
  57101. setDefaultValue(): void;
  57102. private _emitConstant;
  57103. private _emit;
  57104. /** @hidden */
  57105. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  57106. /** @hidden */
  57107. _transmit(effect: Effect, scene: Scene): void;
  57108. protected _buildBlock(state: NodeMaterialBuildState): void;
  57109. protected _dumpPropertiesCode(): string;
  57110. serialize(): any;
  57111. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57112. }
  57113. }
  57114. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  57115. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  57116. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  57117. import { Nullable } from "babylonjs/types";
  57118. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57119. import { Observable } from "babylonjs/Misc/observable";
  57120. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57121. /**
  57122. * Enum used to define the compatibility state between two connection points
  57123. */
  57124. export enum NodeMaterialConnectionPointCompatibilityStates {
  57125. /** Points are compatibles */
  57126. Compatible = 0,
  57127. /** Points are incompatible because of their types */
  57128. TypeIncompatible = 1,
  57129. /** Points are incompatible because of their targets (vertex vs fragment) */
  57130. TargetIncompatible = 2
  57131. }
  57132. /**
  57133. * Defines a connection point for a block
  57134. */
  57135. export class NodeMaterialConnectionPoint {
  57136. /** @hidden */
  57137. _ownerBlock: NodeMaterialBlock;
  57138. /** @hidden */
  57139. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57140. private _endpoints;
  57141. private _associatedVariableName;
  57142. /** @hidden */
  57143. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57144. /** @hidden */
  57145. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57146. private _type;
  57147. /** @hidden */
  57148. _enforceAssociatedVariableName: boolean;
  57149. /**
  57150. * Gets or sets the additional types supported by this connection point
  57151. */
  57152. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57153. /**
  57154. * Gets or sets the additional types excluded by this connection point
  57155. */
  57156. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57157. /**
  57158. * Observable triggered when this point is connected
  57159. */
  57160. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57161. /**
  57162. * Gets or sets the associated variable name in the shader
  57163. */
  57164. associatedVariableName: string;
  57165. /**
  57166. * Gets or sets the connection point type (default is float)
  57167. */
  57168. type: NodeMaterialBlockConnectionPointTypes;
  57169. /**
  57170. * Gets or sets the connection point name
  57171. */
  57172. name: string;
  57173. /**
  57174. * Gets or sets a boolean indicating that this connection point can be omitted
  57175. */
  57176. isOptional: boolean;
  57177. /**
  57178. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57179. */
  57180. define: string;
  57181. /** @hidden */
  57182. _prioritizeVertex: boolean;
  57183. private _target;
  57184. /** Gets or sets the target of that connection point */
  57185. target: NodeMaterialBlockTargets;
  57186. /**
  57187. * Gets a boolean indicating that the current point is connected
  57188. */
  57189. readonly isConnected: boolean;
  57190. /**
  57191. * Gets a boolean indicating that the current point is connected to an input block
  57192. */
  57193. readonly isConnectedToInputBlock: boolean;
  57194. /**
  57195. * Gets a the connected input block (if any)
  57196. */
  57197. readonly connectInputBlock: Nullable<InputBlock>;
  57198. /** Get the other side of the connection (if any) */
  57199. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57200. /** Get the block that owns this connection point */
  57201. readonly ownerBlock: NodeMaterialBlock;
  57202. /** Get the block connected on the other side of this connection (if any) */
  57203. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57204. /** Get the block connected on the endpoints of this connection (if any) */
  57205. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57206. /** Gets the list of connected endpoints */
  57207. readonly endpoints: NodeMaterialConnectionPoint[];
  57208. /** Gets a boolean indicating if that output point is connected to at least one input */
  57209. readonly hasEndpoints: boolean;
  57210. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57211. readonly isConnectedInVertexShader: boolean;
  57212. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57213. readonly isConnectedInFragmentShader: boolean;
  57214. /**
  57215. * Creates a new connection point
  57216. * @param name defines the connection point name
  57217. * @param ownerBlock defines the block hosting this connection point
  57218. */
  57219. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57220. /**
  57221. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57222. * @returns the class name
  57223. */
  57224. getClassName(): string;
  57225. /**
  57226. * Gets a boolean indicating if the current point can be connected to another point
  57227. * @param connectionPoint defines the other connection point
  57228. * @returns a boolean
  57229. */
  57230. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57231. /**
  57232. * Gets a number indicating if the current point can be connected to another point
  57233. * @param connectionPoint defines the other connection point
  57234. * @returns a number defining the compatibility state
  57235. */
  57236. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57237. /**
  57238. * Connect this point to another connection point
  57239. * @param connectionPoint defines the other connection point
  57240. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57241. * @returns the current connection point
  57242. */
  57243. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57244. /**
  57245. * Disconnect this point from one of his endpoint
  57246. * @param endpoint defines the other connection point
  57247. * @returns the current connection point
  57248. */
  57249. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57250. /**
  57251. * Serializes this point in a JSON representation
  57252. * @returns the serialized point object
  57253. */
  57254. serialize(): any;
  57255. /**
  57256. * Release resources
  57257. */
  57258. dispose(): void;
  57259. }
  57260. }
  57261. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57262. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57263. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57264. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57265. import { Mesh } from "babylonjs/Meshes/mesh";
  57266. import { Effect } from "babylonjs/Materials/effect";
  57267. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57268. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57269. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57270. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57271. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57272. /**
  57273. * Block used to add support for vertex skinning (bones)
  57274. */
  57275. export class BonesBlock extends NodeMaterialBlock {
  57276. /**
  57277. * Creates a new BonesBlock
  57278. * @param name defines the block name
  57279. */
  57280. constructor(name: string);
  57281. /**
  57282. * Initialize the block and prepare the context for build
  57283. * @param state defines the state that will be used for the build
  57284. */
  57285. initialize(state: NodeMaterialBuildState): void;
  57286. /**
  57287. * Gets the current class name
  57288. * @returns the class name
  57289. */
  57290. getClassName(): string;
  57291. /**
  57292. * Gets the matrix indices input component
  57293. */
  57294. readonly matricesIndices: NodeMaterialConnectionPoint;
  57295. /**
  57296. * Gets the matrix weights input component
  57297. */
  57298. readonly matricesWeights: NodeMaterialConnectionPoint;
  57299. /**
  57300. * Gets the extra matrix indices input component
  57301. */
  57302. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57303. /**
  57304. * Gets the extra matrix weights input component
  57305. */
  57306. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57307. /**
  57308. * Gets the world input component
  57309. */
  57310. readonly world: NodeMaterialConnectionPoint;
  57311. /**
  57312. * Gets the output component
  57313. */
  57314. readonly output: NodeMaterialConnectionPoint;
  57315. autoConfigure(material: NodeMaterial): void;
  57316. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57317. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57318. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57319. protected _buildBlock(state: NodeMaterialBuildState): this;
  57320. }
  57321. }
  57322. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57323. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57324. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57325. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57326. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57327. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57328. /**
  57329. * Block used to add support for instances
  57330. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57331. */
  57332. export class InstancesBlock extends NodeMaterialBlock {
  57333. /**
  57334. * Creates a new InstancesBlock
  57335. * @param name defines the block name
  57336. */
  57337. constructor(name: string);
  57338. /**
  57339. * Gets the current class name
  57340. * @returns the class name
  57341. */
  57342. getClassName(): string;
  57343. /**
  57344. * Gets the first world row input component
  57345. */
  57346. readonly world0: NodeMaterialConnectionPoint;
  57347. /**
  57348. * Gets the second world row input component
  57349. */
  57350. readonly world1: NodeMaterialConnectionPoint;
  57351. /**
  57352. * Gets the third world row input component
  57353. */
  57354. readonly world2: NodeMaterialConnectionPoint;
  57355. /**
  57356. * Gets the forth world row input component
  57357. */
  57358. readonly world3: NodeMaterialConnectionPoint;
  57359. /**
  57360. * Gets the world input component
  57361. */
  57362. readonly world: NodeMaterialConnectionPoint;
  57363. /**
  57364. * Gets the output component
  57365. */
  57366. readonly output: NodeMaterialConnectionPoint;
  57367. autoConfigure(material: NodeMaterial): void;
  57368. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57369. protected _buildBlock(state: NodeMaterialBuildState): this;
  57370. }
  57371. }
  57372. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57373. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57374. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57375. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57377. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57378. import { Effect } from "babylonjs/Materials/effect";
  57379. import { Mesh } from "babylonjs/Meshes/mesh";
  57380. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57381. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57382. /**
  57383. * Block used to add morph targets support to vertex shader
  57384. */
  57385. export class MorphTargetsBlock extends NodeMaterialBlock {
  57386. private _repeatableContentAnchor;
  57387. private _repeatebleContentGenerated;
  57388. /**
  57389. * Create a new MorphTargetsBlock
  57390. * @param name defines the block name
  57391. */
  57392. constructor(name: string);
  57393. /**
  57394. * Gets the current class name
  57395. * @returns the class name
  57396. */
  57397. getClassName(): string;
  57398. /**
  57399. * Gets the position input component
  57400. */
  57401. readonly position: NodeMaterialConnectionPoint;
  57402. /**
  57403. * Gets the normal input component
  57404. */
  57405. readonly normal: NodeMaterialConnectionPoint;
  57406. /**
  57407. * Gets the tangent input component
  57408. */
  57409. readonly tangent: NodeMaterialConnectionPoint;
  57410. /**
  57411. * Gets the tangent input component
  57412. */
  57413. readonly uv: NodeMaterialConnectionPoint;
  57414. /**
  57415. * Gets the position output component
  57416. */
  57417. readonly positionOutput: NodeMaterialConnectionPoint;
  57418. /**
  57419. * Gets the normal output component
  57420. */
  57421. readonly normalOutput: NodeMaterialConnectionPoint;
  57422. /**
  57423. * Gets the tangent output component
  57424. */
  57425. readonly tangentOutput: NodeMaterialConnectionPoint;
  57426. /**
  57427. * Gets the tangent output component
  57428. */
  57429. readonly uvOutput: NodeMaterialConnectionPoint;
  57430. initialize(state: NodeMaterialBuildState): void;
  57431. autoConfigure(material: NodeMaterial): void;
  57432. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57433. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57434. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57435. protected _buildBlock(state: NodeMaterialBuildState): this;
  57436. }
  57437. }
  57438. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57439. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57440. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57441. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57442. import { Nullable } from "babylonjs/types";
  57443. import { Scene } from "babylonjs/scene";
  57444. import { Effect } from "babylonjs/Materials/effect";
  57445. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57446. import { Mesh } from "babylonjs/Meshes/mesh";
  57447. import { Light } from "babylonjs/Lights/light";
  57448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57449. /**
  57450. * Block used to get data information from a light
  57451. */
  57452. export class LightInformationBlock extends NodeMaterialBlock {
  57453. private _lightDataUniformName;
  57454. private _lightColorUniformName;
  57455. private _lightTypeDefineName;
  57456. /**
  57457. * Gets or sets the light associated with this block
  57458. */
  57459. light: Nullable<Light>;
  57460. /**
  57461. * Creates a new LightInformationBlock
  57462. * @param name defines the block name
  57463. */
  57464. constructor(name: string);
  57465. /**
  57466. * Gets the current class name
  57467. * @returns the class name
  57468. */
  57469. getClassName(): string;
  57470. /**
  57471. * Gets the world position input component
  57472. */
  57473. readonly worldPosition: NodeMaterialConnectionPoint;
  57474. /**
  57475. * Gets the direction output component
  57476. */
  57477. readonly direction: NodeMaterialConnectionPoint;
  57478. /**
  57479. * Gets the direction output component
  57480. */
  57481. readonly color: NodeMaterialConnectionPoint;
  57482. /**
  57483. * Gets the direction output component
  57484. */
  57485. readonly intensity: NodeMaterialConnectionPoint;
  57486. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57487. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57488. protected _buildBlock(state: NodeMaterialBuildState): this;
  57489. serialize(): any;
  57490. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57491. }
  57492. }
  57493. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57494. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57495. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57496. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57497. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57498. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57499. }
  57500. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57501. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57502. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57503. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57505. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57506. import { Effect } from "babylonjs/Materials/effect";
  57507. import { Mesh } from "babylonjs/Meshes/mesh";
  57508. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57509. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57510. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57511. /**
  57512. * Block used to add image processing support to fragment shader
  57513. */
  57514. export class ImageProcessingBlock extends NodeMaterialBlock {
  57515. /**
  57516. * Create a new ImageProcessingBlock
  57517. * @param name defines the block name
  57518. */
  57519. constructor(name: string);
  57520. /**
  57521. * Gets the current class name
  57522. * @returns the class name
  57523. */
  57524. getClassName(): string;
  57525. /**
  57526. * Gets the color input component
  57527. */
  57528. readonly color: NodeMaterialConnectionPoint;
  57529. /**
  57530. * Gets the output component
  57531. */
  57532. readonly output: NodeMaterialConnectionPoint;
  57533. /**
  57534. * Initialize the block and prepare the context for build
  57535. * @param state defines the state that will be used for the build
  57536. */
  57537. initialize(state: NodeMaterialBuildState): void;
  57538. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57539. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57540. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57541. protected _buildBlock(state: NodeMaterialBuildState): this;
  57542. }
  57543. }
  57544. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57545. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57546. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57547. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57548. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57549. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57550. import { Effect } from "babylonjs/Materials/effect";
  57551. import { Mesh } from "babylonjs/Meshes/mesh";
  57552. import { Scene } from "babylonjs/scene";
  57553. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57554. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57555. /**
  57556. * Block used to pertub normals based on a normal map
  57557. */
  57558. export class PerturbNormalBlock extends NodeMaterialBlock {
  57559. private _tangentSpaceParameterName;
  57560. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57561. invertX: boolean;
  57562. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57563. invertY: boolean;
  57564. /**
  57565. * Create a new PerturbNormalBlock
  57566. * @param name defines the block name
  57567. */
  57568. constructor(name: string);
  57569. /**
  57570. * Gets the current class name
  57571. * @returns the class name
  57572. */
  57573. getClassName(): string;
  57574. /**
  57575. * Gets the world position input component
  57576. */
  57577. readonly worldPosition: NodeMaterialConnectionPoint;
  57578. /**
  57579. * Gets the world normal input component
  57580. */
  57581. readonly worldNormal: NodeMaterialConnectionPoint;
  57582. /**
  57583. * Gets the uv input component
  57584. */
  57585. readonly uv: NodeMaterialConnectionPoint;
  57586. /**
  57587. * Gets the normal map color input component
  57588. */
  57589. readonly normalMapColor: NodeMaterialConnectionPoint;
  57590. /**
  57591. * Gets the strength input component
  57592. */
  57593. readonly strength: NodeMaterialConnectionPoint;
  57594. /**
  57595. * Gets the output component
  57596. */
  57597. readonly output: NodeMaterialConnectionPoint;
  57598. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57599. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57600. autoConfigure(material: NodeMaterial): void;
  57601. protected _buildBlock(state: NodeMaterialBuildState): this;
  57602. protected _dumpPropertiesCode(): string;
  57603. serialize(): any;
  57604. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57605. }
  57606. }
  57607. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57608. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57609. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57610. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57611. /**
  57612. * Block used to discard a pixel if a value is smaller than a cutoff
  57613. */
  57614. export class DiscardBlock extends NodeMaterialBlock {
  57615. /**
  57616. * Create a new DiscardBlock
  57617. * @param name defines the block name
  57618. */
  57619. constructor(name: string);
  57620. /**
  57621. * Gets the current class name
  57622. * @returns the class name
  57623. */
  57624. getClassName(): string;
  57625. /**
  57626. * Gets the color input component
  57627. */
  57628. readonly value: NodeMaterialConnectionPoint;
  57629. /**
  57630. * Gets the cutoff input component
  57631. */
  57632. readonly cutoff: NodeMaterialConnectionPoint;
  57633. protected _buildBlock(state: NodeMaterialBuildState): this;
  57634. }
  57635. }
  57636. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57637. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57638. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57639. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57640. /**
  57641. * Block used to test if the fragment shader is front facing
  57642. */
  57643. export class FrontFacingBlock extends NodeMaterialBlock {
  57644. /**
  57645. * Creates a new FrontFacingBlock
  57646. * @param name defines the block name
  57647. */
  57648. constructor(name: string);
  57649. /**
  57650. * Gets the current class name
  57651. * @returns the class name
  57652. */
  57653. getClassName(): string;
  57654. /**
  57655. * Gets the output component
  57656. */
  57657. readonly output: NodeMaterialConnectionPoint;
  57658. protected _buildBlock(state: NodeMaterialBuildState): this;
  57659. }
  57660. }
  57661. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57662. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57663. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57664. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57665. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57666. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57667. }
  57668. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57669. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57670. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57671. import { Mesh } from "babylonjs/Meshes/mesh";
  57672. import { Effect } from "babylonjs/Materials/effect";
  57673. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57674. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57675. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57676. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57677. /**
  57678. * Block used to add support for scene fog
  57679. */
  57680. export class FogBlock extends NodeMaterialBlock {
  57681. private _fogDistanceName;
  57682. private _fogParameters;
  57683. /**
  57684. * Create a new FogBlock
  57685. * @param name defines the block name
  57686. */
  57687. constructor(name: string);
  57688. /**
  57689. * Gets the current class name
  57690. * @returns the class name
  57691. */
  57692. getClassName(): string;
  57693. /**
  57694. * Gets the world position input component
  57695. */
  57696. readonly worldPosition: NodeMaterialConnectionPoint;
  57697. /**
  57698. * Gets the view input component
  57699. */
  57700. readonly view: NodeMaterialConnectionPoint;
  57701. /**
  57702. * Gets the color input component
  57703. */
  57704. readonly input: NodeMaterialConnectionPoint;
  57705. /**
  57706. * Gets the fog color input component
  57707. */
  57708. readonly fogColor: NodeMaterialConnectionPoint;
  57709. /**
  57710. * Gets the output component
  57711. */
  57712. readonly output: NodeMaterialConnectionPoint;
  57713. autoConfigure(material: NodeMaterial): void;
  57714. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57715. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57716. protected _buildBlock(state: NodeMaterialBuildState): this;
  57717. }
  57718. }
  57719. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57720. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57721. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57722. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57723. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57724. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57725. import { Effect } from "babylonjs/Materials/effect";
  57726. import { Mesh } from "babylonjs/Meshes/mesh";
  57727. import { Light } from "babylonjs/Lights/light";
  57728. import { Nullable } from "babylonjs/types";
  57729. import { Scene } from "babylonjs/scene";
  57730. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57731. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57732. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57733. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57734. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57735. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57736. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57737. /**
  57738. * Block used to add light in the fragment shader
  57739. */
  57740. export class LightBlock extends NodeMaterialBlock {
  57741. private _lightId;
  57742. /**
  57743. * Gets or sets the light associated with this block
  57744. */
  57745. light: Nullable<Light>;
  57746. /**
  57747. * Create a new LightBlock
  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 world position input component
  57758. */
  57759. readonly worldPosition: NodeMaterialConnectionPoint;
  57760. /**
  57761. * Gets the world normal input component
  57762. */
  57763. readonly worldNormal: NodeMaterialConnectionPoint;
  57764. /**
  57765. * Gets the camera (or eye) position component
  57766. */
  57767. readonly cameraPosition: NodeMaterialConnectionPoint;
  57768. /**
  57769. * Gets the glossiness component
  57770. */
  57771. readonly glossiness: NodeMaterialConnectionPoint;
  57772. /**
  57773. * Gets the glossinness power component
  57774. */
  57775. readonly glossPower: NodeMaterialConnectionPoint;
  57776. /**
  57777. * Gets the diffuse color component
  57778. */
  57779. readonly diffuseColor: NodeMaterialConnectionPoint;
  57780. /**
  57781. * Gets the specular color component
  57782. */
  57783. readonly specularColor: NodeMaterialConnectionPoint;
  57784. /**
  57785. * Gets the diffuse output component
  57786. */
  57787. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57788. /**
  57789. * Gets the specular output component
  57790. */
  57791. readonly specularOutput: NodeMaterialConnectionPoint;
  57792. autoConfigure(material: NodeMaterial): void;
  57793. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57794. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57795. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57796. private _injectVertexCode;
  57797. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57798. serialize(): any;
  57799. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57800. }
  57801. }
  57802. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57803. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57804. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57805. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57806. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57807. }
  57808. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57809. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57810. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57811. }
  57812. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57813. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57814. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57815. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57816. /**
  57817. * Block used to multiply 2 values
  57818. */
  57819. export class MultiplyBlock extends NodeMaterialBlock {
  57820. /**
  57821. * Creates a new MultiplyBlock
  57822. * @param name defines the block name
  57823. */
  57824. constructor(name: string);
  57825. /**
  57826. * Gets the current class name
  57827. * @returns the class name
  57828. */
  57829. getClassName(): string;
  57830. /**
  57831. * Gets the left operand input component
  57832. */
  57833. readonly left: NodeMaterialConnectionPoint;
  57834. /**
  57835. * Gets the right operand input component
  57836. */
  57837. readonly right: NodeMaterialConnectionPoint;
  57838. /**
  57839. * Gets the output component
  57840. */
  57841. readonly output: NodeMaterialConnectionPoint;
  57842. protected _buildBlock(state: NodeMaterialBuildState): this;
  57843. }
  57844. }
  57845. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57846. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57847. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57848. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57849. /**
  57850. * Block used to add 2 vectors
  57851. */
  57852. export class AddBlock extends NodeMaterialBlock {
  57853. /**
  57854. * Creates a new AddBlock
  57855. * @param name defines the block name
  57856. */
  57857. constructor(name: string);
  57858. /**
  57859. * Gets the current class name
  57860. * @returns the class name
  57861. */
  57862. getClassName(): string;
  57863. /**
  57864. * Gets the left operand input component
  57865. */
  57866. readonly left: NodeMaterialConnectionPoint;
  57867. /**
  57868. * Gets the right operand input component
  57869. */
  57870. readonly right: NodeMaterialConnectionPoint;
  57871. /**
  57872. * Gets the output component
  57873. */
  57874. readonly output: NodeMaterialConnectionPoint;
  57875. protected _buildBlock(state: NodeMaterialBuildState): this;
  57876. }
  57877. }
  57878. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57879. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57880. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57881. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57882. /**
  57883. * Block used to scale a vector by a float
  57884. */
  57885. export class ScaleBlock extends NodeMaterialBlock {
  57886. /**
  57887. * Creates a new ScaleBlock
  57888. * @param name defines the block name
  57889. */
  57890. constructor(name: string);
  57891. /**
  57892. * Gets the current class name
  57893. * @returns the class name
  57894. */
  57895. getClassName(): string;
  57896. /**
  57897. * Gets the input component
  57898. */
  57899. readonly input: NodeMaterialConnectionPoint;
  57900. /**
  57901. * Gets the factor input component
  57902. */
  57903. readonly factor: NodeMaterialConnectionPoint;
  57904. /**
  57905. * Gets the output component
  57906. */
  57907. readonly output: NodeMaterialConnectionPoint;
  57908. protected _buildBlock(state: NodeMaterialBuildState): this;
  57909. }
  57910. }
  57911. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57912. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57913. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57914. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57915. import { Scene } from "babylonjs/scene";
  57916. /**
  57917. * Block used to clamp a float
  57918. */
  57919. export class ClampBlock extends NodeMaterialBlock {
  57920. /** Gets or sets the minimum range */
  57921. minimum: number;
  57922. /** Gets or sets the maximum range */
  57923. maximum: number;
  57924. /**
  57925. * Creates a new ClampBlock
  57926. * @param name defines the block name
  57927. */
  57928. constructor(name: string);
  57929. /**
  57930. * Gets the current class name
  57931. * @returns the class name
  57932. */
  57933. getClassName(): string;
  57934. /**
  57935. * Gets the value input component
  57936. */
  57937. readonly value: NodeMaterialConnectionPoint;
  57938. /**
  57939. * Gets the output component
  57940. */
  57941. readonly output: NodeMaterialConnectionPoint;
  57942. protected _buildBlock(state: NodeMaterialBuildState): this;
  57943. protected _dumpPropertiesCode(): string;
  57944. serialize(): any;
  57945. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57946. }
  57947. }
  57948. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57949. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57950. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57951. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57952. /**
  57953. * Block used to apply a cross product between 2 vectors
  57954. */
  57955. export class CrossBlock extends NodeMaterialBlock {
  57956. /**
  57957. * Creates a new CrossBlock
  57958. * @param name defines the block name
  57959. */
  57960. constructor(name: string);
  57961. /**
  57962. * Gets the current class name
  57963. * @returns the class name
  57964. */
  57965. getClassName(): string;
  57966. /**
  57967. * Gets the left operand input component
  57968. */
  57969. readonly left: NodeMaterialConnectionPoint;
  57970. /**
  57971. * Gets the right operand input component
  57972. */
  57973. readonly right: NodeMaterialConnectionPoint;
  57974. /**
  57975. * Gets the output component
  57976. */
  57977. readonly output: NodeMaterialConnectionPoint;
  57978. protected _buildBlock(state: NodeMaterialBuildState): this;
  57979. }
  57980. }
  57981. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57982. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57983. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57984. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57985. /**
  57986. * Block used to apply a dot product between 2 vectors
  57987. */
  57988. export class DotBlock extends NodeMaterialBlock {
  57989. /**
  57990. * Creates a new DotBlock
  57991. * @param name defines the block name
  57992. */
  57993. constructor(name: string);
  57994. /**
  57995. * Gets the current class name
  57996. * @returns the class name
  57997. */
  57998. getClassName(): string;
  57999. /**
  58000. * Gets the left operand input component
  58001. */
  58002. readonly left: NodeMaterialConnectionPoint;
  58003. /**
  58004. * Gets the right operand input component
  58005. */
  58006. readonly right: NodeMaterialConnectionPoint;
  58007. /**
  58008. * Gets the output component
  58009. */
  58010. readonly output: NodeMaterialConnectionPoint;
  58011. protected _buildBlock(state: NodeMaterialBuildState): this;
  58012. }
  58013. }
  58014. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  58015. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58016. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58017. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58018. import { Vector2 } from "babylonjs/Maths/math.vector";
  58019. import { Scene } from "babylonjs/scene";
  58020. /**
  58021. * Block used to remap a float from a range to a new one
  58022. */
  58023. export class RemapBlock extends NodeMaterialBlock {
  58024. /**
  58025. * Gets or sets the source range
  58026. */
  58027. sourceRange: Vector2;
  58028. /**
  58029. * Gets or sets the target range
  58030. */
  58031. targetRange: Vector2;
  58032. /**
  58033. * Creates a new RemapBlock
  58034. * @param name defines the block name
  58035. */
  58036. constructor(name: string);
  58037. /**
  58038. * Gets the current class name
  58039. * @returns the class name
  58040. */
  58041. getClassName(): string;
  58042. /**
  58043. * Gets the input component
  58044. */
  58045. readonly input: NodeMaterialConnectionPoint;
  58046. /**
  58047. * Gets the source min input component
  58048. */
  58049. readonly sourceMin: NodeMaterialConnectionPoint;
  58050. /**
  58051. * Gets the source max input component
  58052. */
  58053. readonly sourceMax: NodeMaterialConnectionPoint;
  58054. /**
  58055. * Gets the target min input component
  58056. */
  58057. readonly targetMin: NodeMaterialConnectionPoint;
  58058. /**
  58059. * Gets the target max input component
  58060. */
  58061. readonly targetMax: NodeMaterialConnectionPoint;
  58062. /**
  58063. * Gets the output component
  58064. */
  58065. readonly output: NodeMaterialConnectionPoint;
  58066. protected _buildBlock(state: NodeMaterialBuildState): this;
  58067. protected _dumpPropertiesCode(): string;
  58068. serialize(): any;
  58069. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58070. }
  58071. }
  58072. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  58073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58074. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58075. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58076. /**
  58077. * Block used to normalize a vector
  58078. */
  58079. export class NormalizeBlock extends NodeMaterialBlock {
  58080. /**
  58081. * Creates a new NormalizeBlock
  58082. * @param name defines the block name
  58083. */
  58084. constructor(name: string);
  58085. /**
  58086. * Gets the current class name
  58087. * @returns the class name
  58088. */
  58089. getClassName(): string;
  58090. /**
  58091. * Gets the input component
  58092. */
  58093. readonly input: NodeMaterialConnectionPoint;
  58094. /**
  58095. * Gets the output component
  58096. */
  58097. readonly output: NodeMaterialConnectionPoint;
  58098. protected _buildBlock(state: NodeMaterialBuildState): this;
  58099. }
  58100. }
  58101. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  58102. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58103. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58104. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58105. import { Scene } from "babylonjs/scene";
  58106. /**
  58107. * Operations supported by the Trigonometry block
  58108. */
  58109. export enum TrigonometryBlockOperations {
  58110. /** Cos */
  58111. Cos = 0,
  58112. /** Sin */
  58113. Sin = 1,
  58114. /** Abs */
  58115. Abs = 2,
  58116. /** Exp */
  58117. Exp = 3,
  58118. /** Exp2 */
  58119. Exp2 = 4,
  58120. /** Round */
  58121. Round = 5,
  58122. /** Floor */
  58123. Floor = 6,
  58124. /** Ceiling */
  58125. Ceiling = 7,
  58126. /** Square root */
  58127. Sqrt = 8,
  58128. /** Log */
  58129. Log = 9,
  58130. /** Tangent */
  58131. Tan = 10,
  58132. /** Arc tangent */
  58133. ArcTan = 11,
  58134. /** Arc cosinus */
  58135. ArcCos = 12,
  58136. /** Arc sinus */
  58137. ArcSin = 13,
  58138. /** Fraction */
  58139. Fract = 14,
  58140. /** Sign */
  58141. Sign = 15,
  58142. /** To radians (from degrees) */
  58143. Radians = 16,
  58144. /** To degrees (from radians) */
  58145. Degrees = 17
  58146. }
  58147. /**
  58148. * Block used to apply trigonometry operation to floats
  58149. */
  58150. export class TrigonometryBlock extends NodeMaterialBlock {
  58151. /**
  58152. * Gets or sets the operation applied by the block
  58153. */
  58154. operation: TrigonometryBlockOperations;
  58155. /**
  58156. * Creates a new TrigonometryBlock
  58157. * @param name defines the block name
  58158. */
  58159. constructor(name: string);
  58160. /**
  58161. * Gets the current class name
  58162. * @returns the class name
  58163. */
  58164. getClassName(): string;
  58165. /**
  58166. * Gets the input component
  58167. */
  58168. readonly input: NodeMaterialConnectionPoint;
  58169. /**
  58170. * Gets the output component
  58171. */
  58172. readonly output: NodeMaterialConnectionPoint;
  58173. protected _buildBlock(state: NodeMaterialBuildState): this;
  58174. serialize(): any;
  58175. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58176. protected _dumpPropertiesCode(): string;
  58177. }
  58178. }
  58179. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58180. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58181. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58182. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58183. /**
  58184. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58185. */
  58186. export class ColorMergerBlock extends NodeMaterialBlock {
  58187. /**
  58188. * Create a new ColorMergerBlock
  58189. * @param name defines the block name
  58190. */
  58191. constructor(name: string);
  58192. /**
  58193. * Gets the current class name
  58194. * @returns the class name
  58195. */
  58196. getClassName(): string;
  58197. /**
  58198. * Gets the r component (input)
  58199. */
  58200. readonly r: NodeMaterialConnectionPoint;
  58201. /**
  58202. * Gets the g component (input)
  58203. */
  58204. readonly g: NodeMaterialConnectionPoint;
  58205. /**
  58206. * Gets the b component (input)
  58207. */
  58208. readonly b: NodeMaterialConnectionPoint;
  58209. /**
  58210. * Gets the a component (input)
  58211. */
  58212. readonly a: NodeMaterialConnectionPoint;
  58213. /**
  58214. * Gets the rgba component (output)
  58215. */
  58216. readonly rgba: NodeMaterialConnectionPoint;
  58217. /**
  58218. * Gets the rgb component (output)
  58219. */
  58220. readonly rgb: NodeMaterialConnectionPoint;
  58221. protected _buildBlock(state: NodeMaterialBuildState): this;
  58222. }
  58223. }
  58224. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58225. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58226. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58227. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58228. /**
  58229. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58230. */
  58231. export class VectorMergerBlock extends NodeMaterialBlock {
  58232. /**
  58233. * Create a new VectorMergerBlock
  58234. * @param name defines the block name
  58235. */
  58236. constructor(name: string);
  58237. /**
  58238. * Gets the current class name
  58239. * @returns the class name
  58240. */
  58241. getClassName(): string;
  58242. /**
  58243. * Gets the x component (input)
  58244. */
  58245. readonly x: NodeMaterialConnectionPoint;
  58246. /**
  58247. * Gets the y component (input)
  58248. */
  58249. readonly y: NodeMaterialConnectionPoint;
  58250. /**
  58251. * Gets the z component (input)
  58252. */
  58253. readonly z: NodeMaterialConnectionPoint;
  58254. /**
  58255. * Gets the w component (input)
  58256. */
  58257. readonly w: NodeMaterialConnectionPoint;
  58258. /**
  58259. * Gets the xyzw component (output)
  58260. */
  58261. readonly xyzw: NodeMaterialConnectionPoint;
  58262. /**
  58263. * Gets the xyz component (output)
  58264. */
  58265. readonly xyz: NodeMaterialConnectionPoint;
  58266. /**
  58267. * Gets the xy component (output)
  58268. */
  58269. readonly xy: NodeMaterialConnectionPoint;
  58270. protected _buildBlock(state: NodeMaterialBuildState): this;
  58271. }
  58272. }
  58273. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58274. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58275. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58276. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58277. /**
  58278. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58279. */
  58280. export class ColorSplitterBlock extends NodeMaterialBlock {
  58281. /**
  58282. * Create a new ColorSplitterBlock
  58283. * @param name defines the block name
  58284. */
  58285. constructor(name: string);
  58286. /**
  58287. * Gets the current class name
  58288. * @returns the class name
  58289. */
  58290. getClassName(): string;
  58291. /**
  58292. * Gets the rgba component (input)
  58293. */
  58294. readonly rgba: NodeMaterialConnectionPoint;
  58295. /**
  58296. * Gets the rgb component (input)
  58297. */
  58298. readonly rgbIn: NodeMaterialConnectionPoint;
  58299. /**
  58300. * Gets the rgb component (output)
  58301. */
  58302. readonly rgbOut: NodeMaterialConnectionPoint;
  58303. /**
  58304. * Gets the r component (output)
  58305. */
  58306. readonly r: NodeMaterialConnectionPoint;
  58307. /**
  58308. * Gets the g component (output)
  58309. */
  58310. readonly g: NodeMaterialConnectionPoint;
  58311. /**
  58312. * Gets the b component (output)
  58313. */
  58314. readonly b: NodeMaterialConnectionPoint;
  58315. /**
  58316. * Gets the a component (output)
  58317. */
  58318. readonly a: NodeMaterialConnectionPoint;
  58319. protected _inputRename(name: string): string;
  58320. protected _outputRename(name: string): string;
  58321. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58322. }
  58323. }
  58324. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58325. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58326. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58327. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58328. /**
  58329. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58330. */
  58331. export class VectorSplitterBlock extends NodeMaterialBlock {
  58332. /**
  58333. * Create a new VectorSplitterBlock
  58334. * @param name defines the block name
  58335. */
  58336. constructor(name: string);
  58337. /**
  58338. * Gets the current class name
  58339. * @returns the class name
  58340. */
  58341. getClassName(): string;
  58342. /**
  58343. * Gets the xyzw component (input)
  58344. */
  58345. readonly xyzw: NodeMaterialConnectionPoint;
  58346. /**
  58347. * Gets the xyz component (input)
  58348. */
  58349. readonly xyzIn: NodeMaterialConnectionPoint;
  58350. /**
  58351. * Gets the xy component (input)
  58352. */
  58353. readonly xyIn: NodeMaterialConnectionPoint;
  58354. /**
  58355. * Gets the xyz component (output)
  58356. */
  58357. readonly xyzOut: NodeMaterialConnectionPoint;
  58358. /**
  58359. * Gets the xy component (output)
  58360. */
  58361. readonly xyOut: NodeMaterialConnectionPoint;
  58362. /**
  58363. * Gets the x component (output)
  58364. */
  58365. readonly x: NodeMaterialConnectionPoint;
  58366. /**
  58367. * Gets the y component (output)
  58368. */
  58369. readonly y: NodeMaterialConnectionPoint;
  58370. /**
  58371. * Gets the z component (output)
  58372. */
  58373. readonly z: NodeMaterialConnectionPoint;
  58374. /**
  58375. * Gets the w component (output)
  58376. */
  58377. readonly w: NodeMaterialConnectionPoint;
  58378. protected _inputRename(name: string): string;
  58379. protected _outputRename(name: string): string;
  58380. protected _buildBlock(state: NodeMaterialBuildState): this;
  58381. }
  58382. }
  58383. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58384. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58385. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58386. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58387. /**
  58388. * Block used to lerp between 2 values
  58389. */
  58390. export class LerpBlock extends NodeMaterialBlock {
  58391. /**
  58392. * Creates a new LerpBlock
  58393. * @param name defines the block name
  58394. */
  58395. constructor(name: string);
  58396. /**
  58397. * Gets the current class name
  58398. * @returns the class name
  58399. */
  58400. getClassName(): string;
  58401. /**
  58402. * Gets the left operand input component
  58403. */
  58404. readonly left: NodeMaterialConnectionPoint;
  58405. /**
  58406. * Gets the right operand input component
  58407. */
  58408. readonly right: NodeMaterialConnectionPoint;
  58409. /**
  58410. * Gets the gradient operand input component
  58411. */
  58412. readonly gradient: NodeMaterialConnectionPoint;
  58413. /**
  58414. * Gets the output component
  58415. */
  58416. readonly output: NodeMaterialConnectionPoint;
  58417. protected _buildBlock(state: NodeMaterialBuildState): this;
  58418. }
  58419. }
  58420. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58421. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58422. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58423. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58424. /**
  58425. * Block used to divide 2 vectors
  58426. */
  58427. export class DivideBlock extends NodeMaterialBlock {
  58428. /**
  58429. * Creates a new DivideBlock
  58430. * @param name defines the block name
  58431. */
  58432. constructor(name: string);
  58433. /**
  58434. * Gets the current class name
  58435. * @returns the class name
  58436. */
  58437. getClassName(): string;
  58438. /**
  58439. * Gets the left operand input component
  58440. */
  58441. readonly left: NodeMaterialConnectionPoint;
  58442. /**
  58443. * Gets the right operand input component
  58444. */
  58445. readonly right: NodeMaterialConnectionPoint;
  58446. /**
  58447. * Gets the output component
  58448. */
  58449. readonly output: NodeMaterialConnectionPoint;
  58450. protected _buildBlock(state: NodeMaterialBuildState): this;
  58451. }
  58452. }
  58453. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58454. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58455. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58456. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58457. /**
  58458. * Block used to subtract 2 vectors
  58459. */
  58460. export class SubtractBlock extends NodeMaterialBlock {
  58461. /**
  58462. * Creates a new SubtractBlock
  58463. * @param name defines the block name
  58464. */
  58465. constructor(name: string);
  58466. /**
  58467. * Gets the current class name
  58468. * @returns the class name
  58469. */
  58470. getClassName(): string;
  58471. /**
  58472. * Gets the left operand input component
  58473. */
  58474. readonly left: NodeMaterialConnectionPoint;
  58475. /**
  58476. * Gets the right operand input component
  58477. */
  58478. readonly right: NodeMaterialConnectionPoint;
  58479. /**
  58480. * Gets the output component
  58481. */
  58482. readonly output: NodeMaterialConnectionPoint;
  58483. protected _buildBlock(state: NodeMaterialBuildState): this;
  58484. }
  58485. }
  58486. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58487. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58488. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58489. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58490. /**
  58491. * Block used to step a value
  58492. */
  58493. export class StepBlock extends NodeMaterialBlock {
  58494. /**
  58495. * Creates a new StepBlock
  58496. * @param name defines the block name
  58497. */
  58498. constructor(name: string);
  58499. /**
  58500. * Gets the current class name
  58501. * @returns the class name
  58502. */
  58503. getClassName(): string;
  58504. /**
  58505. * Gets the value operand input component
  58506. */
  58507. readonly value: NodeMaterialConnectionPoint;
  58508. /**
  58509. * Gets the edge operand input component
  58510. */
  58511. readonly edge: NodeMaterialConnectionPoint;
  58512. /**
  58513. * Gets the output component
  58514. */
  58515. readonly output: NodeMaterialConnectionPoint;
  58516. protected _buildBlock(state: NodeMaterialBuildState): this;
  58517. }
  58518. }
  58519. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58520. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58521. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58522. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58523. /**
  58524. * Block used to get the opposite (1 - x) of a value
  58525. */
  58526. export class OneMinusBlock extends NodeMaterialBlock {
  58527. /**
  58528. * Creates a new OneMinusBlock
  58529. * @param name defines the block name
  58530. */
  58531. constructor(name: string);
  58532. /**
  58533. * Gets the current class name
  58534. * @returns the class name
  58535. */
  58536. getClassName(): string;
  58537. /**
  58538. * Gets the input component
  58539. */
  58540. readonly input: NodeMaterialConnectionPoint;
  58541. /**
  58542. * Gets the output component
  58543. */
  58544. readonly output: NodeMaterialConnectionPoint;
  58545. protected _buildBlock(state: NodeMaterialBuildState): this;
  58546. }
  58547. }
  58548. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58549. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58550. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58551. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58552. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58553. /**
  58554. * Block used to get the view direction
  58555. */
  58556. export class ViewDirectionBlock extends NodeMaterialBlock {
  58557. /**
  58558. * Creates a new ViewDirectionBlock
  58559. * @param name defines the block name
  58560. */
  58561. constructor(name: string);
  58562. /**
  58563. * Gets the current class name
  58564. * @returns the class name
  58565. */
  58566. getClassName(): string;
  58567. /**
  58568. * Gets the world position component
  58569. */
  58570. readonly worldPosition: NodeMaterialConnectionPoint;
  58571. /**
  58572. * Gets the camera position component
  58573. */
  58574. readonly cameraPosition: NodeMaterialConnectionPoint;
  58575. /**
  58576. * Gets the output component
  58577. */
  58578. readonly output: NodeMaterialConnectionPoint;
  58579. autoConfigure(material: NodeMaterial): void;
  58580. protected _buildBlock(state: NodeMaterialBuildState): this;
  58581. }
  58582. }
  58583. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58584. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58585. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58586. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58587. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58588. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58589. /**
  58590. * Block used to compute fresnel value
  58591. */
  58592. export class FresnelBlock extends NodeMaterialBlock {
  58593. /**
  58594. * Create a new FresnelBlock
  58595. * @param name defines the block name
  58596. */
  58597. constructor(name: string);
  58598. /**
  58599. * Gets the current class name
  58600. * @returns the class name
  58601. */
  58602. getClassName(): string;
  58603. /**
  58604. * Gets the world normal input component
  58605. */
  58606. readonly worldNormal: NodeMaterialConnectionPoint;
  58607. /**
  58608. * Gets the view direction input component
  58609. */
  58610. readonly viewDirection: NodeMaterialConnectionPoint;
  58611. /**
  58612. * Gets the bias input component
  58613. */
  58614. readonly bias: NodeMaterialConnectionPoint;
  58615. /**
  58616. * Gets the camera (or eye) position component
  58617. */
  58618. readonly power: NodeMaterialConnectionPoint;
  58619. /**
  58620. * Gets the fresnel output component
  58621. */
  58622. readonly fresnel: NodeMaterialConnectionPoint;
  58623. autoConfigure(material: NodeMaterial): void;
  58624. protected _buildBlock(state: NodeMaterialBuildState): this;
  58625. }
  58626. }
  58627. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58628. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58629. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58630. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58631. /**
  58632. * Block used to get the max of 2 values
  58633. */
  58634. export class MaxBlock extends NodeMaterialBlock {
  58635. /**
  58636. * Creates a new MaxBlock
  58637. * @param name defines the block name
  58638. */
  58639. constructor(name: string);
  58640. /**
  58641. * Gets the current class name
  58642. * @returns the class name
  58643. */
  58644. getClassName(): string;
  58645. /**
  58646. * Gets the left operand input component
  58647. */
  58648. readonly left: NodeMaterialConnectionPoint;
  58649. /**
  58650. * Gets the right operand input component
  58651. */
  58652. readonly right: NodeMaterialConnectionPoint;
  58653. /**
  58654. * Gets the output component
  58655. */
  58656. readonly output: NodeMaterialConnectionPoint;
  58657. protected _buildBlock(state: NodeMaterialBuildState): this;
  58658. }
  58659. }
  58660. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58661. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58662. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58663. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58664. /**
  58665. * Block used to get the min of 2 values
  58666. */
  58667. export class MinBlock extends NodeMaterialBlock {
  58668. /**
  58669. * Creates a new MinBlock
  58670. * @param name defines the block name
  58671. */
  58672. constructor(name: string);
  58673. /**
  58674. * Gets the current class name
  58675. * @returns the class name
  58676. */
  58677. getClassName(): string;
  58678. /**
  58679. * Gets the left operand input component
  58680. */
  58681. readonly left: NodeMaterialConnectionPoint;
  58682. /**
  58683. * Gets the right operand input component
  58684. */
  58685. readonly right: NodeMaterialConnectionPoint;
  58686. /**
  58687. * Gets the output component
  58688. */
  58689. readonly output: NodeMaterialConnectionPoint;
  58690. protected _buildBlock(state: NodeMaterialBuildState): this;
  58691. }
  58692. }
  58693. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58694. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58695. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58696. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58697. /**
  58698. * Block used to get the distance between 2 values
  58699. */
  58700. export class DistanceBlock extends NodeMaterialBlock {
  58701. /**
  58702. * Creates a new DistanceBlock
  58703. * @param name defines the block name
  58704. */
  58705. constructor(name: string);
  58706. /**
  58707. * Gets the current class name
  58708. * @returns the class name
  58709. */
  58710. getClassName(): string;
  58711. /**
  58712. * Gets the left operand input component
  58713. */
  58714. readonly left: NodeMaterialConnectionPoint;
  58715. /**
  58716. * Gets the right operand input component
  58717. */
  58718. readonly right: NodeMaterialConnectionPoint;
  58719. /**
  58720. * Gets the output component
  58721. */
  58722. readonly output: NodeMaterialConnectionPoint;
  58723. protected _buildBlock(state: NodeMaterialBuildState): this;
  58724. }
  58725. }
  58726. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58727. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58728. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58729. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58730. /**
  58731. * Block used to get the length of a vector
  58732. */
  58733. export class LengthBlock extends NodeMaterialBlock {
  58734. /**
  58735. * Creates a new LengthBlock
  58736. * @param name defines the block name
  58737. */
  58738. constructor(name: string);
  58739. /**
  58740. * Gets the current class name
  58741. * @returns the class name
  58742. */
  58743. getClassName(): string;
  58744. /**
  58745. * Gets the value input component
  58746. */
  58747. readonly value: NodeMaterialConnectionPoint;
  58748. /**
  58749. * Gets the output component
  58750. */
  58751. readonly output: NodeMaterialConnectionPoint;
  58752. protected _buildBlock(state: NodeMaterialBuildState): this;
  58753. }
  58754. }
  58755. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58756. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58757. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58758. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58759. /**
  58760. * Block used to get negative version of a value (i.e. x * -1)
  58761. */
  58762. export class NegateBlock extends NodeMaterialBlock {
  58763. /**
  58764. * Creates a new NegateBlock
  58765. * @param name defines the block name
  58766. */
  58767. constructor(name: string);
  58768. /**
  58769. * Gets the current class name
  58770. * @returns the class name
  58771. */
  58772. getClassName(): string;
  58773. /**
  58774. * Gets the value input component
  58775. */
  58776. readonly value: NodeMaterialConnectionPoint;
  58777. /**
  58778. * Gets the output component
  58779. */
  58780. readonly output: NodeMaterialConnectionPoint;
  58781. protected _buildBlock(state: NodeMaterialBuildState): this;
  58782. }
  58783. }
  58784. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58785. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58786. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58787. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58788. /**
  58789. * Block used to get the value of the first parameter raised to the power of the second
  58790. */
  58791. export class PowBlock extends NodeMaterialBlock {
  58792. /**
  58793. * Creates a new PowBlock
  58794. * @param name defines the block name
  58795. */
  58796. constructor(name: string);
  58797. /**
  58798. * Gets the current class name
  58799. * @returns the class name
  58800. */
  58801. getClassName(): string;
  58802. /**
  58803. * Gets the value operand input component
  58804. */
  58805. readonly value: NodeMaterialConnectionPoint;
  58806. /**
  58807. * Gets the power operand input component
  58808. */
  58809. readonly power: NodeMaterialConnectionPoint;
  58810. /**
  58811. * Gets the output component
  58812. */
  58813. readonly output: NodeMaterialConnectionPoint;
  58814. protected _buildBlock(state: NodeMaterialBuildState): this;
  58815. }
  58816. }
  58817. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58818. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58819. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58820. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58821. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58822. /**
  58823. * Block used to get a random number
  58824. */
  58825. export class RandomNumberBlock extends NodeMaterialBlock {
  58826. /**
  58827. * Creates a new RandomNumberBlock
  58828. * @param name defines the block name
  58829. */
  58830. constructor(name: string);
  58831. /**
  58832. * Gets the current class name
  58833. * @returns the class name
  58834. */
  58835. getClassName(): string;
  58836. /**
  58837. * Gets the seed input component
  58838. */
  58839. readonly seed: NodeMaterialConnectionPoint;
  58840. /**
  58841. * Gets the output component
  58842. */
  58843. readonly output: NodeMaterialConnectionPoint;
  58844. protected _buildBlock(state: NodeMaterialBuildState): this;
  58845. }
  58846. }
  58847. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58848. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58849. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58850. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58851. /**
  58852. * Block used to compute arc tangent of 2 values
  58853. */
  58854. export class ArcTan2Block extends NodeMaterialBlock {
  58855. /**
  58856. * Creates a new ArcTan2Block
  58857. * @param name defines the block name
  58858. */
  58859. constructor(name: string);
  58860. /**
  58861. * Gets the current class name
  58862. * @returns the class name
  58863. */
  58864. getClassName(): string;
  58865. /**
  58866. * Gets the x operand input component
  58867. */
  58868. readonly x: NodeMaterialConnectionPoint;
  58869. /**
  58870. * Gets the y operand input component
  58871. */
  58872. readonly y: NodeMaterialConnectionPoint;
  58873. /**
  58874. * Gets the output component
  58875. */
  58876. readonly output: NodeMaterialConnectionPoint;
  58877. protected _buildBlock(state: NodeMaterialBuildState): this;
  58878. }
  58879. }
  58880. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58881. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58882. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58883. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58884. /**
  58885. * Block used to smooth step a value
  58886. */
  58887. export class SmoothStepBlock extends NodeMaterialBlock {
  58888. /**
  58889. * Creates a new SmoothStepBlock
  58890. * @param name defines the block name
  58891. */
  58892. constructor(name: string);
  58893. /**
  58894. * Gets the current class name
  58895. * @returns the class name
  58896. */
  58897. getClassName(): string;
  58898. /**
  58899. * Gets the value operand input component
  58900. */
  58901. readonly value: NodeMaterialConnectionPoint;
  58902. /**
  58903. * Gets the first edge operand input component
  58904. */
  58905. readonly edge0: NodeMaterialConnectionPoint;
  58906. /**
  58907. * Gets the second edge operand input component
  58908. */
  58909. readonly edge1: NodeMaterialConnectionPoint;
  58910. /**
  58911. * Gets the output component
  58912. */
  58913. readonly output: NodeMaterialConnectionPoint;
  58914. protected _buildBlock(state: NodeMaterialBuildState): this;
  58915. }
  58916. }
  58917. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58918. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58919. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58920. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58921. /**
  58922. * Block used to get the reciprocal (1 / x) of a value
  58923. */
  58924. export class ReciprocalBlock extends NodeMaterialBlock {
  58925. /**
  58926. * Creates a new ReciprocalBlock
  58927. * @param name defines the block name
  58928. */
  58929. constructor(name: string);
  58930. /**
  58931. * Gets the current class name
  58932. * @returns the class name
  58933. */
  58934. getClassName(): string;
  58935. /**
  58936. * Gets the input component
  58937. */
  58938. readonly input: NodeMaterialConnectionPoint;
  58939. /**
  58940. * Gets the output component
  58941. */
  58942. readonly output: NodeMaterialConnectionPoint;
  58943. protected _buildBlock(state: NodeMaterialBuildState): this;
  58944. }
  58945. }
  58946. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58947. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58948. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58949. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58950. /**
  58951. * Block used to replace a color by another one
  58952. */
  58953. export class ReplaceColorBlock extends NodeMaterialBlock {
  58954. /**
  58955. * Creates a new ReplaceColorBlock
  58956. * @param name defines the block name
  58957. */
  58958. constructor(name: string);
  58959. /**
  58960. * Gets the current class name
  58961. * @returns the class name
  58962. */
  58963. getClassName(): string;
  58964. /**
  58965. * Gets the value input component
  58966. */
  58967. readonly value: NodeMaterialConnectionPoint;
  58968. /**
  58969. * Gets the reference input component
  58970. */
  58971. readonly reference: NodeMaterialConnectionPoint;
  58972. /**
  58973. * Gets the distance input component
  58974. */
  58975. readonly distance: NodeMaterialConnectionPoint;
  58976. /**
  58977. * Gets the replacement input component
  58978. */
  58979. readonly replacement: NodeMaterialConnectionPoint;
  58980. /**
  58981. * Gets the output component
  58982. */
  58983. readonly output: NodeMaterialConnectionPoint;
  58984. protected _buildBlock(state: NodeMaterialBuildState): this;
  58985. }
  58986. }
  58987. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58988. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58989. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58990. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58991. /**
  58992. * Block used to posterize a value
  58993. * @see https://en.wikipedia.org/wiki/Posterization
  58994. */
  58995. export class PosterizeBlock extends NodeMaterialBlock {
  58996. /**
  58997. * Creates a new PosterizeBlock
  58998. * @param name defines the block name
  58999. */
  59000. constructor(name: string);
  59001. /**
  59002. * Gets the current class name
  59003. * @returns the class name
  59004. */
  59005. getClassName(): string;
  59006. /**
  59007. * Gets the value input component
  59008. */
  59009. readonly value: NodeMaterialConnectionPoint;
  59010. /**
  59011. * Gets the steps input component
  59012. */
  59013. readonly steps: NodeMaterialConnectionPoint;
  59014. /**
  59015. * Gets the output component
  59016. */
  59017. readonly output: NodeMaterialConnectionPoint;
  59018. protected _buildBlock(state: NodeMaterialBuildState): this;
  59019. }
  59020. }
  59021. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  59022. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59023. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59024. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59025. import { Scene } from "babylonjs/scene";
  59026. /**
  59027. * Operations supported by the Wave block
  59028. */
  59029. export enum WaveBlockKind {
  59030. /** SawTooth */
  59031. SawTooth = 0,
  59032. /** Square */
  59033. Square = 1,
  59034. /** Triangle */
  59035. Triangle = 2
  59036. }
  59037. /**
  59038. * Block used to apply wave operation to floats
  59039. */
  59040. export class WaveBlock extends NodeMaterialBlock {
  59041. /**
  59042. * Gets or sets the kibnd of wave to be applied by the block
  59043. */
  59044. kind: WaveBlockKind;
  59045. /**
  59046. * Creates a new WaveBlock
  59047. * @param name defines the block name
  59048. */
  59049. constructor(name: string);
  59050. /**
  59051. * Gets the current class name
  59052. * @returns the class name
  59053. */
  59054. getClassName(): string;
  59055. /**
  59056. * Gets the input component
  59057. */
  59058. readonly input: NodeMaterialConnectionPoint;
  59059. /**
  59060. * Gets the output component
  59061. */
  59062. readonly output: NodeMaterialConnectionPoint;
  59063. protected _buildBlock(state: NodeMaterialBuildState): this;
  59064. serialize(): any;
  59065. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59066. }
  59067. }
  59068. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  59069. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59070. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59071. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59072. import { Color3 } from "babylonjs/Maths/math.color";
  59073. import { Scene } from "babylonjs/scene";
  59074. /**
  59075. * Class used to store a color step for the GradientBlock
  59076. */
  59077. export class GradientBlockColorStep {
  59078. /**
  59079. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59080. */
  59081. step: number;
  59082. /**
  59083. * Gets or sets the color associated with this step
  59084. */
  59085. color: Color3;
  59086. /**
  59087. * Creates a new GradientBlockColorStep
  59088. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  59089. * @param color defines the color associated with this step
  59090. */
  59091. constructor(
  59092. /**
  59093. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  59094. */
  59095. step: number,
  59096. /**
  59097. * Gets or sets the color associated with this step
  59098. */
  59099. color: Color3);
  59100. }
  59101. /**
  59102. * Block used to return a color from a gradient based on an input value between 0 and 1
  59103. */
  59104. export class GradientBlock extends NodeMaterialBlock {
  59105. /**
  59106. * Gets or sets the list of color steps
  59107. */
  59108. colorSteps: GradientBlockColorStep[];
  59109. /**
  59110. * Creates a new GradientBlock
  59111. * @param name defines the block name
  59112. */
  59113. constructor(name: string);
  59114. /**
  59115. * Gets the current class name
  59116. * @returns the class name
  59117. */
  59118. getClassName(): string;
  59119. /**
  59120. * Gets the gradient input component
  59121. */
  59122. readonly gradient: NodeMaterialConnectionPoint;
  59123. /**
  59124. * Gets the output component
  59125. */
  59126. readonly output: NodeMaterialConnectionPoint;
  59127. private _writeColorConstant;
  59128. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59129. serialize(): any;
  59130. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59131. protected _dumpPropertiesCode(): string;
  59132. }
  59133. }
  59134. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  59135. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59136. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59137. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59138. /**
  59139. * Block used to normalize lerp between 2 values
  59140. */
  59141. export class NLerpBlock extends NodeMaterialBlock {
  59142. /**
  59143. * Creates a new NLerpBlock
  59144. * @param name defines the block name
  59145. */
  59146. constructor(name: string);
  59147. /**
  59148. * Gets the current class name
  59149. * @returns the class name
  59150. */
  59151. getClassName(): string;
  59152. /**
  59153. * Gets the left operand input component
  59154. */
  59155. readonly left: NodeMaterialConnectionPoint;
  59156. /**
  59157. * Gets the right operand input component
  59158. */
  59159. readonly right: NodeMaterialConnectionPoint;
  59160. /**
  59161. * Gets the gradient operand input component
  59162. */
  59163. readonly gradient: NodeMaterialConnectionPoint;
  59164. /**
  59165. * Gets the output component
  59166. */
  59167. readonly output: NodeMaterialConnectionPoint;
  59168. protected _buildBlock(state: NodeMaterialBuildState): this;
  59169. }
  59170. }
  59171. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  59172. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59173. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59174. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59175. import { Scene } from "babylonjs/scene";
  59176. /**
  59177. * block used to Generate a Worley Noise 3D Noise Pattern
  59178. */
  59179. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  59180. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  59181. manhattanDistance: boolean;
  59182. /**
  59183. * Creates a new WorleyNoise3DBlock
  59184. * @param name defines the block name
  59185. */
  59186. constructor(name: string);
  59187. /**
  59188. * Gets the current class name
  59189. * @returns the class name
  59190. */
  59191. getClassName(): string;
  59192. /**
  59193. * Gets the position input component
  59194. */
  59195. readonly position: NodeMaterialConnectionPoint;
  59196. /**
  59197. * Gets the jitter input component
  59198. */
  59199. readonly jitter: NodeMaterialConnectionPoint;
  59200. /**
  59201. * Gets the output component
  59202. */
  59203. readonly output: NodeMaterialConnectionPoint;
  59204. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59205. /**
  59206. * Exposes the properties to the UI?
  59207. */
  59208. protected _dumpPropertiesCode(): string;
  59209. /**
  59210. * Exposes the properties to the Seralize?
  59211. */
  59212. serialize(): any;
  59213. /**
  59214. * Exposes the properties to the deseralize?
  59215. */
  59216. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59217. }
  59218. }
  59219. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  59220. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59221. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59222. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59223. /**
  59224. * block used to Generate a Simplex Perlin 3d Noise Pattern
  59225. */
  59226. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  59227. /**
  59228. * Creates a new SimplexPerlin3DBlock
  59229. * @param name defines the block name
  59230. */
  59231. constructor(name: string);
  59232. /**
  59233. * Gets the current class name
  59234. * @returns the class name
  59235. */
  59236. getClassName(): string;
  59237. /**
  59238. * Gets the position operand input component
  59239. */
  59240. readonly position: NodeMaterialConnectionPoint;
  59241. /**
  59242. * Gets the output component
  59243. */
  59244. readonly output: NodeMaterialConnectionPoint;
  59245. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59246. }
  59247. }
  59248. declare module "babylonjs/Materials/Node/Blocks/index" {
  59249. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59250. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59251. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59252. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59253. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59254. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59255. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59256. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59257. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59258. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59259. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59260. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59261. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59262. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59263. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59264. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59265. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59266. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59267. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59268. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59269. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59270. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59271. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59272. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59273. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59274. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59275. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59276. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59277. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59278. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59279. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59280. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59281. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59282. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59283. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59284. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59285. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59286. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59287. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59288. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59289. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  59290. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  59291. }
  59292. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59293. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59294. }
  59295. declare module "babylonjs/Materials/Node/index" {
  59296. export * from "babylonjs/Materials/Node/Enums/index";
  59297. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59298. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59299. export * from "babylonjs/Materials/Node/nodeMaterial";
  59300. export * from "babylonjs/Materials/Node/Blocks/index";
  59301. export * from "babylonjs/Materials/Node/Optimizers/index";
  59302. }
  59303. declare module "babylonjs/Materials/effectRenderer" {
  59304. import { Nullable } from "babylonjs/types";
  59305. import { Texture } from "babylonjs/Materials/Textures/texture";
  59306. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59307. import { Viewport } from "babylonjs/Maths/math.viewport";
  59308. import { Observable } from "babylonjs/Misc/observable";
  59309. import { Effect } from "babylonjs/Materials/effect";
  59310. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59311. import "babylonjs/Shaders/postprocess.vertex";
  59312. /**
  59313. * Effect Render Options
  59314. */
  59315. export interface IEffectRendererOptions {
  59316. /**
  59317. * Defines the vertices positions.
  59318. */
  59319. positions?: number[];
  59320. /**
  59321. * Defines the indices.
  59322. */
  59323. indices?: number[];
  59324. }
  59325. /**
  59326. * Helper class to render one or more effects
  59327. */
  59328. export class EffectRenderer {
  59329. private engine;
  59330. private static _DefaultOptions;
  59331. private _vertexBuffers;
  59332. private _indexBuffer;
  59333. private _ringBufferIndex;
  59334. private _ringScreenBuffer;
  59335. private _fullscreenViewport;
  59336. private _getNextFrameBuffer;
  59337. /**
  59338. * Creates an effect renderer
  59339. * @param engine the engine to use for rendering
  59340. * @param options defines the options of the effect renderer
  59341. */
  59342. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59343. /**
  59344. * Sets the current viewport in normalized coordinates 0-1
  59345. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59346. */
  59347. setViewport(viewport?: Viewport): void;
  59348. /**
  59349. * Binds the embedded attributes buffer to the effect.
  59350. * @param effect Defines the effect to bind the attributes for
  59351. */
  59352. bindBuffers(effect: Effect): void;
  59353. /**
  59354. * Sets the current effect wrapper to use during draw.
  59355. * The effect needs to be ready before calling this api.
  59356. * This also sets the default full screen position attribute.
  59357. * @param effectWrapper Defines the effect to draw with
  59358. */
  59359. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59360. /**
  59361. * Draws a full screen quad.
  59362. */
  59363. draw(): void;
  59364. /**
  59365. * renders one or more effects to a specified texture
  59366. * @param effectWrappers list of effects to renderer
  59367. * @param outputTexture texture to draw to, if null it will render to the screen
  59368. */
  59369. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59370. /**
  59371. * Disposes of the effect renderer
  59372. */
  59373. dispose(): void;
  59374. }
  59375. /**
  59376. * Options to create an EffectWrapper
  59377. */
  59378. interface EffectWrapperCreationOptions {
  59379. /**
  59380. * Engine to use to create the effect
  59381. */
  59382. engine: ThinEngine;
  59383. /**
  59384. * Fragment shader for the effect
  59385. */
  59386. fragmentShader: string;
  59387. /**
  59388. * Vertex shader for the effect
  59389. */
  59390. vertexShader?: string;
  59391. /**
  59392. * Attributes to use in the shader
  59393. */
  59394. attributeNames?: Array<string>;
  59395. /**
  59396. * Uniforms to use in the shader
  59397. */
  59398. uniformNames?: Array<string>;
  59399. /**
  59400. * Texture sampler names to use in the shader
  59401. */
  59402. samplerNames?: Array<string>;
  59403. /**
  59404. * The friendly name of the effect displayed in Spector.
  59405. */
  59406. name?: string;
  59407. }
  59408. /**
  59409. * Wraps an effect to be used for rendering
  59410. */
  59411. export class EffectWrapper {
  59412. /**
  59413. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59414. */
  59415. onApplyObservable: Observable<{}>;
  59416. /**
  59417. * The underlying effect
  59418. */
  59419. effect: Effect;
  59420. /**
  59421. * Creates an effect to be renderer
  59422. * @param creationOptions options to create the effect
  59423. */
  59424. constructor(creationOptions: EffectWrapperCreationOptions);
  59425. /**
  59426. * Disposes of the effect wrapper
  59427. */
  59428. dispose(): void;
  59429. }
  59430. }
  59431. declare module "babylonjs/Materials/index" {
  59432. export * from "babylonjs/Materials/Background/index";
  59433. export * from "babylonjs/Materials/colorCurves";
  59434. export * from "babylonjs/Materials/iEffectFallbacks";
  59435. export * from "babylonjs/Materials/effectFallbacks";
  59436. export * from "babylonjs/Materials/effect";
  59437. export * from "babylonjs/Materials/fresnelParameters";
  59438. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59439. export * from "babylonjs/Materials/material";
  59440. export * from "babylonjs/Materials/materialDefines";
  59441. export * from "babylonjs/Materials/materialHelper";
  59442. export * from "babylonjs/Materials/multiMaterial";
  59443. export * from "babylonjs/Materials/PBR/index";
  59444. export * from "babylonjs/Materials/pushMaterial";
  59445. export * from "babylonjs/Materials/shaderMaterial";
  59446. export * from "babylonjs/Materials/standardMaterial";
  59447. export * from "babylonjs/Materials/Textures/index";
  59448. export * from "babylonjs/Materials/uniformBuffer";
  59449. export * from "babylonjs/Materials/materialFlags";
  59450. export * from "babylonjs/Materials/Node/index";
  59451. export * from "babylonjs/Materials/effectRenderer";
  59452. }
  59453. declare module "babylonjs/Maths/index" {
  59454. export * from "babylonjs/Maths/math.scalar";
  59455. export * from "babylonjs/Maths/math";
  59456. export * from "babylonjs/Maths/sphericalPolynomial";
  59457. }
  59458. declare module "babylonjs/Misc/workerPool" {
  59459. import { IDisposable } from "babylonjs/scene";
  59460. /**
  59461. * Helper class to push actions to a pool of workers.
  59462. */
  59463. export class WorkerPool implements IDisposable {
  59464. private _workerInfos;
  59465. private _pendingActions;
  59466. /**
  59467. * Constructor
  59468. * @param workers Array of workers to use for actions
  59469. */
  59470. constructor(workers: Array<Worker>);
  59471. /**
  59472. * Terminates all workers and clears any pending actions.
  59473. */
  59474. dispose(): void;
  59475. /**
  59476. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59477. * pended until a worker has completed its action.
  59478. * @param action The action to perform. Call onComplete when the action is complete.
  59479. */
  59480. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59481. private _execute;
  59482. }
  59483. }
  59484. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59485. import { IDisposable } from "babylonjs/scene";
  59486. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59487. /**
  59488. * Configuration for Draco compression
  59489. */
  59490. export interface IDracoCompressionConfiguration {
  59491. /**
  59492. * Configuration for the decoder.
  59493. */
  59494. decoder: {
  59495. /**
  59496. * The url to the WebAssembly module.
  59497. */
  59498. wasmUrl?: string;
  59499. /**
  59500. * The url to the WebAssembly binary.
  59501. */
  59502. wasmBinaryUrl?: string;
  59503. /**
  59504. * The url to the fallback JavaScript module.
  59505. */
  59506. fallbackUrl?: string;
  59507. };
  59508. }
  59509. /**
  59510. * Draco compression (https://google.github.io/draco/)
  59511. *
  59512. * This class wraps the Draco module.
  59513. *
  59514. * **Encoder**
  59515. *
  59516. * The encoder is not currently implemented.
  59517. *
  59518. * **Decoder**
  59519. *
  59520. * 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.
  59521. *
  59522. * To update the configuration, use the following code:
  59523. * ```javascript
  59524. * DracoCompression.Configuration = {
  59525. * decoder: {
  59526. * wasmUrl: "<url to the WebAssembly library>",
  59527. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59528. * fallbackUrl: "<url to the fallback JavaScript library>",
  59529. * }
  59530. * };
  59531. * ```
  59532. *
  59533. * 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.
  59534. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59535. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59536. *
  59537. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59538. * ```javascript
  59539. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59540. * ```
  59541. *
  59542. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59543. */
  59544. export class DracoCompression implements IDisposable {
  59545. private _workerPoolPromise?;
  59546. private _decoderModulePromise?;
  59547. /**
  59548. * The configuration. Defaults to the following urls:
  59549. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59550. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59551. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59552. */
  59553. static Configuration: IDracoCompressionConfiguration;
  59554. /**
  59555. * Returns true if the decoder configuration is available.
  59556. */
  59557. static readonly DecoderAvailable: boolean;
  59558. /**
  59559. * Default number of workers to create when creating the draco compression object.
  59560. */
  59561. static DefaultNumWorkers: number;
  59562. private static GetDefaultNumWorkers;
  59563. private static _Default;
  59564. /**
  59565. * Default instance for the draco compression object.
  59566. */
  59567. static readonly Default: DracoCompression;
  59568. /**
  59569. * Constructor
  59570. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59571. */
  59572. constructor(numWorkers?: number);
  59573. /**
  59574. * Stop all async operations and release resources.
  59575. */
  59576. dispose(): void;
  59577. /**
  59578. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59579. * @returns a promise that resolves when ready
  59580. */
  59581. whenReadyAsync(): Promise<void>;
  59582. /**
  59583. * Decode Draco compressed mesh data to vertex data.
  59584. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59585. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59586. * @returns A promise that resolves with the decoded vertex data
  59587. */
  59588. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59589. [kind: string]: number;
  59590. }): Promise<VertexData>;
  59591. }
  59592. }
  59593. declare module "babylonjs/Meshes/Compression/index" {
  59594. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59595. }
  59596. declare module "babylonjs/Meshes/csg" {
  59597. import { Nullable } from "babylonjs/types";
  59598. import { Scene } from "babylonjs/scene";
  59599. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59600. import { Mesh } from "babylonjs/Meshes/mesh";
  59601. import { Material } from "babylonjs/Materials/material";
  59602. /**
  59603. * Class for building Constructive Solid Geometry
  59604. */
  59605. export class CSG {
  59606. private polygons;
  59607. /**
  59608. * The world matrix
  59609. */
  59610. matrix: Matrix;
  59611. /**
  59612. * Stores the position
  59613. */
  59614. position: Vector3;
  59615. /**
  59616. * Stores the rotation
  59617. */
  59618. rotation: Vector3;
  59619. /**
  59620. * Stores the rotation quaternion
  59621. */
  59622. rotationQuaternion: Nullable<Quaternion>;
  59623. /**
  59624. * Stores the scaling vector
  59625. */
  59626. scaling: Vector3;
  59627. /**
  59628. * Convert the Mesh to CSG
  59629. * @param mesh The Mesh to convert to CSG
  59630. * @returns A new CSG from the Mesh
  59631. */
  59632. static FromMesh(mesh: Mesh): CSG;
  59633. /**
  59634. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59635. * @param polygons Polygons used to construct a CSG solid
  59636. */
  59637. private static FromPolygons;
  59638. /**
  59639. * Clones, or makes a deep copy, of the CSG
  59640. * @returns A new CSG
  59641. */
  59642. clone(): CSG;
  59643. /**
  59644. * Unions this CSG with another CSG
  59645. * @param csg The CSG to union against this CSG
  59646. * @returns The unioned CSG
  59647. */
  59648. union(csg: CSG): CSG;
  59649. /**
  59650. * Unions this CSG with another CSG in place
  59651. * @param csg The CSG to union against this CSG
  59652. */
  59653. unionInPlace(csg: CSG): void;
  59654. /**
  59655. * Subtracts this CSG with another CSG
  59656. * @param csg The CSG to subtract against this CSG
  59657. * @returns A new CSG
  59658. */
  59659. subtract(csg: CSG): CSG;
  59660. /**
  59661. * Subtracts this CSG with another CSG in place
  59662. * @param csg The CSG to subtact against this CSG
  59663. */
  59664. subtractInPlace(csg: CSG): void;
  59665. /**
  59666. * Intersect this CSG with another CSG
  59667. * @param csg The CSG to intersect against this CSG
  59668. * @returns A new CSG
  59669. */
  59670. intersect(csg: CSG): CSG;
  59671. /**
  59672. * Intersects this CSG with another CSG in place
  59673. * @param csg The CSG to intersect against this CSG
  59674. */
  59675. intersectInPlace(csg: CSG): void;
  59676. /**
  59677. * Return a new CSG solid with solid and empty space switched. This solid is
  59678. * not modified.
  59679. * @returns A new CSG solid with solid and empty space switched
  59680. */
  59681. inverse(): CSG;
  59682. /**
  59683. * Inverses the CSG in place
  59684. */
  59685. inverseInPlace(): void;
  59686. /**
  59687. * This is used to keep meshes transformations so they can be restored
  59688. * when we build back a Babylon Mesh
  59689. * NB : All CSG operations are performed in world coordinates
  59690. * @param csg The CSG to copy the transform attributes from
  59691. * @returns This CSG
  59692. */
  59693. copyTransformAttributes(csg: CSG): CSG;
  59694. /**
  59695. * Build Raw mesh from CSG
  59696. * Coordinates here are in world space
  59697. * @param name The name of the mesh geometry
  59698. * @param scene The Scene
  59699. * @param keepSubMeshes Specifies if the submeshes should be kept
  59700. * @returns A new Mesh
  59701. */
  59702. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59703. /**
  59704. * Build Mesh from CSG taking material and transforms into account
  59705. * @param name The name of the Mesh
  59706. * @param material The material of the Mesh
  59707. * @param scene The Scene
  59708. * @param keepSubMeshes Specifies if submeshes should be kept
  59709. * @returns The new Mesh
  59710. */
  59711. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59712. }
  59713. }
  59714. declare module "babylonjs/Meshes/trailMesh" {
  59715. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59716. import { Mesh } from "babylonjs/Meshes/mesh";
  59717. import { Scene } from "babylonjs/scene";
  59718. /**
  59719. * Class used to create a trail following a mesh
  59720. */
  59721. export class TrailMesh extends Mesh {
  59722. private _generator;
  59723. private _autoStart;
  59724. private _running;
  59725. private _diameter;
  59726. private _length;
  59727. private _sectionPolygonPointsCount;
  59728. private _sectionVectors;
  59729. private _sectionNormalVectors;
  59730. private _beforeRenderObserver;
  59731. /**
  59732. * @constructor
  59733. * @param name The value used by scene.getMeshByName() to do a lookup.
  59734. * @param generator The mesh to generate a trail.
  59735. * @param scene The scene to add this mesh to.
  59736. * @param diameter Diameter of trailing mesh. Default is 1.
  59737. * @param length Length of trailing mesh. Default is 60.
  59738. * @param autoStart Automatically start trailing mesh. Default true.
  59739. */
  59740. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59741. /**
  59742. * "TrailMesh"
  59743. * @returns "TrailMesh"
  59744. */
  59745. getClassName(): string;
  59746. private _createMesh;
  59747. /**
  59748. * Start trailing mesh.
  59749. */
  59750. start(): void;
  59751. /**
  59752. * Stop trailing mesh.
  59753. */
  59754. stop(): void;
  59755. /**
  59756. * Update trailing mesh geometry.
  59757. */
  59758. update(): void;
  59759. /**
  59760. * Returns a new TrailMesh object.
  59761. * @param name is a string, the name given to the new mesh
  59762. * @param newGenerator use new generator object for cloned trail mesh
  59763. * @returns a new mesh
  59764. */
  59765. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59766. /**
  59767. * Serializes this trail mesh
  59768. * @param serializationObject object to write serialization to
  59769. */
  59770. serialize(serializationObject: any): void;
  59771. /**
  59772. * Parses a serialized trail mesh
  59773. * @param parsedMesh the serialized mesh
  59774. * @param scene the scene to create the trail mesh in
  59775. * @returns the created trail mesh
  59776. */
  59777. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59778. }
  59779. }
  59780. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59781. import { Nullable } from "babylonjs/types";
  59782. import { Scene } from "babylonjs/scene";
  59783. import { Vector4 } from "babylonjs/Maths/math.vector";
  59784. import { Color4 } from "babylonjs/Maths/math.color";
  59785. import { Mesh } from "babylonjs/Meshes/mesh";
  59786. /**
  59787. * Class containing static functions to help procedurally build meshes
  59788. */
  59789. export class TiledBoxBuilder {
  59790. /**
  59791. * Creates a box mesh
  59792. * 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)
  59793. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59794. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59795. * * 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
  59796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59797. * @param name defines the name of the mesh
  59798. * @param options defines the options used to create the mesh
  59799. * @param scene defines the hosting scene
  59800. * @returns the box mesh
  59801. */
  59802. static CreateTiledBox(name: string, options: {
  59803. pattern?: number;
  59804. width?: number;
  59805. height?: number;
  59806. depth?: number;
  59807. tileSize?: number;
  59808. tileWidth?: number;
  59809. tileHeight?: number;
  59810. alignHorizontal?: number;
  59811. alignVertical?: number;
  59812. faceUV?: Vector4[];
  59813. faceColors?: Color4[];
  59814. sideOrientation?: number;
  59815. updatable?: boolean;
  59816. }, scene?: Nullable<Scene>): Mesh;
  59817. }
  59818. }
  59819. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59820. import { Vector4 } from "babylonjs/Maths/math.vector";
  59821. import { Mesh } from "babylonjs/Meshes/mesh";
  59822. /**
  59823. * Class containing static functions to help procedurally build meshes
  59824. */
  59825. export class TorusKnotBuilder {
  59826. /**
  59827. * Creates a torus knot mesh
  59828. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59829. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59830. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59831. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59833. * * 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
  59834. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59835. * @param name defines the name of the mesh
  59836. * @param options defines the options used to create the mesh
  59837. * @param scene defines the hosting scene
  59838. * @returns the torus knot mesh
  59839. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59840. */
  59841. static CreateTorusKnot(name: string, options: {
  59842. radius?: number;
  59843. tube?: number;
  59844. radialSegments?: number;
  59845. tubularSegments?: number;
  59846. p?: number;
  59847. q?: number;
  59848. updatable?: boolean;
  59849. sideOrientation?: number;
  59850. frontUVs?: Vector4;
  59851. backUVs?: Vector4;
  59852. }, scene: any): Mesh;
  59853. }
  59854. }
  59855. declare module "babylonjs/Meshes/polygonMesh" {
  59856. import { Scene } from "babylonjs/scene";
  59857. import { Vector2 } from "babylonjs/Maths/math.vector";
  59858. import { Mesh } from "babylonjs/Meshes/mesh";
  59859. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59860. import { Path2 } from "babylonjs/Maths/math.path";
  59861. /**
  59862. * Polygon
  59863. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59864. */
  59865. export class Polygon {
  59866. /**
  59867. * Creates a rectangle
  59868. * @param xmin bottom X coord
  59869. * @param ymin bottom Y coord
  59870. * @param xmax top X coord
  59871. * @param ymax top Y coord
  59872. * @returns points that make the resulting rectation
  59873. */
  59874. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59875. /**
  59876. * Creates a circle
  59877. * @param radius radius of circle
  59878. * @param cx scale in x
  59879. * @param cy scale in y
  59880. * @param numberOfSides number of sides that make up the circle
  59881. * @returns points that make the resulting circle
  59882. */
  59883. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59884. /**
  59885. * Creates a polygon from input string
  59886. * @param input Input polygon data
  59887. * @returns the parsed points
  59888. */
  59889. static Parse(input: string): Vector2[];
  59890. /**
  59891. * Starts building a polygon from x and y coordinates
  59892. * @param x x coordinate
  59893. * @param y y coordinate
  59894. * @returns the started path2
  59895. */
  59896. static StartingAt(x: number, y: number): Path2;
  59897. }
  59898. /**
  59899. * Builds a polygon
  59900. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59901. */
  59902. export class PolygonMeshBuilder {
  59903. private _points;
  59904. private _outlinepoints;
  59905. private _holes;
  59906. private _name;
  59907. private _scene;
  59908. private _epoints;
  59909. private _eholes;
  59910. private _addToepoint;
  59911. /**
  59912. * Babylon reference to the earcut plugin.
  59913. */
  59914. bjsEarcut: any;
  59915. /**
  59916. * Creates a PolygonMeshBuilder
  59917. * @param name name of the builder
  59918. * @param contours Path of the polygon
  59919. * @param scene scene to add to when creating the mesh
  59920. * @param earcutInjection can be used to inject your own earcut reference
  59921. */
  59922. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59923. /**
  59924. * Adds a whole within the polygon
  59925. * @param hole Array of points defining the hole
  59926. * @returns this
  59927. */
  59928. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59929. /**
  59930. * Creates the polygon
  59931. * @param updatable If the mesh should be updatable
  59932. * @param depth The depth of the mesh created
  59933. * @returns the created mesh
  59934. */
  59935. build(updatable?: boolean, depth?: number): Mesh;
  59936. /**
  59937. * Creates the polygon
  59938. * @param depth The depth of the mesh created
  59939. * @returns the created VertexData
  59940. */
  59941. buildVertexData(depth?: number): VertexData;
  59942. /**
  59943. * Adds a side to the polygon
  59944. * @param positions points that make the polygon
  59945. * @param normals normals of the polygon
  59946. * @param uvs uvs of the polygon
  59947. * @param indices indices of the polygon
  59948. * @param bounds bounds of the polygon
  59949. * @param points points of the polygon
  59950. * @param depth depth of the polygon
  59951. * @param flip flip of the polygon
  59952. */
  59953. private addSide;
  59954. }
  59955. }
  59956. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59957. import { Scene } from "babylonjs/scene";
  59958. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59959. import { Color4 } from "babylonjs/Maths/math.color";
  59960. import { Mesh } from "babylonjs/Meshes/mesh";
  59961. import { Nullable } from "babylonjs/types";
  59962. /**
  59963. * Class containing static functions to help procedurally build meshes
  59964. */
  59965. export class PolygonBuilder {
  59966. /**
  59967. * Creates a polygon mesh
  59968. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59969. * * 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
  59970. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59971. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59972. * * 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)
  59973. * * Remember you can only change the shape positions, not their number when updating a polygon
  59974. * @param name defines the name of the mesh
  59975. * @param options defines the options used to create the mesh
  59976. * @param scene defines the hosting scene
  59977. * @param earcutInjection can be used to inject your own earcut reference
  59978. * @returns the polygon mesh
  59979. */
  59980. static CreatePolygon(name: string, options: {
  59981. shape: Vector3[];
  59982. holes?: Vector3[][];
  59983. depth?: number;
  59984. faceUV?: Vector4[];
  59985. faceColors?: Color4[];
  59986. updatable?: boolean;
  59987. sideOrientation?: number;
  59988. frontUVs?: Vector4;
  59989. backUVs?: Vector4;
  59990. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59991. /**
  59992. * Creates an extruded polygon mesh, with depth in the Y direction.
  59993. * * 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)
  59994. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59995. * @param name defines the name of the mesh
  59996. * @param options defines the options used to create the mesh
  59997. * @param scene defines the hosting scene
  59998. * @param earcutInjection can be used to inject your own earcut reference
  59999. * @returns the polygon mesh
  60000. */
  60001. static ExtrudePolygon(name: string, options: {
  60002. shape: Vector3[];
  60003. holes?: Vector3[][];
  60004. depth?: number;
  60005. faceUV?: Vector4[];
  60006. faceColors?: Color4[];
  60007. updatable?: boolean;
  60008. sideOrientation?: number;
  60009. frontUVs?: Vector4;
  60010. backUVs?: Vector4;
  60011. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60012. }
  60013. }
  60014. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  60015. import { Scene } from "babylonjs/scene";
  60016. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60017. import { Mesh } from "babylonjs/Meshes/mesh";
  60018. import { Nullable } from "babylonjs/types";
  60019. /**
  60020. * Class containing static functions to help procedurally build meshes
  60021. */
  60022. export class LatheBuilder {
  60023. /**
  60024. * Creates lathe mesh.
  60025. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60026. * * 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
  60027. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60028. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60029. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60030. * * 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
  60031. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60032. * * 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
  60033. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60034. * * 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
  60035. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60036. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60037. * @param name defines the name of the mesh
  60038. * @param options defines the options used to create the mesh
  60039. * @param scene defines the hosting scene
  60040. * @returns the lathe mesh
  60041. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60042. */
  60043. static CreateLathe(name: string, options: {
  60044. shape: Vector3[];
  60045. radius?: number;
  60046. tessellation?: number;
  60047. clip?: number;
  60048. arc?: number;
  60049. closed?: boolean;
  60050. updatable?: boolean;
  60051. sideOrientation?: number;
  60052. frontUVs?: Vector4;
  60053. backUVs?: Vector4;
  60054. cap?: number;
  60055. invertUV?: boolean;
  60056. }, scene?: Nullable<Scene>): Mesh;
  60057. }
  60058. }
  60059. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  60060. import { Nullable } from "babylonjs/types";
  60061. import { Scene } from "babylonjs/scene";
  60062. import { Vector4 } from "babylonjs/Maths/math.vector";
  60063. import { Mesh } from "babylonjs/Meshes/mesh";
  60064. /**
  60065. * Class containing static functions to help procedurally build meshes
  60066. */
  60067. export class TiledPlaneBuilder {
  60068. /**
  60069. * Creates a tiled plane mesh
  60070. * * The parameter `pattern` will, depending on value, do nothing or
  60071. * * * flip (reflect about central vertical) alternate tiles across and up
  60072. * * * flip every tile on alternate rows
  60073. * * * rotate (180 degs) alternate tiles across and up
  60074. * * * rotate every tile on alternate rows
  60075. * * * flip and rotate alternate tiles across and up
  60076. * * * flip and rotate every tile on alternate rows
  60077. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  60078. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  60079. * * 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
  60080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60081. * * 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)
  60082. * * 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)
  60083. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60084. * @param name defines the name of the mesh
  60085. * @param options defines the options used to create the mesh
  60086. * @param scene defines the hosting scene
  60087. * @returns the box mesh
  60088. */
  60089. static CreateTiledPlane(name: string, options: {
  60090. pattern?: number;
  60091. tileSize?: number;
  60092. tileWidth?: number;
  60093. tileHeight?: number;
  60094. size?: number;
  60095. width?: number;
  60096. height?: number;
  60097. alignHorizontal?: number;
  60098. alignVertical?: number;
  60099. sideOrientation?: number;
  60100. frontUVs?: Vector4;
  60101. backUVs?: Vector4;
  60102. updatable?: boolean;
  60103. }, scene?: Nullable<Scene>): Mesh;
  60104. }
  60105. }
  60106. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  60107. import { Nullable } from "babylonjs/types";
  60108. import { Scene } from "babylonjs/scene";
  60109. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  60110. import { Mesh } from "babylonjs/Meshes/mesh";
  60111. /**
  60112. * Class containing static functions to help procedurally build meshes
  60113. */
  60114. export class TubeBuilder {
  60115. /**
  60116. * Creates a tube mesh.
  60117. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60118. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60119. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60120. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60121. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60122. * * 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)
  60123. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60124. * * 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
  60125. * * 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
  60126. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60127. * * 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
  60128. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60129. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60130. * @param name defines the name of the mesh
  60131. * @param options defines the options used to create the mesh
  60132. * @param scene defines the hosting scene
  60133. * @returns the tube mesh
  60134. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60135. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60136. */
  60137. static CreateTube(name: string, options: {
  60138. path: Vector3[];
  60139. radius?: number;
  60140. tessellation?: number;
  60141. radiusFunction?: {
  60142. (i: number, distance: number): number;
  60143. };
  60144. cap?: number;
  60145. arc?: number;
  60146. updatable?: boolean;
  60147. sideOrientation?: number;
  60148. frontUVs?: Vector4;
  60149. backUVs?: Vector4;
  60150. instance?: Mesh;
  60151. invertUV?: boolean;
  60152. }, scene?: Nullable<Scene>): Mesh;
  60153. }
  60154. }
  60155. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  60156. import { Scene } from "babylonjs/scene";
  60157. import { Vector4 } from "babylonjs/Maths/math.vector";
  60158. import { Mesh } from "babylonjs/Meshes/mesh";
  60159. import { Nullable } from "babylonjs/types";
  60160. /**
  60161. * Class containing static functions to help procedurally build meshes
  60162. */
  60163. export class IcoSphereBuilder {
  60164. /**
  60165. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60166. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60167. * * 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`)
  60168. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60169. * * 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
  60170. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60171. * * 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
  60172. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60173. * @param name defines the name of the mesh
  60174. * @param options defines the options used to create the mesh
  60175. * @param scene defines the hosting scene
  60176. * @returns the icosahedron mesh
  60177. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60178. */
  60179. static CreateIcoSphere(name: string, options: {
  60180. radius?: number;
  60181. radiusX?: number;
  60182. radiusY?: number;
  60183. radiusZ?: number;
  60184. flat?: boolean;
  60185. subdivisions?: number;
  60186. sideOrientation?: number;
  60187. frontUVs?: Vector4;
  60188. backUVs?: Vector4;
  60189. updatable?: boolean;
  60190. }, scene?: Nullable<Scene>): Mesh;
  60191. }
  60192. }
  60193. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  60194. import { Vector3 } from "babylonjs/Maths/math.vector";
  60195. import { Mesh } from "babylonjs/Meshes/mesh";
  60196. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60197. /**
  60198. * Class containing static functions to help procedurally build meshes
  60199. */
  60200. export class DecalBuilder {
  60201. /**
  60202. * Creates a decal mesh.
  60203. * 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
  60204. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60205. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60206. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60207. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60208. * @param name defines the name of the mesh
  60209. * @param sourceMesh defines the mesh where the decal must be applied
  60210. * @param options defines the options used to create the mesh
  60211. * @param scene defines the hosting scene
  60212. * @returns the decal mesh
  60213. * @see https://doc.babylonjs.com/how_to/decals
  60214. */
  60215. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60216. position?: Vector3;
  60217. normal?: Vector3;
  60218. size?: Vector3;
  60219. angle?: number;
  60220. }): Mesh;
  60221. }
  60222. }
  60223. declare module "babylonjs/Meshes/meshBuilder" {
  60224. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60225. import { Nullable } from "babylonjs/types";
  60226. import { Scene } from "babylonjs/scene";
  60227. import { Mesh } from "babylonjs/Meshes/mesh";
  60228. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60229. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60230. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60231. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60232. import { Plane } from "babylonjs/Maths/math.plane";
  60233. /**
  60234. * Class containing static functions to help procedurally build meshes
  60235. */
  60236. export class MeshBuilder {
  60237. /**
  60238. * Creates a box mesh
  60239. * * The parameter `size` sets the size (float) of each box side (default 1)
  60240. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60241. * * 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)
  60242. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60243. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60244. * * 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
  60245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60246. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60247. * @param name defines the name of the mesh
  60248. * @param options defines the options used to create the mesh
  60249. * @param scene defines the hosting scene
  60250. * @returns the box mesh
  60251. */
  60252. static CreateBox(name: string, options: {
  60253. size?: number;
  60254. width?: number;
  60255. height?: number;
  60256. depth?: number;
  60257. faceUV?: Vector4[];
  60258. faceColors?: Color4[];
  60259. sideOrientation?: number;
  60260. frontUVs?: Vector4;
  60261. backUVs?: Vector4;
  60262. updatable?: boolean;
  60263. }, scene?: Nullable<Scene>): Mesh;
  60264. /**
  60265. * Creates a tiled box mesh
  60266. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60268. * @param name defines the name of the mesh
  60269. * @param options defines the options used to create the mesh
  60270. * @param scene defines the hosting scene
  60271. * @returns the tiled box mesh
  60272. */
  60273. static CreateTiledBox(name: string, options: {
  60274. pattern?: number;
  60275. size?: number;
  60276. width?: number;
  60277. height?: number;
  60278. depth: number;
  60279. tileSize?: number;
  60280. tileWidth?: number;
  60281. tileHeight?: number;
  60282. faceUV?: Vector4[];
  60283. faceColors?: Color4[];
  60284. alignHorizontal?: number;
  60285. alignVertical?: number;
  60286. sideOrientation?: number;
  60287. updatable?: boolean;
  60288. }, scene?: Nullable<Scene>): Mesh;
  60289. /**
  60290. * Creates a sphere mesh
  60291. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60292. * * 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`)
  60293. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60294. * * 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
  60295. * * 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)
  60296. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60297. * * 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
  60298. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60299. * @param name defines the name of the mesh
  60300. * @param options defines the options used to create the mesh
  60301. * @param scene defines the hosting scene
  60302. * @returns the sphere mesh
  60303. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60304. */
  60305. static CreateSphere(name: string, options: {
  60306. segments?: number;
  60307. diameter?: number;
  60308. diameterX?: number;
  60309. diameterY?: number;
  60310. diameterZ?: number;
  60311. arc?: number;
  60312. slice?: number;
  60313. sideOrientation?: number;
  60314. frontUVs?: Vector4;
  60315. backUVs?: Vector4;
  60316. updatable?: boolean;
  60317. }, scene?: Nullable<Scene>): Mesh;
  60318. /**
  60319. * Creates a plane polygonal mesh. By default, this is a disc
  60320. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60321. * * 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
  60322. * * 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
  60323. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60324. * * 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
  60325. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60326. * @param name defines the name of the mesh
  60327. * @param options defines the options used to create the mesh
  60328. * @param scene defines the hosting scene
  60329. * @returns the plane polygonal mesh
  60330. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60331. */
  60332. static CreateDisc(name: string, options: {
  60333. radius?: number;
  60334. tessellation?: number;
  60335. arc?: number;
  60336. updatable?: boolean;
  60337. sideOrientation?: number;
  60338. frontUVs?: Vector4;
  60339. backUVs?: Vector4;
  60340. }, scene?: Nullable<Scene>): Mesh;
  60341. /**
  60342. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60343. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60344. * * 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`)
  60345. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60346. * * 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
  60347. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60348. * * 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
  60349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60350. * @param name defines the name of the mesh
  60351. * @param options defines the options used to create the mesh
  60352. * @param scene defines the hosting scene
  60353. * @returns the icosahedron mesh
  60354. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60355. */
  60356. static CreateIcoSphere(name: string, options: {
  60357. radius?: number;
  60358. radiusX?: number;
  60359. radiusY?: number;
  60360. radiusZ?: number;
  60361. flat?: boolean;
  60362. subdivisions?: number;
  60363. sideOrientation?: number;
  60364. frontUVs?: Vector4;
  60365. backUVs?: Vector4;
  60366. updatable?: boolean;
  60367. }, scene?: Nullable<Scene>): Mesh;
  60368. /**
  60369. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60370. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60371. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60372. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60373. * * 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
  60374. * * 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
  60375. * * 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
  60376. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60377. * * 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
  60378. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60379. * * 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
  60380. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60381. * * 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
  60382. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60383. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60384. * @param name defines the name of the mesh
  60385. * @param options defines the options used to create the mesh
  60386. * @param scene defines the hosting scene
  60387. * @returns the ribbon mesh
  60388. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60389. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60390. */
  60391. static CreateRibbon(name: string, options: {
  60392. pathArray: Vector3[][];
  60393. closeArray?: boolean;
  60394. closePath?: boolean;
  60395. offset?: number;
  60396. updatable?: boolean;
  60397. sideOrientation?: number;
  60398. frontUVs?: Vector4;
  60399. backUVs?: Vector4;
  60400. instance?: Mesh;
  60401. invertUV?: boolean;
  60402. uvs?: Vector2[];
  60403. colors?: Color4[];
  60404. }, scene?: Nullable<Scene>): Mesh;
  60405. /**
  60406. * Creates a cylinder or a cone mesh
  60407. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60408. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60409. * * 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.
  60410. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60411. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60412. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60413. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60414. * * 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).
  60415. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60416. * * 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).
  60417. * * 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
  60418. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60419. * * 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
  60420. * * 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.
  60421. * * If `enclose` is false, a ring surface is one element.
  60422. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60423. * * 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
  60424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60425. * * 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
  60426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60427. * @param name defines the name of the mesh
  60428. * @param options defines the options used to create the mesh
  60429. * @param scene defines the hosting scene
  60430. * @returns the cylinder mesh
  60431. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60432. */
  60433. static CreateCylinder(name: string, options: {
  60434. height?: number;
  60435. diameterTop?: number;
  60436. diameterBottom?: number;
  60437. diameter?: number;
  60438. tessellation?: number;
  60439. subdivisions?: number;
  60440. arc?: number;
  60441. faceColors?: Color4[];
  60442. faceUV?: Vector4[];
  60443. updatable?: boolean;
  60444. hasRings?: boolean;
  60445. enclose?: boolean;
  60446. cap?: number;
  60447. sideOrientation?: number;
  60448. frontUVs?: Vector4;
  60449. backUVs?: Vector4;
  60450. }, scene?: Nullable<Scene>): Mesh;
  60451. /**
  60452. * Creates a torus mesh
  60453. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60454. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60455. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60457. * * 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
  60458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60459. * @param name defines the name of the mesh
  60460. * @param options defines the options used to create the mesh
  60461. * @param scene defines the hosting scene
  60462. * @returns the torus mesh
  60463. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60464. */
  60465. static CreateTorus(name: string, options: {
  60466. diameter?: number;
  60467. thickness?: number;
  60468. tessellation?: number;
  60469. updatable?: boolean;
  60470. sideOrientation?: number;
  60471. frontUVs?: Vector4;
  60472. backUVs?: Vector4;
  60473. }, scene?: Nullable<Scene>): Mesh;
  60474. /**
  60475. * Creates a torus knot mesh
  60476. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60477. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60478. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60479. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60480. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60481. * * 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
  60482. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60483. * @param name defines the name of the mesh
  60484. * @param options defines the options used to create the mesh
  60485. * @param scene defines the hosting scene
  60486. * @returns the torus knot mesh
  60487. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60488. */
  60489. static CreateTorusKnot(name: string, options: {
  60490. radius?: number;
  60491. tube?: number;
  60492. radialSegments?: number;
  60493. tubularSegments?: number;
  60494. p?: number;
  60495. q?: number;
  60496. updatable?: boolean;
  60497. sideOrientation?: number;
  60498. frontUVs?: Vector4;
  60499. backUVs?: Vector4;
  60500. }, scene?: Nullable<Scene>): Mesh;
  60501. /**
  60502. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60503. * * 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
  60504. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60505. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60506. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60507. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60508. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60509. * * 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
  60510. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60511. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60512. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60513. * @param name defines the name of the new line system
  60514. * @param options defines the options used to create the line system
  60515. * @param scene defines the hosting scene
  60516. * @returns a new line system mesh
  60517. */
  60518. static CreateLineSystem(name: string, options: {
  60519. lines: Vector3[][];
  60520. updatable?: boolean;
  60521. instance?: Nullable<LinesMesh>;
  60522. colors?: Nullable<Color4[][]>;
  60523. useVertexAlpha?: boolean;
  60524. }, scene: Nullable<Scene>): LinesMesh;
  60525. /**
  60526. * Creates a line mesh
  60527. * 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
  60528. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60529. * * The parameter `points` is an array successive Vector3
  60530. * * 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
  60531. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60532. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60533. * * When updating an instance, remember that only point positions can change, not the number of points
  60534. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60535. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60536. * @param name defines the name of the new line system
  60537. * @param options defines the options used to create the line system
  60538. * @param scene defines the hosting scene
  60539. * @returns a new line mesh
  60540. */
  60541. static CreateLines(name: string, options: {
  60542. points: Vector3[];
  60543. updatable?: boolean;
  60544. instance?: Nullable<LinesMesh>;
  60545. colors?: Color4[];
  60546. useVertexAlpha?: boolean;
  60547. }, scene?: Nullable<Scene>): LinesMesh;
  60548. /**
  60549. * Creates a dashed line mesh
  60550. * * 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
  60551. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60552. * * The parameter `points` is an array successive Vector3
  60553. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60554. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60555. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60556. * * 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
  60557. * * When updating an instance, remember that only point positions can change, not the number of points
  60558. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60559. * @param name defines the name of the mesh
  60560. * @param options defines the options used to create the mesh
  60561. * @param scene defines the hosting scene
  60562. * @returns the dashed line mesh
  60563. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60564. */
  60565. static CreateDashedLines(name: string, options: {
  60566. points: Vector3[];
  60567. dashSize?: number;
  60568. gapSize?: number;
  60569. dashNb?: number;
  60570. updatable?: boolean;
  60571. instance?: LinesMesh;
  60572. }, scene?: Nullable<Scene>): LinesMesh;
  60573. /**
  60574. * 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.
  60575. * * 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.
  60576. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60577. * * 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.
  60578. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60579. * * 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
  60580. * * 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
  60581. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60582. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60583. * * 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
  60584. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60585. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60586. * @param name defines the name of the mesh
  60587. * @param options defines the options used to create the mesh
  60588. * @param scene defines the hosting scene
  60589. * @returns the extruded shape mesh
  60590. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60591. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60592. */
  60593. static ExtrudeShape(name: string, options: {
  60594. shape: Vector3[];
  60595. path: Vector3[];
  60596. scale?: number;
  60597. rotation?: number;
  60598. cap?: number;
  60599. updatable?: boolean;
  60600. sideOrientation?: number;
  60601. frontUVs?: Vector4;
  60602. backUVs?: Vector4;
  60603. instance?: Mesh;
  60604. invertUV?: boolean;
  60605. }, scene?: Nullable<Scene>): Mesh;
  60606. /**
  60607. * Creates an custom extruded shape mesh.
  60608. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60609. * * 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.
  60610. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60611. * * 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
  60612. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60613. * * 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
  60614. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60615. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60616. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60617. * * 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
  60618. * * 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
  60619. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60620. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60621. * * 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
  60622. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60623. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60624. * @param name defines the name of the mesh
  60625. * @param options defines the options used to create the mesh
  60626. * @param scene defines the hosting scene
  60627. * @returns the custom extruded shape mesh
  60628. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60629. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60630. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60631. */
  60632. static ExtrudeShapeCustom(name: string, options: {
  60633. shape: Vector3[];
  60634. path: Vector3[];
  60635. scaleFunction?: any;
  60636. rotationFunction?: any;
  60637. ribbonCloseArray?: boolean;
  60638. ribbonClosePath?: boolean;
  60639. cap?: number;
  60640. updatable?: boolean;
  60641. sideOrientation?: number;
  60642. frontUVs?: Vector4;
  60643. backUVs?: Vector4;
  60644. instance?: Mesh;
  60645. invertUV?: boolean;
  60646. }, scene?: Nullable<Scene>): Mesh;
  60647. /**
  60648. * Creates lathe mesh.
  60649. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60650. * * 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
  60651. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60652. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60653. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60654. * * 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
  60655. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60656. * * 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
  60657. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60658. * * 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
  60659. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60660. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60661. * @param name defines the name of the mesh
  60662. * @param options defines the options used to create the mesh
  60663. * @param scene defines the hosting scene
  60664. * @returns the lathe mesh
  60665. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60666. */
  60667. static CreateLathe(name: string, options: {
  60668. shape: Vector3[];
  60669. radius?: number;
  60670. tessellation?: number;
  60671. clip?: number;
  60672. arc?: number;
  60673. closed?: boolean;
  60674. updatable?: boolean;
  60675. sideOrientation?: number;
  60676. frontUVs?: Vector4;
  60677. backUVs?: Vector4;
  60678. cap?: number;
  60679. invertUV?: boolean;
  60680. }, scene?: Nullable<Scene>): Mesh;
  60681. /**
  60682. * Creates a tiled plane mesh
  60683. * * You can set a limited pattern arrangement with the tiles
  60684. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60685. * * 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
  60686. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60687. * @param name defines the name of the mesh
  60688. * @param options defines the options used to create the mesh
  60689. * @param scene defines the hosting scene
  60690. * @returns the plane mesh
  60691. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60692. */
  60693. static CreateTiledPlane(name: string, options: {
  60694. pattern?: number;
  60695. tileSize?: number;
  60696. tileWidth?: number;
  60697. tileHeight?: number;
  60698. size?: number;
  60699. width?: number;
  60700. height?: number;
  60701. alignHorizontal?: number;
  60702. alignVertical?: number;
  60703. sideOrientation?: number;
  60704. frontUVs?: Vector4;
  60705. backUVs?: Vector4;
  60706. updatable?: boolean;
  60707. }, scene?: Nullable<Scene>): Mesh;
  60708. /**
  60709. * Creates a plane mesh
  60710. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60711. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60712. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60713. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60714. * * 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
  60715. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60716. * @param name defines the name of the mesh
  60717. * @param options defines the options used to create the mesh
  60718. * @param scene defines the hosting scene
  60719. * @returns the plane mesh
  60720. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60721. */
  60722. static CreatePlane(name: string, options: {
  60723. size?: number;
  60724. width?: number;
  60725. height?: number;
  60726. sideOrientation?: number;
  60727. frontUVs?: Vector4;
  60728. backUVs?: Vector4;
  60729. updatable?: boolean;
  60730. sourcePlane?: Plane;
  60731. }, scene?: Nullable<Scene>): Mesh;
  60732. /**
  60733. * Creates a ground mesh
  60734. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60735. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60736. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60737. * @param name defines the name of the mesh
  60738. * @param options defines the options used to create the mesh
  60739. * @param scene defines the hosting scene
  60740. * @returns the ground mesh
  60741. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60742. */
  60743. static CreateGround(name: string, options: {
  60744. width?: number;
  60745. height?: number;
  60746. subdivisions?: number;
  60747. subdivisionsX?: number;
  60748. subdivisionsY?: number;
  60749. updatable?: boolean;
  60750. }, scene?: Nullable<Scene>): Mesh;
  60751. /**
  60752. * Creates a tiled ground mesh
  60753. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60754. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60755. * * 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
  60756. * * 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
  60757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60758. * @param name defines the name of the mesh
  60759. * @param options defines the options used to create the mesh
  60760. * @param scene defines the hosting scene
  60761. * @returns the tiled ground mesh
  60762. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60763. */
  60764. static CreateTiledGround(name: string, options: {
  60765. xmin: number;
  60766. zmin: number;
  60767. xmax: number;
  60768. zmax: number;
  60769. subdivisions?: {
  60770. w: number;
  60771. h: number;
  60772. };
  60773. precision?: {
  60774. w: number;
  60775. h: number;
  60776. };
  60777. updatable?: boolean;
  60778. }, scene?: Nullable<Scene>): Mesh;
  60779. /**
  60780. * Creates a ground mesh from a height map
  60781. * * The parameter `url` sets the URL of the height map image resource.
  60782. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60783. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60784. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60785. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60786. * * 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.
  60787. * * 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).
  60788. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60789. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60790. * @param name defines the name of the mesh
  60791. * @param url defines the url to the height map
  60792. * @param options defines the options used to create the mesh
  60793. * @param scene defines the hosting scene
  60794. * @returns the ground mesh
  60795. * @see https://doc.babylonjs.com/babylon101/height_map
  60796. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60797. */
  60798. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60799. width?: number;
  60800. height?: number;
  60801. subdivisions?: number;
  60802. minHeight?: number;
  60803. maxHeight?: number;
  60804. colorFilter?: Color3;
  60805. alphaFilter?: number;
  60806. updatable?: boolean;
  60807. onReady?: (mesh: GroundMesh) => void;
  60808. }, scene?: Nullable<Scene>): GroundMesh;
  60809. /**
  60810. * Creates a polygon mesh
  60811. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60812. * * 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
  60813. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60815. * * 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)
  60816. * * Remember you can only change the shape positions, not their number when updating a polygon
  60817. * @param name defines the name of the mesh
  60818. * @param options defines the options used to create the mesh
  60819. * @param scene defines the hosting scene
  60820. * @param earcutInjection can be used to inject your own earcut reference
  60821. * @returns the polygon mesh
  60822. */
  60823. static CreatePolygon(name: string, options: {
  60824. shape: Vector3[];
  60825. holes?: Vector3[][];
  60826. depth?: number;
  60827. faceUV?: Vector4[];
  60828. faceColors?: Color4[];
  60829. updatable?: boolean;
  60830. sideOrientation?: number;
  60831. frontUVs?: Vector4;
  60832. backUVs?: Vector4;
  60833. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60834. /**
  60835. * Creates an extruded polygon mesh, with depth in the Y direction.
  60836. * * 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)
  60837. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60838. * @param name defines the name of the mesh
  60839. * @param options defines the options used to create the mesh
  60840. * @param scene defines the hosting scene
  60841. * @param earcutInjection can be used to inject your own earcut reference
  60842. * @returns the polygon mesh
  60843. */
  60844. static ExtrudePolygon(name: string, options: {
  60845. shape: Vector3[];
  60846. holes?: Vector3[][];
  60847. depth?: number;
  60848. faceUV?: Vector4[];
  60849. faceColors?: Color4[];
  60850. updatable?: boolean;
  60851. sideOrientation?: number;
  60852. frontUVs?: Vector4;
  60853. backUVs?: Vector4;
  60854. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60855. /**
  60856. * Creates a tube mesh.
  60857. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60858. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60859. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60860. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60861. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60862. * * 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)
  60863. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60864. * * 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
  60865. * * 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
  60866. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60867. * * 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
  60868. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60870. * @param name defines the name of the mesh
  60871. * @param options defines the options used to create the mesh
  60872. * @param scene defines the hosting scene
  60873. * @returns the tube mesh
  60874. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60875. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60876. */
  60877. static CreateTube(name: string, options: {
  60878. path: Vector3[];
  60879. radius?: number;
  60880. tessellation?: number;
  60881. radiusFunction?: {
  60882. (i: number, distance: number): number;
  60883. };
  60884. cap?: number;
  60885. arc?: number;
  60886. updatable?: boolean;
  60887. sideOrientation?: number;
  60888. frontUVs?: Vector4;
  60889. backUVs?: Vector4;
  60890. instance?: Mesh;
  60891. invertUV?: boolean;
  60892. }, scene?: Nullable<Scene>): Mesh;
  60893. /**
  60894. * Creates a polyhedron mesh
  60895. * * 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
  60896. * * The parameter `size` (positive float, default 1) sets the polygon size
  60897. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60898. * * 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`
  60899. * * 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
  60900. * * 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)`)
  60901. * * 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
  60902. * * 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
  60903. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60904. * * 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
  60905. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60906. * @param name defines the name of the mesh
  60907. * @param options defines the options used to create the mesh
  60908. * @param scene defines the hosting scene
  60909. * @returns the polyhedron mesh
  60910. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60911. */
  60912. static CreatePolyhedron(name: string, options: {
  60913. type?: number;
  60914. size?: number;
  60915. sizeX?: number;
  60916. sizeY?: number;
  60917. sizeZ?: number;
  60918. custom?: any;
  60919. faceUV?: Vector4[];
  60920. faceColors?: Color4[];
  60921. flat?: boolean;
  60922. updatable?: boolean;
  60923. sideOrientation?: number;
  60924. frontUVs?: Vector4;
  60925. backUVs?: Vector4;
  60926. }, scene?: Nullable<Scene>): Mesh;
  60927. /**
  60928. * Creates a decal mesh.
  60929. * 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
  60930. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60931. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60932. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60933. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60934. * @param name defines the name of the mesh
  60935. * @param sourceMesh defines the mesh where the decal must be applied
  60936. * @param options defines the options used to create the mesh
  60937. * @param scene defines the hosting scene
  60938. * @returns the decal mesh
  60939. * @see https://doc.babylonjs.com/how_to/decals
  60940. */
  60941. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60942. position?: Vector3;
  60943. normal?: Vector3;
  60944. size?: Vector3;
  60945. angle?: number;
  60946. }): Mesh;
  60947. }
  60948. }
  60949. declare module "babylonjs/Meshes/meshSimplification" {
  60950. import { Mesh } from "babylonjs/Meshes/mesh";
  60951. /**
  60952. * A simplifier interface for future simplification implementations
  60953. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60954. */
  60955. export interface ISimplifier {
  60956. /**
  60957. * Simplification of a given mesh according to the given settings.
  60958. * Since this requires computation, it is assumed that the function runs async.
  60959. * @param settings The settings of the simplification, including quality and distance
  60960. * @param successCallback A callback that will be called after the mesh was simplified.
  60961. * @param errorCallback in case of an error, this callback will be called. optional.
  60962. */
  60963. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60964. }
  60965. /**
  60966. * Expected simplification settings.
  60967. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60968. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60969. */
  60970. export interface ISimplificationSettings {
  60971. /**
  60972. * Gets or sets the expected quality
  60973. */
  60974. quality: number;
  60975. /**
  60976. * Gets or sets the distance when this optimized version should be used
  60977. */
  60978. distance: number;
  60979. /**
  60980. * Gets an already optimized mesh
  60981. */
  60982. optimizeMesh?: boolean;
  60983. }
  60984. /**
  60985. * Class used to specify simplification options
  60986. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60987. */
  60988. export class SimplificationSettings implements ISimplificationSettings {
  60989. /** expected quality */
  60990. quality: number;
  60991. /** distance when this optimized version should be used */
  60992. distance: number;
  60993. /** already optimized mesh */
  60994. optimizeMesh?: boolean | undefined;
  60995. /**
  60996. * Creates a SimplificationSettings
  60997. * @param quality expected quality
  60998. * @param distance distance when this optimized version should be used
  60999. * @param optimizeMesh already optimized mesh
  61000. */
  61001. constructor(
  61002. /** expected quality */
  61003. quality: number,
  61004. /** distance when this optimized version should be used */
  61005. distance: number,
  61006. /** already optimized mesh */
  61007. optimizeMesh?: boolean | undefined);
  61008. }
  61009. /**
  61010. * Interface used to define a simplification task
  61011. */
  61012. export interface ISimplificationTask {
  61013. /**
  61014. * Array of settings
  61015. */
  61016. settings: Array<ISimplificationSettings>;
  61017. /**
  61018. * Simplification type
  61019. */
  61020. simplificationType: SimplificationType;
  61021. /**
  61022. * Mesh to simplify
  61023. */
  61024. mesh: Mesh;
  61025. /**
  61026. * Callback called on success
  61027. */
  61028. successCallback?: () => void;
  61029. /**
  61030. * Defines if parallel processing can be used
  61031. */
  61032. parallelProcessing: boolean;
  61033. }
  61034. /**
  61035. * Queue used to order the simplification tasks
  61036. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61037. */
  61038. export class SimplificationQueue {
  61039. private _simplificationArray;
  61040. /**
  61041. * Gets a boolean indicating that the process is still running
  61042. */
  61043. running: boolean;
  61044. /**
  61045. * Creates a new queue
  61046. */
  61047. constructor();
  61048. /**
  61049. * Adds a new simplification task
  61050. * @param task defines a task to add
  61051. */
  61052. addTask(task: ISimplificationTask): void;
  61053. /**
  61054. * Execute next task
  61055. */
  61056. executeNext(): void;
  61057. /**
  61058. * Execute a simplification task
  61059. * @param task defines the task to run
  61060. */
  61061. runSimplification(task: ISimplificationTask): void;
  61062. private getSimplifier;
  61063. }
  61064. /**
  61065. * The implemented types of simplification
  61066. * At the moment only Quadratic Error Decimation is implemented
  61067. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61068. */
  61069. export enum SimplificationType {
  61070. /** Quadratic error decimation */
  61071. QUADRATIC = 0
  61072. }
  61073. }
  61074. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  61075. import { Scene } from "babylonjs/scene";
  61076. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  61077. import { ISceneComponent } from "babylonjs/sceneComponent";
  61078. module "babylonjs/scene" {
  61079. interface Scene {
  61080. /** @hidden (Backing field) */
  61081. _simplificationQueue: SimplificationQueue;
  61082. /**
  61083. * Gets or sets the simplification queue attached to the scene
  61084. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  61085. */
  61086. simplificationQueue: SimplificationQueue;
  61087. }
  61088. }
  61089. module "babylonjs/Meshes/mesh" {
  61090. interface Mesh {
  61091. /**
  61092. * Simplify the mesh according to the given array of settings.
  61093. * Function will return immediately and will simplify async
  61094. * @param settings a collection of simplification settings
  61095. * @param parallelProcessing should all levels calculate parallel or one after the other
  61096. * @param simplificationType the type of simplification to run
  61097. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  61098. * @returns the current mesh
  61099. */
  61100. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  61101. }
  61102. }
  61103. /**
  61104. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  61105. * created in a scene
  61106. */
  61107. export class SimplicationQueueSceneComponent implements ISceneComponent {
  61108. /**
  61109. * The component name helpfull to identify the component in the list of scene components.
  61110. */
  61111. readonly name: string;
  61112. /**
  61113. * The scene the component belongs to.
  61114. */
  61115. scene: Scene;
  61116. /**
  61117. * Creates a new instance of the component for the given scene
  61118. * @param scene Defines the scene to register the component in
  61119. */
  61120. constructor(scene: Scene);
  61121. /**
  61122. * Registers the component in a given scene
  61123. */
  61124. register(): void;
  61125. /**
  61126. * Rebuilds the elements related to this component in case of
  61127. * context lost for instance.
  61128. */
  61129. rebuild(): void;
  61130. /**
  61131. * Disposes the component and the associated ressources
  61132. */
  61133. dispose(): void;
  61134. private _beforeCameraUpdate;
  61135. }
  61136. }
  61137. declare module "babylonjs/Meshes/Builders/index" {
  61138. export * from "babylonjs/Meshes/Builders/boxBuilder";
  61139. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  61140. export * from "babylonjs/Meshes/Builders/discBuilder";
  61141. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  61142. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  61143. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  61144. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  61145. export * from "babylonjs/Meshes/Builders/torusBuilder";
  61146. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  61147. export * from "babylonjs/Meshes/Builders/linesBuilder";
  61148. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  61149. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  61150. export * from "babylonjs/Meshes/Builders/latheBuilder";
  61151. export * from "babylonjs/Meshes/Builders/planeBuilder";
  61152. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  61153. export * from "babylonjs/Meshes/Builders/groundBuilder";
  61154. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  61155. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  61156. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  61157. export * from "babylonjs/Meshes/Builders/decalBuilder";
  61158. }
  61159. declare module "babylonjs/Meshes/index" {
  61160. export * from "babylonjs/Meshes/abstractMesh";
  61161. export * from "babylonjs/Meshes/buffer";
  61162. export * from "babylonjs/Meshes/Compression/index";
  61163. export * from "babylonjs/Meshes/csg";
  61164. export * from "babylonjs/Meshes/geometry";
  61165. export * from "babylonjs/Meshes/groundMesh";
  61166. export * from "babylonjs/Meshes/trailMesh";
  61167. export * from "babylonjs/Meshes/instancedMesh";
  61168. export * from "babylonjs/Meshes/linesMesh";
  61169. export * from "babylonjs/Meshes/mesh";
  61170. export * from "babylonjs/Meshes/mesh.vertexData";
  61171. export * from "babylonjs/Meshes/meshBuilder";
  61172. export * from "babylonjs/Meshes/meshSimplification";
  61173. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  61174. export * from "babylonjs/Meshes/polygonMesh";
  61175. export * from "babylonjs/Meshes/subMesh";
  61176. export * from "babylonjs/Meshes/meshLODLevel";
  61177. export * from "babylonjs/Meshes/transformNode";
  61178. export * from "babylonjs/Meshes/Builders/index";
  61179. export * from "babylonjs/Meshes/dataBuffer";
  61180. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  61181. }
  61182. declare module "babylonjs/Morph/index" {
  61183. export * from "babylonjs/Morph/morphTarget";
  61184. export * from "babylonjs/Morph/morphTargetManager";
  61185. }
  61186. declare module "babylonjs/Navigation/INavigationEngine" {
  61187. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61188. import { Vector3 } from "babylonjs/Maths/math";
  61189. import { Mesh } from "babylonjs/Meshes/mesh";
  61190. import { Scene } from "babylonjs/scene";
  61191. /**
  61192. * Navigation plugin interface to add navigation constrained by a navigation mesh
  61193. */
  61194. export interface INavigationEnginePlugin {
  61195. /**
  61196. * plugin name
  61197. */
  61198. name: string;
  61199. /**
  61200. * Creates a navigation mesh
  61201. * @param meshes array of all the geometry used to compute the navigatio mesh
  61202. * @param parameters bunch of parameters used to filter geometry
  61203. */
  61204. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61205. /**
  61206. * Create a navigation mesh debug mesh
  61207. * @param scene is where the mesh will be added
  61208. * @returns debug display mesh
  61209. */
  61210. createDebugNavMesh(scene: Scene): Mesh;
  61211. /**
  61212. * Get a navigation mesh constrained position, closest to the parameter position
  61213. * @param position world position
  61214. * @returns the closest point to position constrained by the navigation mesh
  61215. */
  61216. getClosestPoint(position: Vector3): Vector3;
  61217. /**
  61218. * Get a navigation mesh constrained position, within a particular radius
  61219. * @param position world position
  61220. * @param maxRadius the maximum distance to the constrained world position
  61221. * @returns the closest point to position constrained by the navigation mesh
  61222. */
  61223. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61224. /**
  61225. * Compute the final position from a segment made of destination-position
  61226. * @param position world position
  61227. * @param destination world position
  61228. * @returns the resulting point along the navmesh
  61229. */
  61230. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61231. /**
  61232. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61233. * @param start world position
  61234. * @param end world position
  61235. * @returns array containing world position composing the path
  61236. */
  61237. computePath(start: Vector3, end: Vector3): Vector3[];
  61238. /**
  61239. * If this plugin is supported
  61240. * @returns true if plugin is supported
  61241. */
  61242. isSupported(): boolean;
  61243. /**
  61244. * Create a new Crowd so you can add agents
  61245. * @param maxAgents the maximum agent count in the crowd
  61246. * @param maxAgentRadius the maximum radius an agent can have
  61247. * @param scene to attach the crowd to
  61248. * @returns the crowd you can add agents to
  61249. */
  61250. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61251. /**
  61252. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61253. * The queries will try to find a solution within those bounds
  61254. * default is (1,1,1)
  61255. * @param extent x,y,z value that define the extent around the queries point of reference
  61256. */
  61257. setDefaultQueryExtent(extent: Vector3): void;
  61258. /**
  61259. * Get the Bounding box extent specified by setDefaultQueryExtent
  61260. * @returns the box extent values
  61261. */
  61262. getDefaultQueryExtent(): Vector3;
  61263. /**
  61264. * Release all resources
  61265. */
  61266. dispose(): void;
  61267. }
  61268. /**
  61269. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61270. */
  61271. export interface ICrowd {
  61272. /**
  61273. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61274. * You can attach anything to that node. The node position is updated in the scene update tick.
  61275. * @param pos world position that will be constrained by the navigation mesh
  61276. * @param parameters agent parameters
  61277. * @param transform hooked to the agent that will be update by the scene
  61278. * @returns agent index
  61279. */
  61280. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61281. /**
  61282. * Returns the agent position in world space
  61283. * @param index agent index returned by addAgent
  61284. * @returns world space position
  61285. */
  61286. getAgentPosition(index: number): Vector3;
  61287. /**
  61288. * Gets the agent velocity in world space
  61289. * @param index agent index returned by addAgent
  61290. * @returns world space velocity
  61291. */
  61292. getAgentVelocity(index: number): Vector3;
  61293. /**
  61294. * remove a particular agent previously created
  61295. * @param index agent index returned by addAgent
  61296. */
  61297. removeAgent(index: number): void;
  61298. /**
  61299. * get the list of all agents attached to this crowd
  61300. * @returns list of agent indices
  61301. */
  61302. getAgents(): number[];
  61303. /**
  61304. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61305. * @param deltaTime in seconds
  61306. */
  61307. update(deltaTime: number): void;
  61308. /**
  61309. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61310. * @param index agent index returned by addAgent
  61311. * @param destination targeted world position
  61312. */
  61313. agentGoto(index: number, destination: Vector3): void;
  61314. /**
  61315. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61316. * The queries will try to find a solution within those bounds
  61317. * default is (1,1,1)
  61318. * @param extent x,y,z value that define the extent around the queries point of reference
  61319. */
  61320. setDefaultQueryExtent(extent: Vector3): void;
  61321. /**
  61322. * Get the Bounding box extent specified by setDefaultQueryExtent
  61323. * @returns the box extent values
  61324. */
  61325. getDefaultQueryExtent(): Vector3;
  61326. /**
  61327. * Release all resources
  61328. */
  61329. dispose(): void;
  61330. }
  61331. /**
  61332. * Configures an agent
  61333. */
  61334. export interface IAgentParameters {
  61335. /**
  61336. * Agent radius. [Limit: >= 0]
  61337. */
  61338. radius: number;
  61339. /**
  61340. * Agent height. [Limit: > 0]
  61341. */
  61342. height: number;
  61343. /**
  61344. * Maximum allowed acceleration. [Limit: >= 0]
  61345. */
  61346. maxAcceleration: number;
  61347. /**
  61348. * Maximum allowed speed. [Limit: >= 0]
  61349. */
  61350. maxSpeed: number;
  61351. /**
  61352. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61353. */
  61354. collisionQueryRange: number;
  61355. /**
  61356. * The path visibility optimization range. [Limit: > 0]
  61357. */
  61358. pathOptimizationRange: number;
  61359. /**
  61360. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61361. */
  61362. separationWeight: number;
  61363. }
  61364. /**
  61365. * Configures the navigation mesh creation
  61366. */
  61367. export interface INavMeshParameters {
  61368. /**
  61369. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61370. */
  61371. cs: number;
  61372. /**
  61373. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61374. */
  61375. ch: number;
  61376. /**
  61377. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61378. */
  61379. walkableSlopeAngle: number;
  61380. /**
  61381. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61382. * be considered walkable. [Limit: >= 3] [Units: vx]
  61383. */
  61384. walkableHeight: number;
  61385. /**
  61386. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61387. */
  61388. walkableClimb: number;
  61389. /**
  61390. * The distance to erode/shrink the walkable area of the heightfield away from
  61391. * obstructions. [Limit: >=0] [Units: vx]
  61392. */
  61393. walkableRadius: number;
  61394. /**
  61395. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61396. */
  61397. maxEdgeLen: number;
  61398. /**
  61399. * The maximum distance a simplfied contour's border edges should deviate
  61400. * the original raw contour. [Limit: >=0] [Units: vx]
  61401. */
  61402. maxSimplificationError: number;
  61403. /**
  61404. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61405. */
  61406. minRegionArea: number;
  61407. /**
  61408. * Any regions with a span count smaller than this value will, if possible,
  61409. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61410. */
  61411. mergeRegionArea: number;
  61412. /**
  61413. * The maximum number of vertices allowed for polygons generated during the
  61414. * contour to polygon conversion process. [Limit: >= 3]
  61415. */
  61416. maxVertsPerPoly: number;
  61417. /**
  61418. * Sets the sampling distance to use when generating the detail mesh.
  61419. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61420. */
  61421. detailSampleDist: number;
  61422. /**
  61423. * The maximum distance the detail mesh surface should deviate from heightfield
  61424. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61425. */
  61426. detailSampleMaxError: number;
  61427. }
  61428. }
  61429. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61430. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61431. import { Mesh } from "babylonjs/Meshes/mesh";
  61432. import { Scene } from "babylonjs/scene";
  61433. import { Vector3 } from "babylonjs/Maths/math";
  61434. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61435. /**
  61436. * RecastJS navigation plugin
  61437. */
  61438. export class RecastJSPlugin implements INavigationEnginePlugin {
  61439. /**
  61440. * Reference to the Recast library
  61441. */
  61442. bjsRECAST: any;
  61443. /**
  61444. * plugin name
  61445. */
  61446. name: string;
  61447. /**
  61448. * the first navmesh created. We might extend this to support multiple navmeshes
  61449. */
  61450. navMesh: any;
  61451. /**
  61452. * Initializes the recastJS plugin
  61453. * @param recastInjection can be used to inject your own recast reference
  61454. */
  61455. constructor(recastInjection?: any);
  61456. /**
  61457. * Creates a navigation mesh
  61458. * @param meshes array of all the geometry used to compute the navigatio mesh
  61459. * @param parameters bunch of parameters used to filter geometry
  61460. */
  61461. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61462. /**
  61463. * Create a navigation mesh debug mesh
  61464. * @param scene is where the mesh will be added
  61465. * @returns debug display mesh
  61466. */
  61467. createDebugNavMesh(scene: Scene): Mesh;
  61468. /**
  61469. * Get a navigation mesh constrained position, closest to the parameter position
  61470. * @param position world position
  61471. * @returns the closest point to position constrained by the navigation mesh
  61472. */
  61473. getClosestPoint(position: Vector3): Vector3;
  61474. /**
  61475. * Get a navigation mesh constrained position, within a particular radius
  61476. * @param position world position
  61477. * @param maxRadius the maximum distance to the constrained world position
  61478. * @returns the closest point to position constrained by the navigation mesh
  61479. */
  61480. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61481. /**
  61482. * Compute the final position from a segment made of destination-position
  61483. * @param position world position
  61484. * @param destination world position
  61485. * @returns the resulting point along the navmesh
  61486. */
  61487. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61488. /**
  61489. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61490. * @param start world position
  61491. * @param end world position
  61492. * @returns array containing world position composing the path
  61493. */
  61494. computePath(start: Vector3, end: Vector3): Vector3[];
  61495. /**
  61496. * Create a new Crowd so you can add agents
  61497. * @param maxAgents the maximum agent count in the crowd
  61498. * @param maxAgentRadius the maximum radius an agent can have
  61499. * @param scene to attach the crowd to
  61500. * @returns the crowd you can add agents to
  61501. */
  61502. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61503. /**
  61504. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61505. * The queries will try to find a solution within those bounds
  61506. * default is (1,1,1)
  61507. * @param extent x,y,z value that define the extent around the queries point of reference
  61508. */
  61509. setDefaultQueryExtent(extent: Vector3): void;
  61510. /**
  61511. * Get the Bounding box extent specified by setDefaultQueryExtent
  61512. * @returns the box extent values
  61513. */
  61514. getDefaultQueryExtent(): Vector3;
  61515. /**
  61516. * Disposes
  61517. */
  61518. dispose(): void;
  61519. /**
  61520. * If this plugin is supported
  61521. * @returns true if plugin is supported
  61522. */
  61523. isSupported(): boolean;
  61524. }
  61525. /**
  61526. * Recast detour crowd implementation
  61527. */
  61528. export class RecastJSCrowd implements ICrowd {
  61529. /**
  61530. * Recast/detour plugin
  61531. */
  61532. bjsRECASTPlugin: RecastJSPlugin;
  61533. /**
  61534. * Link to the detour crowd
  61535. */
  61536. recastCrowd: any;
  61537. /**
  61538. * One transform per agent
  61539. */
  61540. transforms: TransformNode[];
  61541. /**
  61542. * All agents created
  61543. */
  61544. agents: number[];
  61545. /**
  61546. * Link to the scene is kept to unregister the crowd from the scene
  61547. */
  61548. private _scene;
  61549. /**
  61550. * Observer for crowd updates
  61551. */
  61552. private _onBeforeAnimationsObserver;
  61553. /**
  61554. * Constructor
  61555. * @param plugin recastJS plugin
  61556. * @param maxAgents the maximum agent count in the crowd
  61557. * @param maxAgentRadius the maximum radius an agent can have
  61558. * @param scene to attach the crowd to
  61559. * @returns the crowd you can add agents to
  61560. */
  61561. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61562. /**
  61563. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61564. * You can attach anything to that node. The node position is updated in the scene update tick.
  61565. * @param pos world position that will be constrained by the navigation mesh
  61566. * @param parameters agent parameters
  61567. * @param transform hooked to the agent that will be update by the scene
  61568. * @returns agent index
  61569. */
  61570. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61571. /**
  61572. * Returns the agent position in world space
  61573. * @param index agent index returned by addAgent
  61574. * @returns world space position
  61575. */
  61576. getAgentPosition(index: number): Vector3;
  61577. /**
  61578. * Returns the agent velocity in world space
  61579. * @param index agent index returned by addAgent
  61580. * @returns world space velocity
  61581. */
  61582. getAgentVelocity(index: number): Vector3;
  61583. /**
  61584. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61585. * @param index agent index returned by addAgent
  61586. * @param destination targeted world position
  61587. */
  61588. agentGoto(index: number, destination: Vector3): void;
  61589. /**
  61590. * remove a particular agent previously created
  61591. * @param index agent index returned by addAgent
  61592. */
  61593. removeAgent(index: number): void;
  61594. /**
  61595. * get the list of all agents attached to this crowd
  61596. * @returns list of agent indices
  61597. */
  61598. getAgents(): number[];
  61599. /**
  61600. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61601. * @param deltaTime in seconds
  61602. */
  61603. update(deltaTime: number): void;
  61604. /**
  61605. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61606. * The queries will try to find a solution within those bounds
  61607. * default is (1,1,1)
  61608. * @param extent x,y,z value that define the extent around the queries point of reference
  61609. */
  61610. setDefaultQueryExtent(extent: Vector3): void;
  61611. /**
  61612. * Get the Bounding box extent specified by setDefaultQueryExtent
  61613. * @returns the box extent values
  61614. */
  61615. getDefaultQueryExtent(): Vector3;
  61616. /**
  61617. * Release all resources
  61618. */
  61619. dispose(): void;
  61620. }
  61621. }
  61622. declare module "babylonjs/Navigation/Plugins/index" {
  61623. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61624. }
  61625. declare module "babylonjs/Navigation/index" {
  61626. export * from "babylonjs/Navigation/INavigationEngine";
  61627. export * from "babylonjs/Navigation/Plugins/index";
  61628. }
  61629. declare module "babylonjs/Offline/database" {
  61630. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61631. /**
  61632. * Class used to enable access to IndexedDB
  61633. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61634. */
  61635. export class Database implements IOfflineProvider {
  61636. private _callbackManifestChecked;
  61637. private _currentSceneUrl;
  61638. private _db;
  61639. private _enableSceneOffline;
  61640. private _enableTexturesOffline;
  61641. private _manifestVersionFound;
  61642. private _mustUpdateRessources;
  61643. private _hasReachedQuota;
  61644. private _isSupported;
  61645. private _idbFactory;
  61646. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61647. private static IsUASupportingBlobStorage;
  61648. /**
  61649. * Gets a boolean indicating if Database storate is enabled (off by default)
  61650. */
  61651. static IDBStorageEnabled: boolean;
  61652. /**
  61653. * Gets a boolean indicating if scene must be saved in the database
  61654. */
  61655. readonly enableSceneOffline: boolean;
  61656. /**
  61657. * Gets a boolean indicating if textures must be saved in the database
  61658. */
  61659. readonly enableTexturesOffline: boolean;
  61660. /**
  61661. * Creates a new Database
  61662. * @param urlToScene defines the url to load the scene
  61663. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61664. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61665. */
  61666. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61667. private static _ParseURL;
  61668. private static _ReturnFullUrlLocation;
  61669. private _checkManifestFile;
  61670. /**
  61671. * Open the database and make it available
  61672. * @param successCallback defines the callback to call on success
  61673. * @param errorCallback defines the callback to call on error
  61674. */
  61675. open(successCallback: () => void, errorCallback: () => void): void;
  61676. /**
  61677. * Loads an image from the database
  61678. * @param url defines the url to load from
  61679. * @param image defines the target DOM image
  61680. */
  61681. loadImage(url: string, image: HTMLImageElement): void;
  61682. private _loadImageFromDBAsync;
  61683. private _saveImageIntoDBAsync;
  61684. private _checkVersionFromDB;
  61685. private _loadVersionFromDBAsync;
  61686. private _saveVersionIntoDBAsync;
  61687. /**
  61688. * Loads a file from database
  61689. * @param url defines the URL to load from
  61690. * @param sceneLoaded defines a callback to call on success
  61691. * @param progressCallBack defines a callback to call when progress changed
  61692. * @param errorCallback defines a callback to call on error
  61693. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61694. */
  61695. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61696. private _loadFileAsync;
  61697. private _saveFileAsync;
  61698. /**
  61699. * Validates if xhr data is correct
  61700. * @param xhr defines the request to validate
  61701. * @param dataType defines the expected data type
  61702. * @returns true if data is correct
  61703. */
  61704. private static _ValidateXHRData;
  61705. }
  61706. }
  61707. declare module "babylonjs/Offline/index" {
  61708. export * from "babylonjs/Offline/database";
  61709. export * from "babylonjs/Offline/IOfflineProvider";
  61710. }
  61711. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61712. /** @hidden */
  61713. export var gpuUpdateParticlesPixelShader: {
  61714. name: string;
  61715. shader: string;
  61716. };
  61717. }
  61718. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61719. /** @hidden */
  61720. export var gpuUpdateParticlesVertexShader: {
  61721. name: string;
  61722. shader: string;
  61723. };
  61724. }
  61725. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61726. /** @hidden */
  61727. export var clipPlaneFragmentDeclaration2: {
  61728. name: string;
  61729. shader: string;
  61730. };
  61731. }
  61732. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61733. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61734. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61735. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61736. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61737. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61738. /** @hidden */
  61739. export var gpuRenderParticlesPixelShader: {
  61740. name: string;
  61741. shader: string;
  61742. };
  61743. }
  61744. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61745. /** @hidden */
  61746. export var clipPlaneVertexDeclaration2: {
  61747. name: string;
  61748. shader: string;
  61749. };
  61750. }
  61751. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61752. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61753. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61754. /** @hidden */
  61755. export var gpuRenderParticlesVertexShader: {
  61756. name: string;
  61757. shader: string;
  61758. };
  61759. }
  61760. declare module "babylonjs/Particles/gpuParticleSystem" {
  61761. import { Nullable } from "babylonjs/types";
  61762. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61763. import { Observable } from "babylonjs/Misc/observable";
  61764. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61765. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61766. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61767. import { Scene, IDisposable } from "babylonjs/scene";
  61768. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61769. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61770. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61771. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61772. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61773. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61774. /**
  61775. * This represents a GPU particle system in Babylon
  61776. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61777. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61778. */
  61779. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61780. /**
  61781. * The layer mask we are rendering the particles through.
  61782. */
  61783. layerMask: number;
  61784. private _capacity;
  61785. private _activeCount;
  61786. private _currentActiveCount;
  61787. private _accumulatedCount;
  61788. private _renderEffect;
  61789. private _updateEffect;
  61790. private _buffer0;
  61791. private _buffer1;
  61792. private _spriteBuffer;
  61793. private _updateVAO;
  61794. private _renderVAO;
  61795. private _targetIndex;
  61796. private _sourceBuffer;
  61797. private _targetBuffer;
  61798. private _engine;
  61799. private _currentRenderId;
  61800. private _started;
  61801. private _stopped;
  61802. private _timeDelta;
  61803. private _randomTexture;
  61804. private _randomTexture2;
  61805. private _attributesStrideSize;
  61806. private _updateEffectOptions;
  61807. private _randomTextureSize;
  61808. private _actualFrame;
  61809. private readonly _rawTextureWidth;
  61810. /**
  61811. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61812. */
  61813. static readonly IsSupported: boolean;
  61814. /**
  61815. * An event triggered when the system is disposed.
  61816. */
  61817. onDisposeObservable: Observable<GPUParticleSystem>;
  61818. /**
  61819. * Gets the maximum number of particles active at the same time.
  61820. * @returns The max number of active particles.
  61821. */
  61822. getCapacity(): number;
  61823. /**
  61824. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61825. * to override the particles.
  61826. */
  61827. forceDepthWrite: boolean;
  61828. /**
  61829. * Gets or set the number of active particles
  61830. */
  61831. activeParticleCount: number;
  61832. private _preWarmDone;
  61833. /**
  61834. * Is this system ready to be used/rendered
  61835. * @return true if the system is ready
  61836. */
  61837. isReady(): boolean;
  61838. /**
  61839. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61840. * @returns True if it has been started, otherwise false.
  61841. */
  61842. isStarted(): boolean;
  61843. /**
  61844. * Starts the particle system and begins to emit
  61845. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61846. */
  61847. start(delay?: number): void;
  61848. /**
  61849. * Stops the particle system.
  61850. */
  61851. stop(): void;
  61852. /**
  61853. * Remove all active particles
  61854. */
  61855. reset(): void;
  61856. /**
  61857. * Returns the string "GPUParticleSystem"
  61858. * @returns a string containing the class name
  61859. */
  61860. getClassName(): string;
  61861. private _colorGradientsTexture;
  61862. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61863. /**
  61864. * Adds a new color gradient
  61865. * @param gradient defines the gradient to use (between 0 and 1)
  61866. * @param color1 defines the color to affect to the specified gradient
  61867. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61868. * @returns the current particle system
  61869. */
  61870. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61871. /**
  61872. * Remove a specific color gradient
  61873. * @param gradient defines the gradient to remove
  61874. * @returns the current particle system
  61875. */
  61876. removeColorGradient(gradient: number): GPUParticleSystem;
  61877. private _angularSpeedGradientsTexture;
  61878. private _sizeGradientsTexture;
  61879. private _velocityGradientsTexture;
  61880. private _limitVelocityGradientsTexture;
  61881. private _dragGradientsTexture;
  61882. private _addFactorGradient;
  61883. /**
  61884. * Adds a new size gradient
  61885. * @param gradient defines the gradient to use (between 0 and 1)
  61886. * @param factor defines the size factor to affect to the specified gradient
  61887. * @returns the current particle system
  61888. */
  61889. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61890. /**
  61891. * Remove a specific size gradient
  61892. * @param gradient defines the gradient to remove
  61893. * @returns the current particle system
  61894. */
  61895. removeSizeGradient(gradient: number): GPUParticleSystem;
  61896. /**
  61897. * Adds a new angular speed gradient
  61898. * @param gradient defines the gradient to use (between 0 and 1)
  61899. * @param factor defines the angular speed to affect to the specified gradient
  61900. * @returns the current particle system
  61901. */
  61902. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61903. /**
  61904. * Remove a specific angular speed gradient
  61905. * @param gradient defines the gradient to remove
  61906. * @returns the current particle system
  61907. */
  61908. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61909. /**
  61910. * Adds a new velocity gradient
  61911. * @param gradient defines the gradient to use (between 0 and 1)
  61912. * @param factor defines the velocity to affect to the specified gradient
  61913. * @returns the current particle system
  61914. */
  61915. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61916. /**
  61917. * Remove a specific velocity gradient
  61918. * @param gradient defines the gradient to remove
  61919. * @returns the current particle system
  61920. */
  61921. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61922. /**
  61923. * Adds a new limit velocity gradient
  61924. * @param gradient defines the gradient to use (between 0 and 1)
  61925. * @param factor defines the limit velocity value to affect to the specified gradient
  61926. * @returns the current particle system
  61927. */
  61928. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61929. /**
  61930. * Remove a specific limit velocity gradient
  61931. * @param gradient defines the gradient to remove
  61932. * @returns the current particle system
  61933. */
  61934. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61935. /**
  61936. * Adds a new drag gradient
  61937. * @param gradient defines the gradient to use (between 0 and 1)
  61938. * @param factor defines the drag value to affect to the specified gradient
  61939. * @returns the current particle system
  61940. */
  61941. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61942. /**
  61943. * Remove a specific drag gradient
  61944. * @param gradient defines the gradient to remove
  61945. * @returns the current particle system
  61946. */
  61947. removeDragGradient(gradient: number): GPUParticleSystem;
  61948. /**
  61949. * Not supported by GPUParticleSystem
  61950. * @param gradient defines the gradient to use (between 0 and 1)
  61951. * @param factor defines the emit rate value to affect to the specified gradient
  61952. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61953. * @returns the current particle system
  61954. */
  61955. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61956. /**
  61957. * Not supported by GPUParticleSystem
  61958. * @param gradient defines the gradient to remove
  61959. * @returns the current particle system
  61960. */
  61961. removeEmitRateGradient(gradient: number): IParticleSystem;
  61962. /**
  61963. * Not supported by GPUParticleSystem
  61964. * @param gradient defines the gradient to use (between 0 and 1)
  61965. * @param factor defines the start size value to affect to the specified gradient
  61966. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61967. * @returns the current particle system
  61968. */
  61969. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61970. /**
  61971. * Not supported by GPUParticleSystem
  61972. * @param gradient defines the gradient to remove
  61973. * @returns the current particle system
  61974. */
  61975. removeStartSizeGradient(gradient: number): IParticleSystem;
  61976. /**
  61977. * Not supported by GPUParticleSystem
  61978. * @param gradient defines the gradient to use (between 0 and 1)
  61979. * @param min defines the color remap minimal range
  61980. * @param max defines the color remap maximal range
  61981. * @returns the current particle system
  61982. */
  61983. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61984. /**
  61985. * Not supported by GPUParticleSystem
  61986. * @param gradient defines the gradient to remove
  61987. * @returns the current particle system
  61988. */
  61989. removeColorRemapGradient(): IParticleSystem;
  61990. /**
  61991. * Not supported by GPUParticleSystem
  61992. * @param gradient defines the gradient to use (between 0 and 1)
  61993. * @param min defines the alpha remap minimal range
  61994. * @param max defines the alpha remap maximal range
  61995. * @returns the current particle system
  61996. */
  61997. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61998. /**
  61999. * Not supported by GPUParticleSystem
  62000. * @param gradient defines the gradient to remove
  62001. * @returns the current particle system
  62002. */
  62003. removeAlphaRemapGradient(): IParticleSystem;
  62004. /**
  62005. * Not supported by GPUParticleSystem
  62006. * @param gradient defines the gradient to use (between 0 and 1)
  62007. * @param color defines the color to affect to the specified gradient
  62008. * @returns the current particle system
  62009. */
  62010. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  62011. /**
  62012. * Not supported by GPUParticleSystem
  62013. * @param gradient defines the gradient to remove
  62014. * @returns the current particle system
  62015. */
  62016. removeRampGradient(): IParticleSystem;
  62017. /**
  62018. * Not supported by GPUParticleSystem
  62019. * @returns the list of ramp gradients
  62020. */
  62021. getRampGradients(): Nullable<Array<Color3Gradient>>;
  62022. /**
  62023. * Not supported by GPUParticleSystem
  62024. * Gets or sets a boolean indicating that ramp gradients must be used
  62025. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  62026. */
  62027. useRampGradients: boolean;
  62028. /**
  62029. * Not supported by GPUParticleSystem
  62030. * @param gradient defines the gradient to use (between 0 and 1)
  62031. * @param factor defines the life time factor to affect to the specified gradient
  62032. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  62033. * @returns the current particle system
  62034. */
  62035. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  62036. /**
  62037. * Not supported by GPUParticleSystem
  62038. * @param gradient defines the gradient to remove
  62039. * @returns the current particle system
  62040. */
  62041. removeLifeTimeGradient(gradient: number): IParticleSystem;
  62042. /**
  62043. * Instantiates a GPU particle system.
  62044. * 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.
  62045. * @param name The name of the particle system
  62046. * @param options The options used to create the system
  62047. * @param scene The scene the particle system belongs to
  62048. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  62049. */
  62050. constructor(name: string, options: Partial<{
  62051. capacity: number;
  62052. randomTextureSize: number;
  62053. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  62054. protected _reset(): void;
  62055. private _createUpdateVAO;
  62056. private _createRenderVAO;
  62057. private _initialize;
  62058. /** @hidden */
  62059. _recreateUpdateEffect(): void;
  62060. /** @hidden */
  62061. _recreateRenderEffect(): void;
  62062. /**
  62063. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62064. * @param preWarm defines if we are in the pre-warmimg phase
  62065. */
  62066. animate(preWarm?: boolean): void;
  62067. private _createFactorGradientTexture;
  62068. private _createSizeGradientTexture;
  62069. private _createAngularSpeedGradientTexture;
  62070. private _createVelocityGradientTexture;
  62071. private _createLimitVelocityGradientTexture;
  62072. private _createDragGradientTexture;
  62073. private _createColorGradientTexture;
  62074. /**
  62075. * Renders the particle system in its current state
  62076. * @param preWarm defines if the system should only update the particles but not render them
  62077. * @returns the current number of particles
  62078. */
  62079. render(preWarm?: boolean): number;
  62080. /**
  62081. * Rebuilds the particle system
  62082. */
  62083. rebuild(): void;
  62084. private _releaseBuffers;
  62085. private _releaseVAOs;
  62086. /**
  62087. * Disposes the particle system and free the associated resources
  62088. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62089. */
  62090. dispose(disposeTexture?: boolean): void;
  62091. /**
  62092. * Clones the particle system.
  62093. * @param name The name of the cloned object
  62094. * @param newEmitter The new emitter to use
  62095. * @returns the cloned particle system
  62096. */
  62097. clone(name: string, newEmitter: any): GPUParticleSystem;
  62098. /**
  62099. * Serializes the particle system to a JSON object.
  62100. * @returns the JSON object
  62101. */
  62102. serialize(): any;
  62103. /**
  62104. * Parses a JSON object to create a GPU particle system.
  62105. * @param parsedParticleSystem The JSON object to parse
  62106. * @param scene The scene to create the particle system in
  62107. * @param rootUrl The root url to use to load external dependencies like texture
  62108. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62109. * @returns the parsed GPU particle system
  62110. */
  62111. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  62112. }
  62113. }
  62114. declare module "babylonjs/Particles/particleSystemSet" {
  62115. import { Nullable } from "babylonjs/types";
  62116. import { Color3 } from "babylonjs/Maths/math.color";
  62117. import { TransformNode } from "babylonjs/Meshes/transformNode";
  62118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62119. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62120. import { Scene, IDisposable } from "babylonjs/scene";
  62121. /**
  62122. * Represents a set of particle systems working together to create a specific effect
  62123. */
  62124. export class ParticleSystemSet implements IDisposable {
  62125. /**
  62126. * Gets or sets base Assets URL
  62127. */
  62128. static BaseAssetsUrl: string;
  62129. private _emitterCreationOptions;
  62130. private _emitterNode;
  62131. /**
  62132. * Gets the particle system list
  62133. */
  62134. systems: IParticleSystem[];
  62135. /**
  62136. * Gets the emitter node used with this set
  62137. */
  62138. readonly emitterNode: Nullable<TransformNode>;
  62139. /**
  62140. * Creates a new emitter mesh as a sphere
  62141. * @param options defines the options used to create the sphere
  62142. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  62143. * @param scene defines the hosting scene
  62144. */
  62145. setEmitterAsSphere(options: {
  62146. diameter: number;
  62147. segments: number;
  62148. color: Color3;
  62149. }, renderingGroupId: number, scene: Scene): void;
  62150. /**
  62151. * Starts all particle systems of the set
  62152. * @param emitter defines an optional mesh to use as emitter for the particle systems
  62153. */
  62154. start(emitter?: AbstractMesh): void;
  62155. /**
  62156. * Release all associated resources
  62157. */
  62158. dispose(): void;
  62159. /**
  62160. * Serialize the set into a JSON compatible object
  62161. * @returns a JSON compatible representation of the set
  62162. */
  62163. serialize(): any;
  62164. /**
  62165. * Parse a new ParticleSystemSet from a serialized source
  62166. * @param data defines a JSON compatible representation of the set
  62167. * @param scene defines the hosting scene
  62168. * @param gpu defines if we want GPU particles or CPU particles
  62169. * @returns a new ParticleSystemSet
  62170. */
  62171. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  62172. }
  62173. }
  62174. declare module "babylonjs/Particles/particleHelper" {
  62175. import { Nullable } from "babylonjs/types";
  62176. import { Scene } from "babylonjs/scene";
  62177. import { Vector3 } from "babylonjs/Maths/math.vector";
  62178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62179. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62180. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  62181. /**
  62182. * This class is made for on one-liner static method to help creating particle system set.
  62183. */
  62184. export class ParticleHelper {
  62185. /**
  62186. * Gets or sets base Assets URL
  62187. */
  62188. static BaseAssetsUrl: string;
  62189. /**
  62190. * Create a default particle system that you can tweak
  62191. * @param emitter defines the emitter to use
  62192. * @param capacity defines the system capacity (default is 500 particles)
  62193. * @param scene defines the hosting scene
  62194. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  62195. * @returns the new Particle system
  62196. */
  62197. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  62198. /**
  62199. * This is the main static method (one-liner) of this helper to create different particle systems
  62200. * @param type This string represents the type to the particle system to create
  62201. * @param scene The scene where the particle system should live
  62202. * @param gpu If the system will use gpu
  62203. * @returns the ParticleSystemSet created
  62204. */
  62205. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  62206. /**
  62207. * Static function used to export a particle system to a ParticleSystemSet variable.
  62208. * Please note that the emitter shape is not exported
  62209. * @param systems defines the particle systems to export
  62210. * @returns the created particle system set
  62211. */
  62212. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  62213. }
  62214. }
  62215. declare module "babylonjs/Particles/particleSystemComponent" {
  62216. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62217. import { Effect } from "babylonjs/Materials/effect";
  62218. import "babylonjs/Shaders/particles.vertex";
  62219. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  62220. module "babylonjs/Engines/engine" {
  62221. interface Engine {
  62222. /**
  62223. * Create an effect to use with particle systems.
  62224. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62225. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62226. * @param uniformsNames defines a list of attribute names
  62227. * @param samplers defines an array of string used to represent textures
  62228. * @param defines defines the string containing the defines to use to compile the shaders
  62229. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62230. * @param onCompiled defines a function to call when the effect creation is successful
  62231. * @param onError defines a function to call when the effect creation has failed
  62232. * @returns the new Effect
  62233. */
  62234. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62235. }
  62236. }
  62237. module "babylonjs/Meshes/mesh" {
  62238. interface Mesh {
  62239. /**
  62240. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62241. * @returns an array of IParticleSystem
  62242. */
  62243. getEmittedParticleSystems(): IParticleSystem[];
  62244. /**
  62245. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62246. * @returns an array of IParticleSystem
  62247. */
  62248. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62249. }
  62250. }
  62251. /**
  62252. * @hidden
  62253. */
  62254. export var _IDoNeedToBeInTheBuild: number;
  62255. }
  62256. declare module "babylonjs/Particles/pointsCloudSystem" {
  62257. import { Color4 } from "babylonjs/Maths/math";
  62258. import { Mesh } from "babylonjs/Meshes/mesh";
  62259. import { Scene, IDisposable } from "babylonjs/scene";
  62260. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62261. /** Defines the 4 color options */
  62262. export enum PointColor {
  62263. /** color value */
  62264. Color = 2,
  62265. /** uv value */
  62266. UV = 1,
  62267. /** random value */
  62268. Random = 0,
  62269. /** stated value */
  62270. Stated = 3
  62271. }
  62272. /**
  62273. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62274. * 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.
  62275. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62276. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62277. *
  62278. * Full documentation here : TO BE ENTERED
  62279. */
  62280. export class PointsCloudSystem implements IDisposable {
  62281. /**
  62282. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62283. * Example : var p = SPS.particles[i];
  62284. */
  62285. particles: CloudPoint[];
  62286. /**
  62287. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62288. */
  62289. nbParticles: number;
  62290. /**
  62291. * This a counter for your own usage. It's not set by any SPS functions.
  62292. */
  62293. counter: number;
  62294. /**
  62295. * The PCS name. This name is also given to the underlying mesh.
  62296. */
  62297. name: string;
  62298. /**
  62299. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62300. */
  62301. mesh: Mesh;
  62302. /**
  62303. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62304. * Please read :
  62305. */
  62306. vars: any;
  62307. /**
  62308. * @hidden
  62309. */
  62310. _size: number;
  62311. private _scene;
  62312. private _promises;
  62313. private _positions;
  62314. private _indices;
  62315. private _normals;
  62316. private _colors;
  62317. private _uvs;
  62318. private _indices32;
  62319. private _positions32;
  62320. private _colors32;
  62321. private _uvs32;
  62322. private _updatable;
  62323. private _isVisibilityBoxLocked;
  62324. private _alwaysVisible;
  62325. private _groups;
  62326. private _groupCounter;
  62327. private _computeParticleColor;
  62328. private _computeParticleTexture;
  62329. private _computeParticleRotation;
  62330. private _computeBoundingBox;
  62331. private _isReady;
  62332. /**
  62333. * Creates a PCS (Points Cloud System) object
  62334. * @param name (String) is the PCS name, this will be the underlying mesh name
  62335. * @param pointSize (number) is the size for each point
  62336. * @param scene (Scene) is the scene in which the PCS is added
  62337. * @param options defines the options of the PCS e.g.
  62338. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62339. */
  62340. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62341. updatable?: boolean;
  62342. });
  62343. /**
  62344. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62345. * If no points were added to the PCS, the returned mesh is just a single point.
  62346. * @returns a promise for the created mesh
  62347. */
  62348. buildMeshAsync(): Promise<Mesh>;
  62349. /**
  62350. * @hidden
  62351. */
  62352. private _buildMesh;
  62353. private _addParticle;
  62354. private _randomUnitVector;
  62355. private _getColorIndicesForCoord;
  62356. private _setPointsColorOrUV;
  62357. private _colorFromTexture;
  62358. private _calculateDensity;
  62359. /**
  62360. * Adds points to the PCS in random positions within a unit sphere
  62361. * @param nb (positive integer) the number of particles to be created from this model
  62362. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62363. * @returns the number of groups in the system
  62364. */
  62365. addPoints(nb: number, pointFunction?: any): number;
  62366. /**
  62367. * Adds points to the PCS from the surface of the model shape
  62368. * @param mesh is any Mesh object that will be used as a surface model for the points
  62369. * @param nb (positive integer) the number of particles to be created from this model
  62370. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62371. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62372. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62373. * @returns the number of groups in the system
  62374. */
  62375. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62376. /**
  62377. * Adds points to the PCS inside the model shape
  62378. * @param mesh is any Mesh object that will be used as a surface model for the points
  62379. * @param nb (positive integer) the number of particles to be created from this model
  62380. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62381. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62382. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62383. * @returns the number of groups in the system
  62384. */
  62385. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62386. /**
  62387. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62388. * This method calls `updateParticle()` for each particle of the SPS.
  62389. * For an animated SPS, it is usually called within the render loop.
  62390. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62391. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62392. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62393. * @returns the PCS.
  62394. */
  62395. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62396. /**
  62397. * Disposes the PCS.
  62398. */
  62399. dispose(): void;
  62400. /**
  62401. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62402. * doc :
  62403. * @returns the PCS.
  62404. */
  62405. refreshVisibleSize(): PointsCloudSystem;
  62406. /**
  62407. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62408. * @param size the size (float) of the visibility box
  62409. * note : this doesn't lock the PCS mesh bounding box.
  62410. * doc :
  62411. */
  62412. setVisibilityBox(size: number): void;
  62413. /**
  62414. * Gets whether the PCS is always visible or not
  62415. * doc :
  62416. */
  62417. /**
  62418. * Sets the PCS as always visible or not
  62419. * doc :
  62420. */
  62421. isAlwaysVisible: boolean;
  62422. /**
  62423. * Tells to `setParticles()` to compute the particle rotations or not
  62424. * Default value : false. The PCS is faster when it's set to false
  62425. * Note : particle rotations are only applied to parent particles
  62426. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62427. */
  62428. computeParticleRotation: boolean;
  62429. /**
  62430. * Tells to `setParticles()` to compute the particle colors or not.
  62431. * Default value : true. The PCS is faster when it's set to false.
  62432. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62433. */
  62434. /**
  62435. * Gets if `setParticles()` computes the particle colors or not.
  62436. * Default value : false. The PCS is faster when it's set to false.
  62437. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62438. */
  62439. computeParticleColor: boolean;
  62440. /**
  62441. * Gets if `setParticles()` computes the particle textures or not.
  62442. * Default value : false. The PCS is faster when it's set to false.
  62443. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62444. */
  62445. computeParticleTexture: boolean;
  62446. /**
  62447. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62448. */
  62449. /**
  62450. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62451. */
  62452. computeBoundingBox: boolean;
  62453. /**
  62454. * This function does nothing. It may be overwritten to set all the particle first values.
  62455. * The PCS doesn't call this function, you may have to call it by your own.
  62456. * doc :
  62457. */
  62458. initParticles(): void;
  62459. /**
  62460. * This function does nothing. It may be overwritten to recycle a particle
  62461. * The PCS doesn't call this function, you can to call it
  62462. * doc :
  62463. * @param particle The particle to recycle
  62464. * @returns the recycled particle
  62465. */
  62466. recycleParticle(particle: CloudPoint): CloudPoint;
  62467. /**
  62468. * Updates a particle : this function should be overwritten by the user.
  62469. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62470. * doc :
  62471. * @example : just set a particle position or velocity and recycle conditions
  62472. * @param particle The particle to update
  62473. * @returns the updated particle
  62474. */
  62475. updateParticle(particle: CloudPoint): CloudPoint;
  62476. /**
  62477. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62478. * This does nothing and may be overwritten by the user.
  62479. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62480. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62481. * @param update the boolean update value actually passed to setParticles()
  62482. */
  62483. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62484. /**
  62485. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62486. * This will be passed three parameters.
  62487. * This does nothing and may be overwritten by the user.
  62488. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62489. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62490. * @param update the boolean update value actually passed to setParticles()
  62491. */
  62492. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62493. }
  62494. }
  62495. declare module "babylonjs/Particles/cloudPoint" {
  62496. import { Nullable } from "babylonjs/types";
  62497. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62498. import { Mesh } from "babylonjs/Meshes/mesh";
  62499. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62500. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62501. /**
  62502. * Represents one particle of a points cloud system.
  62503. */
  62504. export class CloudPoint {
  62505. /**
  62506. * particle global index
  62507. */
  62508. idx: number;
  62509. /**
  62510. * The color of the particle
  62511. */
  62512. color: Nullable<Color4>;
  62513. /**
  62514. * The world space position of the particle.
  62515. */
  62516. position: Vector3;
  62517. /**
  62518. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62519. */
  62520. rotation: Vector3;
  62521. /**
  62522. * The world space rotation quaternion of the particle.
  62523. */
  62524. rotationQuaternion: Nullable<Quaternion>;
  62525. /**
  62526. * The uv of the particle.
  62527. */
  62528. uv: Nullable<Vector2>;
  62529. /**
  62530. * The current speed of the particle.
  62531. */
  62532. velocity: Vector3;
  62533. /**
  62534. * The pivot point in the particle local space.
  62535. */
  62536. pivot: Vector3;
  62537. /**
  62538. * Must the particle be translated from its pivot point in its local space ?
  62539. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62540. * Default : false
  62541. */
  62542. translateFromPivot: boolean;
  62543. /**
  62544. * Index of this particle in the global "positions" array (Internal use)
  62545. * @hidden
  62546. */
  62547. _pos: number;
  62548. /**
  62549. * @hidden Index of this particle in the global "indices" array (Internal use)
  62550. */
  62551. _ind: number;
  62552. /**
  62553. * Group this particle belongs to
  62554. */
  62555. _group: PointsGroup;
  62556. /**
  62557. * Group id of this particle
  62558. */
  62559. groupId: number;
  62560. /**
  62561. * Index of the particle in its group id (Internal use)
  62562. */
  62563. idxInGroup: number;
  62564. /**
  62565. * @hidden Particle BoundingInfo object (Internal use)
  62566. */
  62567. _boundingInfo: BoundingInfo;
  62568. /**
  62569. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62570. */
  62571. _pcs: PointsCloudSystem;
  62572. /**
  62573. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62574. */
  62575. _stillInvisible: boolean;
  62576. /**
  62577. * @hidden Last computed particle rotation matrix
  62578. */
  62579. _rotationMatrix: number[];
  62580. /**
  62581. * Parent particle Id, if any.
  62582. * Default null.
  62583. */
  62584. parentId: Nullable<number>;
  62585. /**
  62586. * @hidden Internal global position in the PCS.
  62587. */
  62588. _globalPosition: Vector3;
  62589. /**
  62590. * Creates a Point Cloud object.
  62591. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62592. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62593. * @param group (PointsGroup) is the group the particle belongs to
  62594. * @param groupId (integer) is the group identifier in the PCS.
  62595. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62596. * @param pcs defines the PCS it is associated to
  62597. */
  62598. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62599. /**
  62600. * get point size
  62601. */
  62602. /**
  62603. * Set point size
  62604. */
  62605. size: Vector3;
  62606. /**
  62607. * Legacy support, changed quaternion to rotationQuaternion
  62608. */
  62609. /**
  62610. * Legacy support, changed quaternion to rotationQuaternion
  62611. */
  62612. quaternion: Nullable<Quaternion>;
  62613. /**
  62614. * Returns a boolean. True if the particle intersects a mesh, else false
  62615. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62616. * @param target is the object (point or mesh) what the intersection is computed against
  62617. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62618. * @returns true if it intersects
  62619. */
  62620. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62621. /**
  62622. * get the rotation matrix of the particle
  62623. * @hidden
  62624. */
  62625. getRotationMatrix(m: Matrix): void;
  62626. }
  62627. /**
  62628. * Represents a group of points in a points cloud system
  62629. * * PCS internal tool, don't use it manually.
  62630. */
  62631. export class PointsGroup {
  62632. /**
  62633. * The group id
  62634. * @hidden
  62635. */
  62636. groupID: number;
  62637. /**
  62638. * image data for group (internal use)
  62639. * @hidden
  62640. */
  62641. _groupImageData: Nullable<ArrayBufferView>;
  62642. /**
  62643. * Image Width (internal use)
  62644. * @hidden
  62645. */
  62646. _groupImgWidth: number;
  62647. /**
  62648. * Image Height (internal use)
  62649. * @hidden
  62650. */
  62651. _groupImgHeight: number;
  62652. /**
  62653. * Custom position function (internal use)
  62654. * @hidden
  62655. */
  62656. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62657. /**
  62658. * density per facet for surface points
  62659. * @hidden
  62660. */
  62661. _groupDensity: number[];
  62662. /**
  62663. * Only when points are colored by texture carries pointer to texture list array
  62664. * @hidden
  62665. */
  62666. _textureNb: number;
  62667. /**
  62668. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62669. * PCS internal tool, don't use it manually.
  62670. * @hidden
  62671. */
  62672. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62673. }
  62674. }
  62675. declare module "babylonjs/Particles/index" {
  62676. export * from "babylonjs/Particles/baseParticleSystem";
  62677. export * from "babylonjs/Particles/EmitterTypes/index";
  62678. export * from "babylonjs/Particles/gpuParticleSystem";
  62679. export * from "babylonjs/Particles/IParticleSystem";
  62680. export * from "babylonjs/Particles/particle";
  62681. export * from "babylonjs/Particles/particleHelper";
  62682. export * from "babylonjs/Particles/particleSystem";
  62683. export * from "babylonjs/Particles/particleSystemComponent";
  62684. export * from "babylonjs/Particles/particleSystemSet";
  62685. export * from "babylonjs/Particles/solidParticle";
  62686. export * from "babylonjs/Particles/solidParticleSystem";
  62687. export * from "babylonjs/Particles/cloudPoint";
  62688. export * from "babylonjs/Particles/pointsCloudSystem";
  62689. export * from "babylonjs/Particles/subEmitter";
  62690. }
  62691. declare module "babylonjs/Physics/physicsEngineComponent" {
  62692. import { Nullable } from "babylonjs/types";
  62693. import { Observable, Observer } from "babylonjs/Misc/observable";
  62694. import { Vector3 } from "babylonjs/Maths/math.vector";
  62695. import { Mesh } from "babylonjs/Meshes/mesh";
  62696. import { ISceneComponent } from "babylonjs/sceneComponent";
  62697. import { Scene } from "babylonjs/scene";
  62698. import { Node } from "babylonjs/node";
  62699. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62700. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62701. module "babylonjs/scene" {
  62702. interface Scene {
  62703. /** @hidden (Backing field) */
  62704. _physicsEngine: Nullable<IPhysicsEngine>;
  62705. /**
  62706. * Gets the current physics engine
  62707. * @returns a IPhysicsEngine or null if none attached
  62708. */
  62709. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62710. /**
  62711. * Enables physics to the current scene
  62712. * @param gravity defines the scene's gravity for the physics engine
  62713. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62714. * @return a boolean indicating if the physics engine was initialized
  62715. */
  62716. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62717. /**
  62718. * Disables and disposes the physics engine associated with the scene
  62719. */
  62720. disablePhysicsEngine(): void;
  62721. /**
  62722. * Gets a boolean indicating if there is an active physics engine
  62723. * @returns a boolean indicating if there is an active physics engine
  62724. */
  62725. isPhysicsEnabled(): boolean;
  62726. /**
  62727. * Deletes a physics compound impostor
  62728. * @param compound defines the compound to delete
  62729. */
  62730. deleteCompoundImpostor(compound: any): void;
  62731. /**
  62732. * An event triggered when physic simulation is about to be run
  62733. */
  62734. onBeforePhysicsObservable: Observable<Scene>;
  62735. /**
  62736. * An event triggered when physic simulation has been done
  62737. */
  62738. onAfterPhysicsObservable: Observable<Scene>;
  62739. }
  62740. }
  62741. module "babylonjs/Meshes/abstractMesh" {
  62742. interface AbstractMesh {
  62743. /** @hidden */
  62744. _physicsImpostor: Nullable<PhysicsImpostor>;
  62745. /**
  62746. * Gets or sets impostor used for physic simulation
  62747. * @see http://doc.babylonjs.com/features/physics_engine
  62748. */
  62749. physicsImpostor: Nullable<PhysicsImpostor>;
  62750. /**
  62751. * Gets the current physics impostor
  62752. * @see http://doc.babylonjs.com/features/physics_engine
  62753. * @returns a physics impostor or null
  62754. */
  62755. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62756. /** Apply a physic impulse to the mesh
  62757. * @param force defines the force to apply
  62758. * @param contactPoint defines where to apply the force
  62759. * @returns the current mesh
  62760. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62761. */
  62762. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62763. /**
  62764. * Creates a physic joint between two meshes
  62765. * @param otherMesh defines the other mesh to use
  62766. * @param pivot1 defines the pivot to use on this mesh
  62767. * @param pivot2 defines the pivot to use on the other mesh
  62768. * @param options defines additional options (can be plugin dependent)
  62769. * @returns the current mesh
  62770. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62771. */
  62772. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62773. /** @hidden */
  62774. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62775. }
  62776. }
  62777. /**
  62778. * Defines the physics engine scene component responsible to manage a physics engine
  62779. */
  62780. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62781. /**
  62782. * The component name helpful to identify the component in the list of scene components.
  62783. */
  62784. readonly name: string;
  62785. /**
  62786. * The scene the component belongs to.
  62787. */
  62788. scene: Scene;
  62789. /**
  62790. * Creates a new instance of the component for the given scene
  62791. * @param scene Defines the scene to register the component in
  62792. */
  62793. constructor(scene: Scene);
  62794. /**
  62795. * Registers the component in a given scene
  62796. */
  62797. register(): void;
  62798. /**
  62799. * Rebuilds the elements related to this component in case of
  62800. * context lost for instance.
  62801. */
  62802. rebuild(): void;
  62803. /**
  62804. * Disposes the component and the associated ressources
  62805. */
  62806. dispose(): void;
  62807. }
  62808. }
  62809. declare module "babylonjs/Physics/physicsHelper" {
  62810. import { Nullable } from "babylonjs/types";
  62811. import { Vector3 } from "babylonjs/Maths/math.vector";
  62812. import { Mesh } from "babylonjs/Meshes/mesh";
  62813. import { Scene } from "babylonjs/scene";
  62814. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62815. /**
  62816. * A helper for physics simulations
  62817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62818. */
  62819. export class PhysicsHelper {
  62820. private _scene;
  62821. private _physicsEngine;
  62822. /**
  62823. * Initializes the Physics helper
  62824. * @param scene Babylon.js scene
  62825. */
  62826. constructor(scene: Scene);
  62827. /**
  62828. * Applies a radial explosion impulse
  62829. * @param origin the origin of the explosion
  62830. * @param radiusOrEventOptions the radius or the options of radial explosion
  62831. * @param strength the explosion strength
  62832. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62833. * @returns A physics radial explosion event, or null
  62834. */
  62835. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62836. /**
  62837. * Applies a radial explosion force
  62838. * @param origin the origin of the explosion
  62839. * @param radiusOrEventOptions the radius or the options of radial explosion
  62840. * @param strength the explosion strength
  62841. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62842. * @returns A physics radial explosion event, or null
  62843. */
  62844. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62845. /**
  62846. * Creates a gravitational field
  62847. * @param origin the origin of the explosion
  62848. * @param radiusOrEventOptions the radius or the options of radial explosion
  62849. * @param strength the explosion strength
  62850. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62851. * @returns A physics gravitational field event, or null
  62852. */
  62853. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62854. /**
  62855. * Creates a physics updraft event
  62856. * @param origin the origin of the updraft
  62857. * @param radiusOrEventOptions the radius or the options of the updraft
  62858. * @param strength the strength of the updraft
  62859. * @param height the height of the updraft
  62860. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62861. * @returns A physics updraft event, or null
  62862. */
  62863. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62864. /**
  62865. * Creates a physics vortex event
  62866. * @param origin the of the vortex
  62867. * @param radiusOrEventOptions the radius or the options of the vortex
  62868. * @param strength the strength of the vortex
  62869. * @param height the height of the vortex
  62870. * @returns a Physics vortex event, or null
  62871. * A physics vortex event or null
  62872. */
  62873. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62874. }
  62875. /**
  62876. * Represents a physics radial explosion event
  62877. */
  62878. class PhysicsRadialExplosionEvent {
  62879. private _scene;
  62880. private _options;
  62881. private _sphere;
  62882. private _dataFetched;
  62883. /**
  62884. * Initializes a radial explosioin event
  62885. * @param _scene BabylonJS scene
  62886. * @param _options The options for the vortex event
  62887. */
  62888. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62889. /**
  62890. * Returns the data related to the radial explosion event (sphere).
  62891. * @returns The radial explosion event data
  62892. */
  62893. getData(): PhysicsRadialExplosionEventData;
  62894. /**
  62895. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62896. * @param impostor A physics imposter
  62897. * @param origin the origin of the explosion
  62898. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62899. */
  62900. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62901. /**
  62902. * Triggers affecterd impostors callbacks
  62903. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62904. */
  62905. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62906. /**
  62907. * Disposes the sphere.
  62908. * @param force Specifies if the sphere should be disposed by force
  62909. */
  62910. dispose(force?: boolean): void;
  62911. /*** Helpers ***/
  62912. private _prepareSphere;
  62913. private _intersectsWithSphere;
  62914. }
  62915. /**
  62916. * Represents a gravitational field event
  62917. */
  62918. class PhysicsGravitationalFieldEvent {
  62919. private _physicsHelper;
  62920. private _scene;
  62921. private _origin;
  62922. private _options;
  62923. private _tickCallback;
  62924. private _sphere;
  62925. private _dataFetched;
  62926. /**
  62927. * Initializes the physics gravitational field event
  62928. * @param _physicsHelper A physics helper
  62929. * @param _scene BabylonJS scene
  62930. * @param _origin The origin position of the gravitational field event
  62931. * @param _options The options for the vortex event
  62932. */
  62933. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62934. /**
  62935. * Returns the data related to the gravitational field event (sphere).
  62936. * @returns A gravitational field event
  62937. */
  62938. getData(): PhysicsGravitationalFieldEventData;
  62939. /**
  62940. * Enables the gravitational field.
  62941. */
  62942. enable(): void;
  62943. /**
  62944. * Disables the gravitational field.
  62945. */
  62946. disable(): void;
  62947. /**
  62948. * Disposes the sphere.
  62949. * @param force The force to dispose from the gravitational field event
  62950. */
  62951. dispose(force?: boolean): void;
  62952. private _tick;
  62953. }
  62954. /**
  62955. * Represents a physics updraft event
  62956. */
  62957. class PhysicsUpdraftEvent {
  62958. private _scene;
  62959. private _origin;
  62960. private _options;
  62961. private _physicsEngine;
  62962. private _originTop;
  62963. private _originDirection;
  62964. private _tickCallback;
  62965. private _cylinder;
  62966. private _cylinderPosition;
  62967. private _dataFetched;
  62968. /**
  62969. * Initializes the physics updraft event
  62970. * @param _scene BabylonJS scene
  62971. * @param _origin The origin position of the updraft
  62972. * @param _options The options for the updraft event
  62973. */
  62974. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62975. /**
  62976. * Returns the data related to the updraft event (cylinder).
  62977. * @returns A physics updraft event
  62978. */
  62979. getData(): PhysicsUpdraftEventData;
  62980. /**
  62981. * Enables the updraft.
  62982. */
  62983. enable(): void;
  62984. /**
  62985. * Disables the updraft.
  62986. */
  62987. disable(): void;
  62988. /**
  62989. * Disposes the cylinder.
  62990. * @param force Specifies if the updraft should be disposed by force
  62991. */
  62992. dispose(force?: boolean): void;
  62993. private getImpostorHitData;
  62994. private _tick;
  62995. /*** Helpers ***/
  62996. private _prepareCylinder;
  62997. private _intersectsWithCylinder;
  62998. }
  62999. /**
  63000. * Represents a physics vortex event
  63001. */
  63002. class PhysicsVortexEvent {
  63003. private _scene;
  63004. private _origin;
  63005. private _options;
  63006. private _physicsEngine;
  63007. private _originTop;
  63008. private _tickCallback;
  63009. private _cylinder;
  63010. private _cylinderPosition;
  63011. private _dataFetched;
  63012. /**
  63013. * Initializes the physics vortex event
  63014. * @param _scene The BabylonJS scene
  63015. * @param _origin The origin position of the vortex
  63016. * @param _options The options for the vortex event
  63017. */
  63018. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  63019. /**
  63020. * Returns the data related to the vortex event (cylinder).
  63021. * @returns The physics vortex event data
  63022. */
  63023. getData(): PhysicsVortexEventData;
  63024. /**
  63025. * Enables the vortex.
  63026. */
  63027. enable(): void;
  63028. /**
  63029. * Disables the cortex.
  63030. */
  63031. disable(): void;
  63032. /**
  63033. * Disposes the sphere.
  63034. * @param force
  63035. */
  63036. dispose(force?: boolean): void;
  63037. private getImpostorHitData;
  63038. private _tick;
  63039. /*** Helpers ***/
  63040. private _prepareCylinder;
  63041. private _intersectsWithCylinder;
  63042. }
  63043. /**
  63044. * Options fot the radial explosion event
  63045. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63046. */
  63047. export class PhysicsRadialExplosionEventOptions {
  63048. /**
  63049. * The radius of the sphere for the radial explosion.
  63050. */
  63051. radius: number;
  63052. /**
  63053. * The strenth of the explosion.
  63054. */
  63055. strength: number;
  63056. /**
  63057. * The strenght of the force in correspondence to the distance of the affected object
  63058. */
  63059. falloff: PhysicsRadialImpulseFalloff;
  63060. /**
  63061. * Sphere options for the radial explosion.
  63062. */
  63063. sphere: {
  63064. segments: number;
  63065. diameter: number;
  63066. };
  63067. /**
  63068. * Sphere options for the radial explosion.
  63069. */
  63070. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  63071. }
  63072. /**
  63073. * Options fot the updraft event
  63074. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63075. */
  63076. export class PhysicsUpdraftEventOptions {
  63077. /**
  63078. * The radius of the cylinder for the vortex
  63079. */
  63080. radius: number;
  63081. /**
  63082. * The strenth of the updraft.
  63083. */
  63084. strength: number;
  63085. /**
  63086. * The height of the cylinder for the updraft.
  63087. */
  63088. height: number;
  63089. /**
  63090. * The mode for the the updraft.
  63091. */
  63092. updraftMode: PhysicsUpdraftMode;
  63093. }
  63094. /**
  63095. * Options fot the vortex event
  63096. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63097. */
  63098. export class PhysicsVortexEventOptions {
  63099. /**
  63100. * The radius of the cylinder for the vortex
  63101. */
  63102. radius: number;
  63103. /**
  63104. * The strenth of the vortex.
  63105. */
  63106. strength: number;
  63107. /**
  63108. * The height of the cylinder for the vortex.
  63109. */
  63110. height: number;
  63111. /**
  63112. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  63113. */
  63114. centripetalForceThreshold: number;
  63115. /**
  63116. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  63117. */
  63118. centripetalForceMultiplier: number;
  63119. /**
  63120. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  63121. */
  63122. centrifugalForceMultiplier: number;
  63123. /**
  63124. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  63125. */
  63126. updraftForceMultiplier: number;
  63127. }
  63128. /**
  63129. * The strenght of the force in correspondence to the distance of the affected object
  63130. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63131. */
  63132. export enum PhysicsRadialImpulseFalloff {
  63133. /** Defines that impulse is constant in strength across it's whole radius */
  63134. Constant = 0,
  63135. /** Defines that impulse gets weaker if it's further from the origin */
  63136. Linear = 1
  63137. }
  63138. /**
  63139. * The strength of the force in correspondence to the distance of the affected object
  63140. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63141. */
  63142. export enum PhysicsUpdraftMode {
  63143. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  63144. Center = 0,
  63145. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  63146. Perpendicular = 1
  63147. }
  63148. /**
  63149. * Interface for a physics hit data
  63150. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63151. */
  63152. export interface PhysicsHitData {
  63153. /**
  63154. * The force applied at the contact point
  63155. */
  63156. force: Vector3;
  63157. /**
  63158. * The contact point
  63159. */
  63160. contactPoint: Vector3;
  63161. /**
  63162. * The distance from the origin to the contact point
  63163. */
  63164. distanceFromOrigin: number;
  63165. }
  63166. /**
  63167. * Interface for radial explosion event data
  63168. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63169. */
  63170. export interface PhysicsRadialExplosionEventData {
  63171. /**
  63172. * A sphere used for the radial explosion event
  63173. */
  63174. sphere: Mesh;
  63175. }
  63176. /**
  63177. * Interface for gravitational field event data
  63178. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63179. */
  63180. export interface PhysicsGravitationalFieldEventData {
  63181. /**
  63182. * A sphere mesh used for the gravitational field event
  63183. */
  63184. sphere: Mesh;
  63185. }
  63186. /**
  63187. * Interface for updraft event data
  63188. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63189. */
  63190. export interface PhysicsUpdraftEventData {
  63191. /**
  63192. * A cylinder used for the updraft event
  63193. */
  63194. cylinder: Mesh;
  63195. }
  63196. /**
  63197. * Interface for vortex event data
  63198. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63199. */
  63200. export interface PhysicsVortexEventData {
  63201. /**
  63202. * A cylinder used for the vortex event
  63203. */
  63204. cylinder: Mesh;
  63205. }
  63206. /**
  63207. * Interface for an affected physics impostor
  63208. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  63209. */
  63210. export interface PhysicsAffectedImpostorWithData {
  63211. /**
  63212. * The impostor affected by the effect
  63213. */
  63214. impostor: PhysicsImpostor;
  63215. /**
  63216. * The data about the hit/horce from the explosion
  63217. */
  63218. hitData: PhysicsHitData;
  63219. }
  63220. }
  63221. declare module "babylonjs/Physics/Plugins/index" {
  63222. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  63223. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63224. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63225. }
  63226. declare module "babylonjs/Physics/index" {
  63227. export * from "babylonjs/Physics/IPhysicsEngine";
  63228. export * from "babylonjs/Physics/physicsEngine";
  63229. export * from "babylonjs/Physics/physicsEngineComponent";
  63230. export * from "babylonjs/Physics/physicsHelper";
  63231. export * from "babylonjs/Physics/physicsImpostor";
  63232. export * from "babylonjs/Physics/physicsJoint";
  63233. export * from "babylonjs/Physics/Plugins/index";
  63234. }
  63235. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63236. /** @hidden */
  63237. export var blackAndWhitePixelShader: {
  63238. name: string;
  63239. shader: string;
  63240. };
  63241. }
  63242. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63243. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63244. import { Camera } from "babylonjs/Cameras/camera";
  63245. import { Engine } from "babylonjs/Engines/engine";
  63246. import "babylonjs/Shaders/blackAndWhite.fragment";
  63247. /**
  63248. * Post process used to render in black and white
  63249. */
  63250. export class BlackAndWhitePostProcess extends PostProcess {
  63251. /**
  63252. * Linear about to convert he result to black and white (default: 1)
  63253. */
  63254. degree: number;
  63255. /**
  63256. * Creates a black and white post process
  63257. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63258. * @param name The name of the effect.
  63259. * @param options The required width/height ratio to downsize to before computing the render pass.
  63260. * @param camera The camera to apply the render pass to.
  63261. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63262. * @param engine The engine which the post process will be applied. (default: current engine)
  63263. * @param reusable If the post process can be reused on the same frame. (default: false)
  63264. */
  63265. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63266. }
  63267. }
  63268. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63269. import { Nullable } from "babylonjs/types";
  63270. import { Camera } from "babylonjs/Cameras/camera";
  63271. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63272. import { Engine } from "babylonjs/Engines/engine";
  63273. /**
  63274. * This represents a set of one or more post processes in Babylon.
  63275. * A post process can be used to apply a shader to a texture after it is rendered.
  63276. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63277. */
  63278. export class PostProcessRenderEffect {
  63279. private _postProcesses;
  63280. private _getPostProcesses;
  63281. private _singleInstance;
  63282. private _cameras;
  63283. private _indicesForCamera;
  63284. /**
  63285. * Name of the effect
  63286. * @hidden
  63287. */
  63288. _name: string;
  63289. /**
  63290. * Instantiates a post process render effect.
  63291. * A post process can be used to apply a shader to a texture after it is rendered.
  63292. * @param engine The engine the effect is tied to
  63293. * @param name The name of the effect
  63294. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63295. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63296. */
  63297. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63298. /**
  63299. * Checks if all the post processes in the effect are supported.
  63300. */
  63301. readonly isSupported: boolean;
  63302. /**
  63303. * Updates the current state of the effect
  63304. * @hidden
  63305. */
  63306. _update(): void;
  63307. /**
  63308. * Attaches the effect on cameras
  63309. * @param cameras The camera to attach to.
  63310. * @hidden
  63311. */
  63312. _attachCameras(cameras: Camera): void;
  63313. /**
  63314. * Attaches the effect on cameras
  63315. * @param cameras The camera to attach to.
  63316. * @hidden
  63317. */
  63318. _attachCameras(cameras: Camera[]): void;
  63319. /**
  63320. * Detaches the effect on cameras
  63321. * @param cameras The camera to detatch from.
  63322. * @hidden
  63323. */
  63324. _detachCameras(cameras: Camera): void;
  63325. /**
  63326. * Detatches the effect on cameras
  63327. * @param cameras The camera to detatch from.
  63328. * @hidden
  63329. */
  63330. _detachCameras(cameras: Camera[]): void;
  63331. /**
  63332. * Enables the effect on given cameras
  63333. * @param cameras The camera to enable.
  63334. * @hidden
  63335. */
  63336. _enable(cameras: Camera): void;
  63337. /**
  63338. * Enables the effect on given cameras
  63339. * @param cameras The camera to enable.
  63340. * @hidden
  63341. */
  63342. _enable(cameras: Nullable<Camera[]>): void;
  63343. /**
  63344. * Disables the effect on the given cameras
  63345. * @param cameras The camera to disable.
  63346. * @hidden
  63347. */
  63348. _disable(cameras: Camera): void;
  63349. /**
  63350. * Disables the effect on the given cameras
  63351. * @param cameras The camera to disable.
  63352. * @hidden
  63353. */
  63354. _disable(cameras: Nullable<Camera[]>): void;
  63355. /**
  63356. * Gets a list of the post processes contained in the effect.
  63357. * @param camera The camera to get the post processes on.
  63358. * @returns The list of the post processes in the effect.
  63359. */
  63360. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63361. }
  63362. }
  63363. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63364. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63365. /** @hidden */
  63366. export var extractHighlightsPixelShader: {
  63367. name: string;
  63368. shader: string;
  63369. };
  63370. }
  63371. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63372. import { Nullable } from "babylonjs/types";
  63373. import { Camera } from "babylonjs/Cameras/camera";
  63374. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63375. import { Engine } from "babylonjs/Engines/engine";
  63376. import "babylonjs/Shaders/extractHighlights.fragment";
  63377. /**
  63378. * 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.
  63379. */
  63380. export class ExtractHighlightsPostProcess extends PostProcess {
  63381. /**
  63382. * The luminance threshold, pixels below this value will be set to black.
  63383. */
  63384. threshold: number;
  63385. /** @hidden */
  63386. _exposure: number;
  63387. /**
  63388. * Post process which has the input texture to be used when performing highlight extraction
  63389. * @hidden
  63390. */
  63391. _inputPostProcess: Nullable<PostProcess>;
  63392. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63393. }
  63394. }
  63395. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63396. /** @hidden */
  63397. export var bloomMergePixelShader: {
  63398. name: string;
  63399. shader: string;
  63400. };
  63401. }
  63402. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63403. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63404. import { Nullable } from "babylonjs/types";
  63405. import { Engine } from "babylonjs/Engines/engine";
  63406. import { Camera } from "babylonjs/Cameras/camera";
  63407. import "babylonjs/Shaders/bloomMerge.fragment";
  63408. /**
  63409. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63410. */
  63411. export class BloomMergePostProcess extends PostProcess {
  63412. /** Weight of the bloom to be added to the original input. */
  63413. weight: number;
  63414. /**
  63415. * Creates a new instance of @see BloomMergePostProcess
  63416. * @param name The name of the effect.
  63417. * @param originalFromInput Post process which's input will be used for the merge.
  63418. * @param blurred Blurred highlights post process which's output will be used.
  63419. * @param weight Weight of the bloom to be added to the original input.
  63420. * @param options The required width/height ratio to downsize to before computing the render pass.
  63421. * @param camera The camera to apply the render pass to.
  63422. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63423. * @param engine The engine which the post process will be applied. (default: current engine)
  63424. * @param reusable If the post process can be reused on the same frame. (default: false)
  63425. * @param textureType Type of textures used when performing the post process. (default: 0)
  63426. * @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)
  63427. */
  63428. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63429. /** Weight of the bloom to be added to the original input. */
  63430. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63431. }
  63432. }
  63433. declare module "babylonjs/PostProcesses/bloomEffect" {
  63434. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63435. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63436. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63437. import { Camera } from "babylonjs/Cameras/camera";
  63438. import { Scene } from "babylonjs/scene";
  63439. /**
  63440. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63441. */
  63442. export class BloomEffect extends PostProcessRenderEffect {
  63443. private bloomScale;
  63444. /**
  63445. * @hidden Internal
  63446. */
  63447. _effects: Array<PostProcess>;
  63448. /**
  63449. * @hidden Internal
  63450. */
  63451. _downscale: ExtractHighlightsPostProcess;
  63452. private _blurX;
  63453. private _blurY;
  63454. private _merge;
  63455. /**
  63456. * The luminance threshold to find bright areas of the image to bloom.
  63457. */
  63458. threshold: number;
  63459. /**
  63460. * The strength of the bloom.
  63461. */
  63462. weight: number;
  63463. /**
  63464. * Specifies the size of the bloom blur kernel, relative to the final output size
  63465. */
  63466. kernel: number;
  63467. /**
  63468. * Creates a new instance of @see BloomEffect
  63469. * @param scene The scene the effect belongs to.
  63470. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63471. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63472. * @param bloomWeight The the strength of bloom.
  63473. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63474. * @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)
  63475. */
  63476. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63477. /**
  63478. * Disposes each of the internal effects for a given camera.
  63479. * @param camera The camera to dispose the effect on.
  63480. */
  63481. disposeEffects(camera: Camera): void;
  63482. /**
  63483. * @hidden Internal
  63484. */
  63485. _updateEffects(): void;
  63486. /**
  63487. * Internal
  63488. * @returns if all the contained post processes are ready.
  63489. * @hidden
  63490. */
  63491. _isReady(): boolean;
  63492. }
  63493. }
  63494. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63495. /** @hidden */
  63496. export var chromaticAberrationPixelShader: {
  63497. name: string;
  63498. shader: string;
  63499. };
  63500. }
  63501. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63502. import { Vector2 } from "babylonjs/Maths/math.vector";
  63503. import { Nullable } from "babylonjs/types";
  63504. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63505. import { Camera } from "babylonjs/Cameras/camera";
  63506. import { Engine } from "babylonjs/Engines/engine";
  63507. import "babylonjs/Shaders/chromaticAberration.fragment";
  63508. /**
  63509. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63510. */
  63511. export class ChromaticAberrationPostProcess extends PostProcess {
  63512. /**
  63513. * The amount of seperation of rgb channels (default: 30)
  63514. */
  63515. aberrationAmount: number;
  63516. /**
  63517. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63518. */
  63519. radialIntensity: number;
  63520. /**
  63521. * 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))
  63522. */
  63523. direction: Vector2;
  63524. /**
  63525. * 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))
  63526. */
  63527. centerPosition: Vector2;
  63528. /**
  63529. * Creates a new instance ChromaticAberrationPostProcess
  63530. * @param name The name of the effect.
  63531. * @param screenWidth The width of the screen to apply the effect on.
  63532. * @param screenHeight The height of the screen to apply the effect on.
  63533. * @param options The required width/height ratio to downsize to before computing the render pass.
  63534. * @param camera The camera to apply the render pass to.
  63535. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63536. * @param engine The engine which the post process will be applied. (default: current engine)
  63537. * @param reusable If the post process can be reused on the same frame. (default: false)
  63538. * @param textureType Type of textures used when performing the post process. (default: 0)
  63539. * @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)
  63540. */
  63541. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63542. }
  63543. }
  63544. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63545. /** @hidden */
  63546. export var circleOfConfusionPixelShader: {
  63547. name: string;
  63548. shader: string;
  63549. };
  63550. }
  63551. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63552. import { Nullable } from "babylonjs/types";
  63553. import { Engine } from "babylonjs/Engines/engine";
  63554. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63555. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63556. import { Camera } from "babylonjs/Cameras/camera";
  63557. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63558. /**
  63559. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63560. */
  63561. export class CircleOfConfusionPostProcess extends PostProcess {
  63562. /**
  63563. * 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.
  63564. */
  63565. lensSize: number;
  63566. /**
  63567. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63568. */
  63569. fStop: number;
  63570. /**
  63571. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63572. */
  63573. focusDistance: number;
  63574. /**
  63575. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63576. */
  63577. focalLength: number;
  63578. private _depthTexture;
  63579. /**
  63580. * Creates a new instance CircleOfConfusionPostProcess
  63581. * @param name The name of the effect.
  63582. * @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.
  63583. * @param options The required width/height ratio to downsize to before computing the render pass.
  63584. * @param camera The camera to apply the render pass to.
  63585. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63586. * @param engine The engine which the post process will be applied. (default: current engine)
  63587. * @param reusable If the post process can be reused on the same frame. (default: false)
  63588. * @param textureType Type of textures used when performing the post process. (default: 0)
  63589. * @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)
  63590. */
  63591. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63592. /**
  63593. * 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.
  63594. */
  63595. depthTexture: RenderTargetTexture;
  63596. }
  63597. }
  63598. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63599. /** @hidden */
  63600. export var colorCorrectionPixelShader: {
  63601. name: string;
  63602. shader: string;
  63603. };
  63604. }
  63605. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63606. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63607. import { Engine } from "babylonjs/Engines/engine";
  63608. import { Camera } from "babylonjs/Cameras/camera";
  63609. import "babylonjs/Shaders/colorCorrection.fragment";
  63610. /**
  63611. *
  63612. * This post-process allows the modification of rendered colors by using
  63613. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63614. *
  63615. * The object needs to be provided an url to a texture containing the color
  63616. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63617. * Use an image editing software to tweak the LUT to match your needs.
  63618. *
  63619. * For an example of a color LUT, see here:
  63620. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63621. * For explanations on color grading, see here:
  63622. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63623. *
  63624. */
  63625. export class ColorCorrectionPostProcess extends PostProcess {
  63626. private _colorTableTexture;
  63627. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63628. }
  63629. }
  63630. declare module "babylonjs/Shaders/convolution.fragment" {
  63631. /** @hidden */
  63632. export var convolutionPixelShader: {
  63633. name: string;
  63634. shader: string;
  63635. };
  63636. }
  63637. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63638. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63639. import { Nullable } from "babylonjs/types";
  63640. import { Camera } from "babylonjs/Cameras/camera";
  63641. import { Engine } from "babylonjs/Engines/engine";
  63642. import "babylonjs/Shaders/convolution.fragment";
  63643. /**
  63644. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63645. * input texture to perform effects such as edge detection or sharpening
  63646. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63647. */
  63648. export class ConvolutionPostProcess extends PostProcess {
  63649. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63650. kernel: number[];
  63651. /**
  63652. * Creates a new instance ConvolutionPostProcess
  63653. * @param name The name of the effect.
  63654. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63655. * @param options The required width/height ratio to downsize to before computing the render pass.
  63656. * @param camera The camera to apply the render pass to.
  63657. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63658. * @param engine The engine which the post process will be applied. (default: current engine)
  63659. * @param reusable If the post process can be reused on the same frame. (default: false)
  63660. * @param textureType Type of textures used when performing the post process. (default: 0)
  63661. */
  63662. constructor(name: string,
  63663. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63664. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63665. /**
  63666. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63667. */
  63668. static EdgeDetect0Kernel: number[];
  63669. /**
  63670. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63671. */
  63672. static EdgeDetect1Kernel: number[];
  63673. /**
  63674. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63675. */
  63676. static EdgeDetect2Kernel: number[];
  63677. /**
  63678. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63679. */
  63680. static SharpenKernel: number[];
  63681. /**
  63682. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63683. */
  63684. static EmbossKernel: number[];
  63685. /**
  63686. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63687. */
  63688. static GaussianKernel: number[];
  63689. }
  63690. }
  63691. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63692. import { Nullable } from "babylonjs/types";
  63693. import { Vector2 } from "babylonjs/Maths/math.vector";
  63694. import { Camera } from "babylonjs/Cameras/camera";
  63695. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63696. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63697. import { Engine } from "babylonjs/Engines/engine";
  63698. import { Scene } from "babylonjs/scene";
  63699. /**
  63700. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63701. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63702. * based on samples that have a large difference in distance than the center pixel.
  63703. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63704. */
  63705. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63706. direction: Vector2;
  63707. /**
  63708. * Creates a new instance CircleOfConfusionPostProcess
  63709. * @param name The name of the effect.
  63710. * @param scene The scene the effect belongs to.
  63711. * @param direction The direction the blur should be applied.
  63712. * @param kernel The size of the kernel used to blur.
  63713. * @param options The required width/height ratio to downsize to before computing the render pass.
  63714. * @param camera The camera to apply the render pass to.
  63715. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63716. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63717. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63718. * @param engine The engine which the post process will be applied. (default: current engine)
  63719. * @param reusable If the post process can be reused on the same frame. (default: false)
  63720. * @param textureType Type of textures used when performing the post process. (default: 0)
  63721. * @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)
  63722. */
  63723. 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);
  63724. }
  63725. }
  63726. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63727. /** @hidden */
  63728. export var depthOfFieldMergePixelShader: {
  63729. name: string;
  63730. shader: string;
  63731. };
  63732. }
  63733. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63734. import { Nullable } from "babylonjs/types";
  63735. import { Camera } from "babylonjs/Cameras/camera";
  63736. import { Effect } from "babylonjs/Materials/effect";
  63737. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63738. import { Engine } from "babylonjs/Engines/engine";
  63739. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63740. /**
  63741. * Options to be set when merging outputs from the default pipeline.
  63742. */
  63743. export class DepthOfFieldMergePostProcessOptions {
  63744. /**
  63745. * The original image to merge on top of
  63746. */
  63747. originalFromInput: PostProcess;
  63748. /**
  63749. * Parameters to perform the merge of the depth of field effect
  63750. */
  63751. depthOfField?: {
  63752. circleOfConfusion: PostProcess;
  63753. blurSteps: Array<PostProcess>;
  63754. };
  63755. /**
  63756. * Parameters to perform the merge of bloom effect
  63757. */
  63758. bloom?: {
  63759. blurred: PostProcess;
  63760. weight: number;
  63761. };
  63762. }
  63763. /**
  63764. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63765. */
  63766. export class DepthOfFieldMergePostProcess extends PostProcess {
  63767. private blurSteps;
  63768. /**
  63769. * Creates a new instance of DepthOfFieldMergePostProcess
  63770. * @param name The name of the effect.
  63771. * @param originalFromInput Post process which's input will be used for the merge.
  63772. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63773. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63774. * @param options The required width/height ratio to downsize to before computing the render pass.
  63775. * @param camera The camera to apply the render pass to.
  63776. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63777. * @param engine The engine which the post process will be applied. (default: current engine)
  63778. * @param reusable If the post process can be reused on the same frame. (default: false)
  63779. * @param textureType Type of textures used when performing the post process. (default: 0)
  63780. * @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)
  63781. */
  63782. 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);
  63783. /**
  63784. * Updates the effect with the current post process compile time values and recompiles the shader.
  63785. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63786. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63787. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63788. * @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
  63789. * @param onCompiled Called when the shader has been compiled.
  63790. * @param onError Called if there is an error when compiling a shader.
  63791. */
  63792. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63793. }
  63794. }
  63795. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63796. import { Nullable } from "babylonjs/types";
  63797. import { Camera } from "babylonjs/Cameras/camera";
  63798. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63799. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63800. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63801. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63802. import { Scene } from "babylonjs/scene";
  63803. /**
  63804. * Specifies the level of max blur that should be applied when using the depth of field effect
  63805. */
  63806. export enum DepthOfFieldEffectBlurLevel {
  63807. /**
  63808. * Subtle blur
  63809. */
  63810. Low = 0,
  63811. /**
  63812. * Medium blur
  63813. */
  63814. Medium = 1,
  63815. /**
  63816. * Large blur
  63817. */
  63818. High = 2
  63819. }
  63820. /**
  63821. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63822. */
  63823. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63824. private _circleOfConfusion;
  63825. /**
  63826. * @hidden Internal, blurs from high to low
  63827. */
  63828. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63829. private _depthOfFieldBlurY;
  63830. private _dofMerge;
  63831. /**
  63832. * @hidden Internal post processes in depth of field effect
  63833. */
  63834. _effects: Array<PostProcess>;
  63835. /**
  63836. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63837. */
  63838. focalLength: number;
  63839. /**
  63840. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63841. */
  63842. fStop: number;
  63843. /**
  63844. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63845. */
  63846. focusDistance: number;
  63847. /**
  63848. * 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.
  63849. */
  63850. lensSize: number;
  63851. /**
  63852. * Creates a new instance DepthOfFieldEffect
  63853. * @param scene The scene the effect belongs to.
  63854. * @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.
  63855. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63856. * @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)
  63857. */
  63858. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63859. /**
  63860. * Get the current class name of the current effet
  63861. * @returns "DepthOfFieldEffect"
  63862. */
  63863. getClassName(): string;
  63864. /**
  63865. * 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.
  63866. */
  63867. depthTexture: RenderTargetTexture;
  63868. /**
  63869. * Disposes each of the internal effects for a given camera.
  63870. * @param camera The camera to dispose the effect on.
  63871. */
  63872. disposeEffects(camera: Camera): void;
  63873. /**
  63874. * @hidden Internal
  63875. */
  63876. _updateEffects(): void;
  63877. /**
  63878. * Internal
  63879. * @returns if all the contained post processes are ready.
  63880. * @hidden
  63881. */
  63882. _isReady(): boolean;
  63883. }
  63884. }
  63885. declare module "babylonjs/Shaders/displayPass.fragment" {
  63886. /** @hidden */
  63887. export var displayPassPixelShader: {
  63888. name: string;
  63889. shader: string;
  63890. };
  63891. }
  63892. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63893. import { Nullable } from "babylonjs/types";
  63894. import { Camera } from "babylonjs/Cameras/camera";
  63895. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63896. import { Engine } from "babylonjs/Engines/engine";
  63897. import "babylonjs/Shaders/displayPass.fragment";
  63898. /**
  63899. * DisplayPassPostProcess which produces an output the same as it's input
  63900. */
  63901. export class DisplayPassPostProcess extends PostProcess {
  63902. /**
  63903. * Creates the DisplayPassPostProcess
  63904. * @param name The name of the effect.
  63905. * @param options The required width/height ratio to downsize to before computing the render pass.
  63906. * @param camera The camera to apply the render pass to.
  63907. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63908. * @param engine The engine which the post process will be applied. (default: current engine)
  63909. * @param reusable If the post process can be reused on the same frame. (default: false)
  63910. */
  63911. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63912. }
  63913. }
  63914. declare module "babylonjs/Shaders/filter.fragment" {
  63915. /** @hidden */
  63916. export var filterPixelShader: {
  63917. name: string;
  63918. shader: string;
  63919. };
  63920. }
  63921. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63922. import { Nullable } from "babylonjs/types";
  63923. import { Matrix } from "babylonjs/Maths/math.vector";
  63924. import { Camera } from "babylonjs/Cameras/camera";
  63925. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63926. import { Engine } from "babylonjs/Engines/engine";
  63927. import "babylonjs/Shaders/filter.fragment";
  63928. /**
  63929. * Applies a kernel filter to the image
  63930. */
  63931. export class FilterPostProcess extends PostProcess {
  63932. /** The matrix to be applied to the image */
  63933. kernelMatrix: Matrix;
  63934. /**
  63935. *
  63936. * @param name The name of the effect.
  63937. * @param kernelMatrix The matrix to be applied to the image
  63938. * @param options The required width/height ratio to downsize to before computing the render pass.
  63939. * @param camera The camera to apply the render pass to.
  63940. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63941. * @param engine The engine which the post process will be applied. (default: current engine)
  63942. * @param reusable If the post process can be reused on the same frame. (default: false)
  63943. */
  63944. constructor(name: string,
  63945. /** The matrix to be applied to the image */
  63946. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63947. }
  63948. }
  63949. declare module "babylonjs/Shaders/fxaa.fragment" {
  63950. /** @hidden */
  63951. export var fxaaPixelShader: {
  63952. name: string;
  63953. shader: string;
  63954. };
  63955. }
  63956. declare module "babylonjs/Shaders/fxaa.vertex" {
  63957. /** @hidden */
  63958. export var fxaaVertexShader: {
  63959. name: string;
  63960. shader: string;
  63961. };
  63962. }
  63963. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63964. import { Nullable } from "babylonjs/types";
  63965. import { Camera } from "babylonjs/Cameras/camera";
  63966. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63967. import { Engine } from "babylonjs/Engines/engine";
  63968. import "babylonjs/Shaders/fxaa.fragment";
  63969. import "babylonjs/Shaders/fxaa.vertex";
  63970. /**
  63971. * Fxaa post process
  63972. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63973. */
  63974. export class FxaaPostProcess extends PostProcess {
  63975. /** @hidden */
  63976. texelWidth: number;
  63977. /** @hidden */
  63978. texelHeight: number;
  63979. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63980. private _getDefines;
  63981. }
  63982. }
  63983. declare module "babylonjs/Shaders/grain.fragment" {
  63984. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63985. /** @hidden */
  63986. export var grainPixelShader: {
  63987. name: string;
  63988. shader: string;
  63989. };
  63990. }
  63991. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63992. import { Nullable } from "babylonjs/types";
  63993. import { Camera } from "babylonjs/Cameras/camera";
  63994. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63995. import { Engine } from "babylonjs/Engines/engine";
  63996. import "babylonjs/Shaders/grain.fragment";
  63997. /**
  63998. * The GrainPostProcess adds noise to the image at mid luminance levels
  63999. */
  64000. export class GrainPostProcess extends PostProcess {
  64001. /**
  64002. * The intensity of the grain added (default: 30)
  64003. */
  64004. intensity: number;
  64005. /**
  64006. * If the grain should be randomized on every frame
  64007. */
  64008. animated: boolean;
  64009. /**
  64010. * Creates a new instance of @see GrainPostProcess
  64011. * @param name The name of the effect.
  64012. * @param options The required width/height ratio to downsize to before computing the render pass.
  64013. * @param camera The camera to apply the render pass to.
  64014. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64015. * @param engine The engine which the post process will be applied. (default: current engine)
  64016. * @param reusable If the post process can be reused on the same frame. (default: false)
  64017. * @param textureType Type of textures used when performing the post process. (default: 0)
  64018. * @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)
  64019. */
  64020. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64021. }
  64022. }
  64023. declare module "babylonjs/Shaders/highlights.fragment" {
  64024. /** @hidden */
  64025. export var highlightsPixelShader: {
  64026. name: string;
  64027. shader: string;
  64028. };
  64029. }
  64030. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  64031. import { Nullable } from "babylonjs/types";
  64032. import { Camera } from "babylonjs/Cameras/camera";
  64033. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64034. import { Engine } from "babylonjs/Engines/engine";
  64035. import "babylonjs/Shaders/highlights.fragment";
  64036. /**
  64037. * Extracts highlights from the image
  64038. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64039. */
  64040. export class HighlightsPostProcess extends PostProcess {
  64041. /**
  64042. * Extracts highlights from the image
  64043. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  64044. * @param name The name of the effect.
  64045. * @param options The required width/height ratio to downsize to before computing the render pass.
  64046. * @param camera The camera to apply the render pass to.
  64047. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64048. * @param engine The engine which the post process will be applied. (default: current engine)
  64049. * @param reusable If the post process can be reused on the same frame. (default: false)
  64050. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  64051. */
  64052. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  64053. }
  64054. }
  64055. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  64056. /** @hidden */
  64057. export var mrtFragmentDeclaration: {
  64058. name: string;
  64059. shader: string;
  64060. };
  64061. }
  64062. declare module "babylonjs/Shaders/geometry.fragment" {
  64063. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  64064. /** @hidden */
  64065. export var geometryPixelShader: {
  64066. name: string;
  64067. shader: string;
  64068. };
  64069. }
  64070. declare module "babylonjs/Shaders/geometry.vertex" {
  64071. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  64072. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  64073. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  64074. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  64075. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  64076. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  64077. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  64078. /** @hidden */
  64079. export var geometryVertexShader: {
  64080. name: string;
  64081. shader: string;
  64082. };
  64083. }
  64084. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  64085. import { Matrix } from "babylonjs/Maths/math.vector";
  64086. import { SubMesh } from "babylonjs/Meshes/subMesh";
  64087. import { Mesh } from "babylonjs/Meshes/mesh";
  64088. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  64089. import { Effect } from "babylonjs/Materials/effect";
  64090. import { Scene } from "babylonjs/scene";
  64091. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64092. import "babylonjs/Shaders/geometry.fragment";
  64093. import "babylonjs/Shaders/geometry.vertex";
  64094. /** @hidden */
  64095. interface ISavedTransformationMatrix {
  64096. world: Matrix;
  64097. viewProjection: Matrix;
  64098. }
  64099. /**
  64100. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  64101. */
  64102. export class GeometryBufferRenderer {
  64103. /**
  64104. * Constant used to retrieve the position texture index in the G-Buffer textures array
  64105. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  64106. */
  64107. static readonly POSITION_TEXTURE_TYPE: number;
  64108. /**
  64109. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  64110. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  64111. */
  64112. static readonly VELOCITY_TEXTURE_TYPE: number;
  64113. /**
  64114. * Dictionary used to store the previous transformation matrices of each rendered mesh
  64115. * in order to compute objects velocities when enableVelocity is set to "true"
  64116. * @hidden
  64117. */
  64118. _previousTransformationMatrices: {
  64119. [index: number]: ISavedTransformationMatrix;
  64120. };
  64121. /**
  64122. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  64123. * in order to compute objects velocities when enableVelocity is set to "true"
  64124. * @hidden
  64125. */
  64126. _previousBonesTransformationMatrices: {
  64127. [index: number]: Float32Array;
  64128. };
  64129. /**
  64130. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  64131. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  64132. */
  64133. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  64134. private _scene;
  64135. private _multiRenderTarget;
  64136. private _ratio;
  64137. private _enablePosition;
  64138. private _enableVelocity;
  64139. private _positionIndex;
  64140. private _velocityIndex;
  64141. protected _effect: Effect;
  64142. protected _cachedDefines: string;
  64143. /**
  64144. * Set the render list (meshes to be rendered) used in the G buffer.
  64145. */
  64146. renderList: Mesh[];
  64147. /**
  64148. * Gets wether or not G buffer are supported by the running hardware.
  64149. * This requires draw buffer supports
  64150. */
  64151. readonly isSupported: boolean;
  64152. /**
  64153. * Returns the index of the given texture type in the G-Buffer textures array
  64154. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  64155. * @returns the index of the given texture type in the G-Buffer textures array
  64156. */
  64157. getTextureIndex(textureType: number): number;
  64158. /**
  64159. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  64160. */
  64161. /**
  64162. * Sets whether or not objects positions are enabled for the G buffer.
  64163. */
  64164. enablePosition: boolean;
  64165. /**
  64166. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  64167. */
  64168. /**
  64169. * Sets wether or not objects velocities are enabled for the G buffer.
  64170. */
  64171. enableVelocity: boolean;
  64172. /**
  64173. * Gets the scene associated with the buffer.
  64174. */
  64175. readonly scene: Scene;
  64176. /**
  64177. * Gets the ratio used by the buffer during its creation.
  64178. * How big is the buffer related to the main canvas.
  64179. */
  64180. readonly ratio: number;
  64181. /** @hidden */
  64182. static _SceneComponentInitialization: (scene: Scene) => void;
  64183. /**
  64184. * Creates a new G Buffer for the scene
  64185. * @param scene The scene the buffer belongs to
  64186. * @param ratio How big is the buffer related to the main canvas.
  64187. */
  64188. constructor(scene: Scene, ratio?: number);
  64189. /**
  64190. * Checks wether everything is ready to render a submesh to the G buffer.
  64191. * @param subMesh the submesh to check readiness for
  64192. * @param useInstances is the mesh drawn using instance or not
  64193. * @returns true if ready otherwise false
  64194. */
  64195. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  64196. /**
  64197. * Gets the current underlying G Buffer.
  64198. * @returns the buffer
  64199. */
  64200. getGBuffer(): MultiRenderTarget;
  64201. /**
  64202. * Gets the number of samples used to render the buffer (anti aliasing).
  64203. */
  64204. /**
  64205. * Sets the number of samples used to render the buffer (anti aliasing).
  64206. */
  64207. samples: number;
  64208. /**
  64209. * Disposes the renderer and frees up associated resources.
  64210. */
  64211. dispose(): void;
  64212. protected _createRenderTargets(): void;
  64213. private _copyBonesTransformationMatrices;
  64214. }
  64215. }
  64216. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  64217. import { Nullable } from "babylonjs/types";
  64218. import { Scene } from "babylonjs/scene";
  64219. import { ISceneComponent } from "babylonjs/sceneComponent";
  64220. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  64221. module "babylonjs/scene" {
  64222. interface Scene {
  64223. /** @hidden (Backing field) */
  64224. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64225. /**
  64226. * Gets or Sets the current geometry buffer associated to the scene.
  64227. */
  64228. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64229. /**
  64230. * Enables a GeometryBufferRender and associates it with the scene
  64231. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64232. * @returns the GeometryBufferRenderer
  64233. */
  64234. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64235. /**
  64236. * Disables the GeometryBufferRender associated with the scene
  64237. */
  64238. disableGeometryBufferRenderer(): void;
  64239. }
  64240. }
  64241. /**
  64242. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64243. * in several rendering techniques.
  64244. */
  64245. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64246. /**
  64247. * The component name helpful to identify the component in the list of scene components.
  64248. */
  64249. readonly name: string;
  64250. /**
  64251. * The scene the component belongs to.
  64252. */
  64253. scene: Scene;
  64254. /**
  64255. * Creates a new instance of the component for the given scene
  64256. * @param scene Defines the scene to register the component in
  64257. */
  64258. constructor(scene: Scene);
  64259. /**
  64260. * Registers the component in a given scene
  64261. */
  64262. register(): void;
  64263. /**
  64264. * Rebuilds the elements related to this component in case of
  64265. * context lost for instance.
  64266. */
  64267. rebuild(): void;
  64268. /**
  64269. * Disposes the component and the associated ressources
  64270. */
  64271. dispose(): void;
  64272. private _gatherRenderTargets;
  64273. }
  64274. }
  64275. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64276. /** @hidden */
  64277. export var motionBlurPixelShader: {
  64278. name: string;
  64279. shader: string;
  64280. };
  64281. }
  64282. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64283. import { Nullable } from "babylonjs/types";
  64284. import { Camera } from "babylonjs/Cameras/camera";
  64285. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64286. import { Scene } from "babylonjs/scene";
  64287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64288. import "babylonjs/Animations/animatable";
  64289. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64290. import "babylonjs/Shaders/motionBlur.fragment";
  64291. import { Engine } from "babylonjs/Engines/engine";
  64292. /**
  64293. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64294. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64295. * As an example, all you have to do is to create the post-process:
  64296. * var mb = new BABYLON.MotionBlurPostProcess(
  64297. * 'mb', // The name of the effect.
  64298. * scene, // The scene containing the objects to blur according to their velocity.
  64299. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64300. * camera // The camera to apply the render pass to.
  64301. * );
  64302. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64303. */
  64304. export class MotionBlurPostProcess extends PostProcess {
  64305. /**
  64306. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64307. */
  64308. motionStrength: number;
  64309. /**
  64310. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64311. */
  64312. /**
  64313. * Sets the number of iterations to be used for motion blur quality
  64314. */
  64315. motionBlurSamples: number;
  64316. private _motionBlurSamples;
  64317. private _geometryBufferRenderer;
  64318. /**
  64319. * Creates a new instance MotionBlurPostProcess
  64320. * @param name The name of the effect.
  64321. * @param scene The scene containing the objects to blur according to their velocity.
  64322. * @param options The required width/height ratio to downsize to before computing the render pass.
  64323. * @param camera The camera to apply the render pass to.
  64324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64325. * @param engine The engine which the post process will be applied. (default: current engine)
  64326. * @param reusable If the post process can be reused on the same frame. (default: false)
  64327. * @param textureType Type of textures used when performing the post process. (default: 0)
  64328. * @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)
  64329. */
  64330. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64331. /**
  64332. * Excludes the given skinned mesh from computing bones velocities.
  64333. * 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.
  64334. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64335. */
  64336. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64337. /**
  64338. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64339. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64340. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64341. */
  64342. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64343. /**
  64344. * Disposes the post process.
  64345. * @param camera The camera to dispose the post process on.
  64346. */
  64347. dispose(camera?: Camera): void;
  64348. }
  64349. }
  64350. declare module "babylonjs/Shaders/refraction.fragment" {
  64351. /** @hidden */
  64352. export var refractionPixelShader: {
  64353. name: string;
  64354. shader: string;
  64355. };
  64356. }
  64357. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64358. import { Color3 } from "babylonjs/Maths/math.color";
  64359. import { Camera } from "babylonjs/Cameras/camera";
  64360. import { Texture } from "babylonjs/Materials/Textures/texture";
  64361. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64362. import { Engine } from "babylonjs/Engines/engine";
  64363. import "babylonjs/Shaders/refraction.fragment";
  64364. /**
  64365. * Post process which applies a refractin texture
  64366. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64367. */
  64368. export class RefractionPostProcess extends PostProcess {
  64369. /** the base color of the refraction (used to taint the rendering) */
  64370. color: Color3;
  64371. /** simulated refraction depth */
  64372. depth: number;
  64373. /** the coefficient of the base color (0 to remove base color tainting) */
  64374. colorLevel: number;
  64375. private _refTexture;
  64376. private _ownRefractionTexture;
  64377. /**
  64378. * Gets or sets the refraction texture
  64379. * Please note that you are responsible for disposing the texture if you set it manually
  64380. */
  64381. refractionTexture: Texture;
  64382. /**
  64383. * Initializes the RefractionPostProcess
  64384. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64385. * @param name The name of the effect.
  64386. * @param refractionTextureUrl Url of the refraction texture to use
  64387. * @param color the base color of the refraction (used to taint the rendering)
  64388. * @param depth simulated refraction depth
  64389. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64390. * @param camera The camera to apply the render pass to.
  64391. * @param options The required width/height ratio to downsize to before computing the render pass.
  64392. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64393. * @param engine The engine which the post process will be applied. (default: current engine)
  64394. * @param reusable If the post process can be reused on the same frame. (default: false)
  64395. */
  64396. constructor(name: string, refractionTextureUrl: string,
  64397. /** the base color of the refraction (used to taint the rendering) */
  64398. color: Color3,
  64399. /** simulated refraction depth */
  64400. depth: number,
  64401. /** the coefficient of the base color (0 to remove base color tainting) */
  64402. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64403. /**
  64404. * Disposes of the post process
  64405. * @param camera Camera to dispose post process on
  64406. */
  64407. dispose(camera: Camera): void;
  64408. }
  64409. }
  64410. declare module "babylonjs/Shaders/sharpen.fragment" {
  64411. /** @hidden */
  64412. export var sharpenPixelShader: {
  64413. name: string;
  64414. shader: string;
  64415. };
  64416. }
  64417. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64418. import { Nullable } from "babylonjs/types";
  64419. import { Camera } from "babylonjs/Cameras/camera";
  64420. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64421. import "babylonjs/Shaders/sharpen.fragment";
  64422. import { Engine } from "babylonjs/Engines/engine";
  64423. /**
  64424. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64425. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64426. */
  64427. export class SharpenPostProcess extends PostProcess {
  64428. /**
  64429. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64430. */
  64431. colorAmount: number;
  64432. /**
  64433. * How much sharpness should be applied (default: 0.3)
  64434. */
  64435. edgeAmount: number;
  64436. /**
  64437. * Creates a new instance ConvolutionPostProcess
  64438. * @param name The name of the effect.
  64439. * @param options The required width/height ratio to downsize to before computing the render pass.
  64440. * @param camera The camera to apply the render pass to.
  64441. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64442. * @param engine The engine which the post process will be applied. (default: current engine)
  64443. * @param reusable If the post process can be reused on the same frame. (default: false)
  64444. * @param textureType Type of textures used when performing the post process. (default: 0)
  64445. * @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)
  64446. */
  64447. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64448. }
  64449. }
  64450. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64451. import { Nullable } from "babylonjs/types";
  64452. import { Camera } from "babylonjs/Cameras/camera";
  64453. import { Engine } from "babylonjs/Engines/engine";
  64454. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64455. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64456. /**
  64457. * PostProcessRenderPipeline
  64458. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64459. */
  64460. export class PostProcessRenderPipeline {
  64461. private engine;
  64462. private _renderEffects;
  64463. private _renderEffectsForIsolatedPass;
  64464. /**
  64465. * List of inspectable custom properties (used by the Inspector)
  64466. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64467. */
  64468. inspectableCustomProperties: IInspectable[];
  64469. /**
  64470. * @hidden
  64471. */
  64472. protected _cameras: Camera[];
  64473. /** @hidden */
  64474. _name: string;
  64475. /**
  64476. * Gets pipeline name
  64477. */
  64478. readonly name: string;
  64479. /** Gets the list of attached cameras */
  64480. readonly cameras: Camera[];
  64481. /**
  64482. * Initializes a PostProcessRenderPipeline
  64483. * @param engine engine to add the pipeline to
  64484. * @param name name of the pipeline
  64485. */
  64486. constructor(engine: Engine, name: string);
  64487. /**
  64488. * Gets the class name
  64489. * @returns "PostProcessRenderPipeline"
  64490. */
  64491. getClassName(): string;
  64492. /**
  64493. * If all the render effects in the pipeline are supported
  64494. */
  64495. readonly isSupported: boolean;
  64496. /**
  64497. * Adds an effect to the pipeline
  64498. * @param renderEffect the effect to add
  64499. */
  64500. addEffect(renderEffect: PostProcessRenderEffect): void;
  64501. /** @hidden */
  64502. _rebuild(): void;
  64503. /** @hidden */
  64504. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64505. /** @hidden */
  64506. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64507. /** @hidden */
  64508. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64509. /** @hidden */
  64510. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64511. /** @hidden */
  64512. _attachCameras(cameras: Camera, unique: boolean): void;
  64513. /** @hidden */
  64514. _attachCameras(cameras: Camera[], unique: boolean): void;
  64515. /** @hidden */
  64516. _detachCameras(cameras: Camera): void;
  64517. /** @hidden */
  64518. _detachCameras(cameras: Nullable<Camera[]>): void;
  64519. /** @hidden */
  64520. _update(): void;
  64521. /** @hidden */
  64522. _reset(): void;
  64523. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64524. /**
  64525. * Disposes of the pipeline
  64526. */
  64527. dispose(): void;
  64528. }
  64529. }
  64530. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64531. import { Camera } from "babylonjs/Cameras/camera";
  64532. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64533. /**
  64534. * PostProcessRenderPipelineManager class
  64535. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64536. */
  64537. export class PostProcessRenderPipelineManager {
  64538. private _renderPipelines;
  64539. /**
  64540. * Initializes a PostProcessRenderPipelineManager
  64541. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64542. */
  64543. constructor();
  64544. /**
  64545. * Gets the list of supported render pipelines
  64546. */
  64547. readonly supportedPipelines: PostProcessRenderPipeline[];
  64548. /**
  64549. * Adds a pipeline to the manager
  64550. * @param renderPipeline The pipeline to add
  64551. */
  64552. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64553. /**
  64554. * Attaches a camera to the pipeline
  64555. * @param renderPipelineName The name of the pipeline to attach to
  64556. * @param cameras the camera to attach
  64557. * @param unique if the camera can be attached multiple times to the pipeline
  64558. */
  64559. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64560. /**
  64561. * Detaches a camera from the pipeline
  64562. * @param renderPipelineName The name of the pipeline to detach from
  64563. * @param cameras the camera to detach
  64564. */
  64565. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64566. /**
  64567. * Enables an effect by name on a pipeline
  64568. * @param renderPipelineName the name of the pipeline to enable the effect in
  64569. * @param renderEffectName the name of the effect to enable
  64570. * @param cameras the cameras that the effect should be enabled on
  64571. */
  64572. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64573. /**
  64574. * Disables an effect by name on a pipeline
  64575. * @param renderPipelineName the name of the pipeline to disable the effect in
  64576. * @param renderEffectName the name of the effect to disable
  64577. * @param cameras the cameras that the effect should be disabled on
  64578. */
  64579. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64580. /**
  64581. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64582. */
  64583. update(): void;
  64584. /** @hidden */
  64585. _rebuild(): void;
  64586. /**
  64587. * Disposes of the manager and pipelines
  64588. */
  64589. dispose(): void;
  64590. }
  64591. }
  64592. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64593. import { ISceneComponent } from "babylonjs/sceneComponent";
  64594. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64595. import { Scene } from "babylonjs/scene";
  64596. module "babylonjs/scene" {
  64597. interface Scene {
  64598. /** @hidden (Backing field) */
  64599. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64600. /**
  64601. * Gets the postprocess render pipeline manager
  64602. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64603. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64604. */
  64605. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64606. }
  64607. }
  64608. /**
  64609. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64610. */
  64611. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64612. /**
  64613. * The component name helpfull to identify the component in the list of scene components.
  64614. */
  64615. readonly name: string;
  64616. /**
  64617. * The scene the component belongs to.
  64618. */
  64619. scene: Scene;
  64620. /**
  64621. * Creates a new instance of the component for the given scene
  64622. * @param scene Defines the scene to register the component in
  64623. */
  64624. constructor(scene: Scene);
  64625. /**
  64626. * Registers the component in a given scene
  64627. */
  64628. register(): void;
  64629. /**
  64630. * Rebuilds the elements related to this component in case of
  64631. * context lost for instance.
  64632. */
  64633. rebuild(): void;
  64634. /**
  64635. * Disposes the component and the associated ressources
  64636. */
  64637. dispose(): void;
  64638. private _gatherRenderTargets;
  64639. }
  64640. }
  64641. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64642. import { Nullable } from "babylonjs/types";
  64643. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64644. import { Camera } from "babylonjs/Cameras/camera";
  64645. import { IDisposable } from "babylonjs/scene";
  64646. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64647. import { Scene } from "babylonjs/scene";
  64648. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64649. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64650. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64651. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64652. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64653. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64654. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64655. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64656. import { Animation } from "babylonjs/Animations/animation";
  64657. /**
  64658. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64659. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64660. */
  64661. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64662. private _scene;
  64663. private _camerasToBeAttached;
  64664. /**
  64665. * ID of the sharpen post process,
  64666. */
  64667. private readonly SharpenPostProcessId;
  64668. /**
  64669. * @ignore
  64670. * ID of the image processing post process;
  64671. */
  64672. readonly ImageProcessingPostProcessId: string;
  64673. /**
  64674. * @ignore
  64675. * ID of the Fast Approximate Anti-Aliasing post process;
  64676. */
  64677. readonly FxaaPostProcessId: string;
  64678. /**
  64679. * ID of the chromatic aberration post process,
  64680. */
  64681. private readonly ChromaticAberrationPostProcessId;
  64682. /**
  64683. * ID of the grain post process
  64684. */
  64685. private readonly GrainPostProcessId;
  64686. /**
  64687. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64688. */
  64689. sharpen: SharpenPostProcess;
  64690. private _sharpenEffect;
  64691. private bloom;
  64692. /**
  64693. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64694. */
  64695. depthOfField: DepthOfFieldEffect;
  64696. /**
  64697. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64698. */
  64699. fxaa: FxaaPostProcess;
  64700. /**
  64701. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64702. */
  64703. imageProcessing: ImageProcessingPostProcess;
  64704. /**
  64705. * Chromatic aberration post process which will shift rgb colors in the image
  64706. */
  64707. chromaticAberration: ChromaticAberrationPostProcess;
  64708. private _chromaticAberrationEffect;
  64709. /**
  64710. * Grain post process which add noise to the image
  64711. */
  64712. grain: GrainPostProcess;
  64713. private _grainEffect;
  64714. /**
  64715. * Glow post process which adds a glow to emissive areas of the image
  64716. */
  64717. private _glowLayer;
  64718. /**
  64719. * Animations which can be used to tweak settings over a period of time
  64720. */
  64721. animations: Animation[];
  64722. private _imageProcessingConfigurationObserver;
  64723. private _sharpenEnabled;
  64724. private _bloomEnabled;
  64725. private _depthOfFieldEnabled;
  64726. private _depthOfFieldBlurLevel;
  64727. private _fxaaEnabled;
  64728. private _imageProcessingEnabled;
  64729. private _defaultPipelineTextureType;
  64730. private _bloomScale;
  64731. private _chromaticAberrationEnabled;
  64732. private _grainEnabled;
  64733. private _buildAllowed;
  64734. /**
  64735. * Gets active scene
  64736. */
  64737. readonly scene: Scene;
  64738. /**
  64739. * Enable or disable the sharpen process from the pipeline
  64740. */
  64741. sharpenEnabled: boolean;
  64742. private _resizeObserver;
  64743. private _hardwareScaleLevel;
  64744. private _bloomKernel;
  64745. /**
  64746. * Specifies the size of the bloom blur kernel, relative to the final output size
  64747. */
  64748. bloomKernel: number;
  64749. /**
  64750. * Specifies the weight of the bloom in the final rendering
  64751. */
  64752. private _bloomWeight;
  64753. /**
  64754. * Specifies the luma threshold for the area that will be blurred by the bloom
  64755. */
  64756. private _bloomThreshold;
  64757. private _hdr;
  64758. /**
  64759. * The strength of the bloom.
  64760. */
  64761. bloomWeight: number;
  64762. /**
  64763. * The strength of the bloom.
  64764. */
  64765. bloomThreshold: number;
  64766. /**
  64767. * The scale of the bloom, lower value will provide better performance.
  64768. */
  64769. bloomScale: number;
  64770. /**
  64771. * Enable or disable the bloom from the pipeline
  64772. */
  64773. bloomEnabled: boolean;
  64774. private _rebuildBloom;
  64775. /**
  64776. * If the depth of field is enabled.
  64777. */
  64778. depthOfFieldEnabled: boolean;
  64779. /**
  64780. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64781. */
  64782. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64783. /**
  64784. * If the anti aliasing is enabled.
  64785. */
  64786. fxaaEnabled: boolean;
  64787. private _samples;
  64788. /**
  64789. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64790. */
  64791. samples: number;
  64792. /**
  64793. * If image processing is enabled.
  64794. */
  64795. imageProcessingEnabled: boolean;
  64796. /**
  64797. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64798. */
  64799. glowLayerEnabled: boolean;
  64800. /**
  64801. * Gets the glow layer (or null if not defined)
  64802. */
  64803. readonly glowLayer: Nullable<GlowLayer>;
  64804. /**
  64805. * Enable or disable the chromaticAberration process from the pipeline
  64806. */
  64807. chromaticAberrationEnabled: boolean;
  64808. /**
  64809. * Enable or disable the grain process from the pipeline
  64810. */
  64811. grainEnabled: boolean;
  64812. /**
  64813. * @constructor
  64814. * @param name - The rendering pipeline name (default: "")
  64815. * @param hdr - If high dynamic range textures should be used (default: true)
  64816. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64817. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64818. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64819. */
  64820. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64821. /**
  64822. * Get the class name
  64823. * @returns "DefaultRenderingPipeline"
  64824. */
  64825. getClassName(): string;
  64826. /**
  64827. * Force the compilation of the entire pipeline.
  64828. */
  64829. prepare(): void;
  64830. private _hasCleared;
  64831. private _prevPostProcess;
  64832. private _prevPrevPostProcess;
  64833. private _setAutoClearAndTextureSharing;
  64834. private _depthOfFieldSceneObserver;
  64835. private _buildPipeline;
  64836. private _disposePostProcesses;
  64837. /**
  64838. * Adds a camera to the pipeline
  64839. * @param camera the camera to be added
  64840. */
  64841. addCamera(camera: Camera): void;
  64842. /**
  64843. * Removes a camera from the pipeline
  64844. * @param camera the camera to remove
  64845. */
  64846. removeCamera(camera: Camera): void;
  64847. /**
  64848. * Dispose of the pipeline and stop all post processes
  64849. */
  64850. dispose(): void;
  64851. /**
  64852. * Serialize the rendering pipeline (Used when exporting)
  64853. * @returns the serialized object
  64854. */
  64855. serialize(): any;
  64856. /**
  64857. * Parse the serialized pipeline
  64858. * @param source Source pipeline.
  64859. * @param scene The scene to load the pipeline to.
  64860. * @param rootUrl The URL of the serialized pipeline.
  64861. * @returns An instantiated pipeline from the serialized object.
  64862. */
  64863. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64864. }
  64865. }
  64866. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64867. /** @hidden */
  64868. export var lensHighlightsPixelShader: {
  64869. name: string;
  64870. shader: string;
  64871. };
  64872. }
  64873. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64874. /** @hidden */
  64875. export var depthOfFieldPixelShader: {
  64876. name: string;
  64877. shader: string;
  64878. };
  64879. }
  64880. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64881. import { Camera } from "babylonjs/Cameras/camera";
  64882. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64883. import { Scene } from "babylonjs/scene";
  64884. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64885. import "babylonjs/Shaders/chromaticAberration.fragment";
  64886. import "babylonjs/Shaders/lensHighlights.fragment";
  64887. import "babylonjs/Shaders/depthOfField.fragment";
  64888. /**
  64889. * BABYLON.JS Chromatic Aberration GLSL Shader
  64890. * Author: Olivier Guyot
  64891. * Separates very slightly R, G and B colors on the edges of the screen
  64892. * Inspired by Francois Tarlier & Martins Upitis
  64893. */
  64894. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64895. /**
  64896. * @ignore
  64897. * The chromatic aberration PostProcess id in the pipeline
  64898. */
  64899. LensChromaticAberrationEffect: string;
  64900. /**
  64901. * @ignore
  64902. * The highlights enhancing PostProcess id in the pipeline
  64903. */
  64904. HighlightsEnhancingEffect: string;
  64905. /**
  64906. * @ignore
  64907. * The depth-of-field PostProcess id in the pipeline
  64908. */
  64909. LensDepthOfFieldEffect: string;
  64910. private _scene;
  64911. private _depthTexture;
  64912. private _grainTexture;
  64913. private _chromaticAberrationPostProcess;
  64914. private _highlightsPostProcess;
  64915. private _depthOfFieldPostProcess;
  64916. private _edgeBlur;
  64917. private _grainAmount;
  64918. private _chromaticAberration;
  64919. private _distortion;
  64920. private _highlightsGain;
  64921. private _highlightsThreshold;
  64922. private _dofDistance;
  64923. private _dofAperture;
  64924. private _dofDarken;
  64925. private _dofPentagon;
  64926. private _blurNoise;
  64927. /**
  64928. * @constructor
  64929. *
  64930. * Effect parameters are as follow:
  64931. * {
  64932. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64933. * edge_blur: number; // from 0 to x (1 for realism)
  64934. * distortion: number; // from 0 to x (1 for realism)
  64935. * grain_amount: number; // from 0 to 1
  64936. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64937. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64938. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64939. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64940. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64941. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64942. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64943. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64944. * }
  64945. * Note: if an effect parameter is unset, effect is disabled
  64946. *
  64947. * @param name The rendering pipeline name
  64948. * @param parameters - An object containing all parameters (see above)
  64949. * @param scene The scene linked to this pipeline
  64950. * @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)
  64951. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64952. */
  64953. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64954. /**
  64955. * Get the class name
  64956. * @returns "LensRenderingPipeline"
  64957. */
  64958. getClassName(): string;
  64959. /**
  64960. * Gets associated scene
  64961. */
  64962. readonly scene: Scene;
  64963. /**
  64964. * Gets or sets the edge blur
  64965. */
  64966. edgeBlur: number;
  64967. /**
  64968. * Gets or sets the grain amount
  64969. */
  64970. grainAmount: number;
  64971. /**
  64972. * Gets or sets the chromatic aberration amount
  64973. */
  64974. chromaticAberration: number;
  64975. /**
  64976. * Gets or sets the depth of field aperture
  64977. */
  64978. dofAperture: number;
  64979. /**
  64980. * Gets or sets the edge distortion
  64981. */
  64982. edgeDistortion: number;
  64983. /**
  64984. * Gets or sets the depth of field distortion
  64985. */
  64986. dofDistortion: number;
  64987. /**
  64988. * Gets or sets the darken out of focus amount
  64989. */
  64990. darkenOutOfFocus: number;
  64991. /**
  64992. * Gets or sets a boolean indicating if blur noise is enabled
  64993. */
  64994. blurNoise: boolean;
  64995. /**
  64996. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64997. */
  64998. pentagonBokeh: boolean;
  64999. /**
  65000. * Gets or sets the highlight grain amount
  65001. */
  65002. highlightsGain: number;
  65003. /**
  65004. * Gets or sets the highlight threshold
  65005. */
  65006. highlightsThreshold: number;
  65007. /**
  65008. * Sets the amount of blur at the edges
  65009. * @param amount blur amount
  65010. */
  65011. setEdgeBlur(amount: number): void;
  65012. /**
  65013. * Sets edge blur to 0
  65014. */
  65015. disableEdgeBlur(): void;
  65016. /**
  65017. * Sets the amout of grain
  65018. * @param amount Amount of grain
  65019. */
  65020. setGrainAmount(amount: number): void;
  65021. /**
  65022. * Set grain amount to 0
  65023. */
  65024. disableGrain(): void;
  65025. /**
  65026. * Sets the chromatic aberration amount
  65027. * @param amount amount of chromatic aberration
  65028. */
  65029. setChromaticAberration(amount: number): void;
  65030. /**
  65031. * Sets chromatic aberration amount to 0
  65032. */
  65033. disableChromaticAberration(): void;
  65034. /**
  65035. * Sets the EdgeDistortion amount
  65036. * @param amount amount of EdgeDistortion
  65037. */
  65038. setEdgeDistortion(amount: number): void;
  65039. /**
  65040. * Sets edge distortion to 0
  65041. */
  65042. disableEdgeDistortion(): void;
  65043. /**
  65044. * Sets the FocusDistance amount
  65045. * @param amount amount of FocusDistance
  65046. */
  65047. setFocusDistance(amount: number): void;
  65048. /**
  65049. * Disables depth of field
  65050. */
  65051. disableDepthOfField(): void;
  65052. /**
  65053. * Sets the Aperture amount
  65054. * @param amount amount of Aperture
  65055. */
  65056. setAperture(amount: number): void;
  65057. /**
  65058. * Sets the DarkenOutOfFocus amount
  65059. * @param amount amount of DarkenOutOfFocus
  65060. */
  65061. setDarkenOutOfFocus(amount: number): void;
  65062. private _pentagonBokehIsEnabled;
  65063. /**
  65064. * Creates a pentagon bokeh effect
  65065. */
  65066. enablePentagonBokeh(): void;
  65067. /**
  65068. * Disables the pentagon bokeh effect
  65069. */
  65070. disablePentagonBokeh(): void;
  65071. /**
  65072. * Enables noise blur
  65073. */
  65074. enableNoiseBlur(): void;
  65075. /**
  65076. * Disables noise blur
  65077. */
  65078. disableNoiseBlur(): void;
  65079. /**
  65080. * Sets the HighlightsGain amount
  65081. * @param amount amount of HighlightsGain
  65082. */
  65083. setHighlightsGain(amount: number): void;
  65084. /**
  65085. * Sets the HighlightsThreshold amount
  65086. * @param amount amount of HighlightsThreshold
  65087. */
  65088. setHighlightsThreshold(amount: number): void;
  65089. /**
  65090. * Disables highlights
  65091. */
  65092. disableHighlights(): void;
  65093. /**
  65094. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  65095. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  65096. */
  65097. dispose(disableDepthRender?: boolean): void;
  65098. private _createChromaticAberrationPostProcess;
  65099. private _createHighlightsPostProcess;
  65100. private _createDepthOfFieldPostProcess;
  65101. private _createGrainTexture;
  65102. }
  65103. }
  65104. declare module "babylonjs/Shaders/ssao2.fragment" {
  65105. /** @hidden */
  65106. export var ssao2PixelShader: {
  65107. name: string;
  65108. shader: string;
  65109. };
  65110. }
  65111. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  65112. /** @hidden */
  65113. export var ssaoCombinePixelShader: {
  65114. name: string;
  65115. shader: string;
  65116. };
  65117. }
  65118. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  65119. import { Camera } from "babylonjs/Cameras/camera";
  65120. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65121. import { Scene } from "babylonjs/scene";
  65122. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65123. import "babylonjs/Shaders/ssao2.fragment";
  65124. import "babylonjs/Shaders/ssaoCombine.fragment";
  65125. /**
  65126. * Render pipeline to produce ssao effect
  65127. */
  65128. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  65129. /**
  65130. * @ignore
  65131. * The PassPostProcess id in the pipeline that contains the original scene color
  65132. */
  65133. SSAOOriginalSceneColorEffect: string;
  65134. /**
  65135. * @ignore
  65136. * The SSAO PostProcess id in the pipeline
  65137. */
  65138. SSAORenderEffect: string;
  65139. /**
  65140. * @ignore
  65141. * The horizontal blur PostProcess id in the pipeline
  65142. */
  65143. SSAOBlurHRenderEffect: string;
  65144. /**
  65145. * @ignore
  65146. * The vertical blur PostProcess id in the pipeline
  65147. */
  65148. SSAOBlurVRenderEffect: string;
  65149. /**
  65150. * @ignore
  65151. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65152. */
  65153. SSAOCombineRenderEffect: string;
  65154. /**
  65155. * The output strength of the SSAO post-process. Default value is 1.0.
  65156. */
  65157. totalStrength: number;
  65158. /**
  65159. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  65160. */
  65161. maxZ: number;
  65162. /**
  65163. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  65164. */
  65165. minZAspect: number;
  65166. private _samples;
  65167. /**
  65168. * Number of samples used for the SSAO calculations. Default value is 8
  65169. */
  65170. samples: number;
  65171. private _textureSamples;
  65172. /**
  65173. * Number of samples to use for antialiasing
  65174. */
  65175. textureSamples: number;
  65176. /**
  65177. * Ratio object used for SSAO ratio and blur ratio
  65178. */
  65179. private _ratio;
  65180. /**
  65181. * Dynamically generated sphere sampler.
  65182. */
  65183. private _sampleSphere;
  65184. /**
  65185. * Blur filter offsets
  65186. */
  65187. private _samplerOffsets;
  65188. private _expensiveBlur;
  65189. /**
  65190. * If bilateral blur should be used
  65191. */
  65192. expensiveBlur: boolean;
  65193. /**
  65194. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  65195. */
  65196. radius: number;
  65197. /**
  65198. * The base color of the SSAO post-process
  65199. * The final result is "base + ssao" between [0, 1]
  65200. */
  65201. base: number;
  65202. /**
  65203. * Support test.
  65204. */
  65205. static readonly IsSupported: boolean;
  65206. private _scene;
  65207. private _depthTexture;
  65208. private _normalTexture;
  65209. private _randomTexture;
  65210. private _originalColorPostProcess;
  65211. private _ssaoPostProcess;
  65212. private _blurHPostProcess;
  65213. private _blurVPostProcess;
  65214. private _ssaoCombinePostProcess;
  65215. /**
  65216. * Gets active scene
  65217. */
  65218. readonly scene: Scene;
  65219. /**
  65220. * @constructor
  65221. * @param name The rendering pipeline name
  65222. * @param scene The scene linked to this pipeline
  65223. * @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 }
  65224. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65225. */
  65226. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65227. /**
  65228. * Get the class name
  65229. * @returns "SSAO2RenderingPipeline"
  65230. */
  65231. getClassName(): string;
  65232. /**
  65233. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65234. */
  65235. dispose(disableGeometryBufferRenderer?: boolean): void;
  65236. private _createBlurPostProcess;
  65237. /** @hidden */
  65238. _rebuild(): void;
  65239. private _bits;
  65240. private _radicalInverse_VdC;
  65241. private _hammersley;
  65242. private _hemisphereSample_uniform;
  65243. private _generateHemisphere;
  65244. private _createSSAOPostProcess;
  65245. private _createSSAOCombinePostProcess;
  65246. private _createRandomTexture;
  65247. /**
  65248. * Serialize the rendering pipeline (Used when exporting)
  65249. * @returns the serialized object
  65250. */
  65251. serialize(): any;
  65252. /**
  65253. * Parse the serialized pipeline
  65254. * @param source Source pipeline.
  65255. * @param scene The scene to load the pipeline to.
  65256. * @param rootUrl The URL of the serialized pipeline.
  65257. * @returns An instantiated pipeline from the serialized object.
  65258. */
  65259. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65260. }
  65261. }
  65262. declare module "babylonjs/Shaders/ssao.fragment" {
  65263. /** @hidden */
  65264. export var ssaoPixelShader: {
  65265. name: string;
  65266. shader: string;
  65267. };
  65268. }
  65269. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65270. import { Camera } from "babylonjs/Cameras/camera";
  65271. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65272. import { Scene } from "babylonjs/scene";
  65273. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65274. import "babylonjs/Shaders/ssao.fragment";
  65275. import "babylonjs/Shaders/ssaoCombine.fragment";
  65276. /**
  65277. * Render pipeline to produce ssao effect
  65278. */
  65279. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65280. /**
  65281. * @ignore
  65282. * The PassPostProcess id in the pipeline that contains the original scene color
  65283. */
  65284. SSAOOriginalSceneColorEffect: string;
  65285. /**
  65286. * @ignore
  65287. * The SSAO PostProcess id in the pipeline
  65288. */
  65289. SSAORenderEffect: string;
  65290. /**
  65291. * @ignore
  65292. * The horizontal blur PostProcess id in the pipeline
  65293. */
  65294. SSAOBlurHRenderEffect: string;
  65295. /**
  65296. * @ignore
  65297. * The vertical blur PostProcess id in the pipeline
  65298. */
  65299. SSAOBlurVRenderEffect: string;
  65300. /**
  65301. * @ignore
  65302. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65303. */
  65304. SSAOCombineRenderEffect: string;
  65305. /**
  65306. * The output strength of the SSAO post-process. Default value is 1.0.
  65307. */
  65308. totalStrength: number;
  65309. /**
  65310. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65311. */
  65312. radius: number;
  65313. /**
  65314. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65315. * Must not be equal to fallOff and superior to fallOff.
  65316. * Default value is 0.0075
  65317. */
  65318. area: number;
  65319. /**
  65320. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65321. * Must not be equal to area and inferior to area.
  65322. * Default value is 0.000001
  65323. */
  65324. fallOff: number;
  65325. /**
  65326. * The base color of the SSAO post-process
  65327. * The final result is "base + ssao" between [0, 1]
  65328. */
  65329. base: number;
  65330. private _scene;
  65331. private _depthTexture;
  65332. private _randomTexture;
  65333. private _originalColorPostProcess;
  65334. private _ssaoPostProcess;
  65335. private _blurHPostProcess;
  65336. private _blurVPostProcess;
  65337. private _ssaoCombinePostProcess;
  65338. private _firstUpdate;
  65339. /**
  65340. * Gets active scene
  65341. */
  65342. readonly scene: Scene;
  65343. /**
  65344. * @constructor
  65345. * @param name - The rendering pipeline name
  65346. * @param scene - The scene linked to this pipeline
  65347. * @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 }
  65348. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65349. */
  65350. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65351. /**
  65352. * Get the class name
  65353. * @returns "SSAORenderingPipeline"
  65354. */
  65355. getClassName(): string;
  65356. /**
  65357. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65358. */
  65359. dispose(disableDepthRender?: boolean): void;
  65360. private _createBlurPostProcess;
  65361. /** @hidden */
  65362. _rebuild(): void;
  65363. private _createSSAOPostProcess;
  65364. private _createSSAOCombinePostProcess;
  65365. private _createRandomTexture;
  65366. }
  65367. }
  65368. declare module "babylonjs/Shaders/standard.fragment" {
  65369. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65370. /** @hidden */
  65371. export var standardPixelShader: {
  65372. name: string;
  65373. shader: string;
  65374. };
  65375. }
  65376. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65377. import { Nullable } from "babylonjs/types";
  65378. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65379. import { Camera } from "babylonjs/Cameras/camera";
  65380. import { Texture } from "babylonjs/Materials/Textures/texture";
  65381. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65382. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65383. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65384. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65385. import { IDisposable } from "babylonjs/scene";
  65386. import { SpotLight } from "babylonjs/Lights/spotLight";
  65387. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65388. import { Scene } from "babylonjs/scene";
  65389. import { Animation } from "babylonjs/Animations/animation";
  65390. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65391. import "babylonjs/Shaders/standard.fragment";
  65392. /**
  65393. * Standard rendering pipeline
  65394. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65395. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65396. */
  65397. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65398. /**
  65399. * Public members
  65400. */
  65401. /**
  65402. * Post-process which contains the original scene color before the pipeline applies all the effects
  65403. */
  65404. originalPostProcess: Nullable<PostProcess>;
  65405. /**
  65406. * Post-process used to down scale an image x4
  65407. */
  65408. downSampleX4PostProcess: Nullable<PostProcess>;
  65409. /**
  65410. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65411. */
  65412. brightPassPostProcess: Nullable<PostProcess>;
  65413. /**
  65414. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65415. */
  65416. blurHPostProcesses: PostProcess[];
  65417. /**
  65418. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65419. */
  65420. blurVPostProcesses: PostProcess[];
  65421. /**
  65422. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65423. */
  65424. textureAdderPostProcess: Nullable<PostProcess>;
  65425. /**
  65426. * Post-process used to create volumetric lighting effect
  65427. */
  65428. volumetricLightPostProcess: Nullable<PostProcess>;
  65429. /**
  65430. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65431. */
  65432. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65433. /**
  65434. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65435. */
  65436. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65437. /**
  65438. * Post-process used to merge the volumetric light effect and the real scene color
  65439. */
  65440. volumetricLightMergePostProces: Nullable<PostProcess>;
  65441. /**
  65442. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65443. */
  65444. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65445. /**
  65446. * Base post-process used to calculate the average luminance of the final image for HDR
  65447. */
  65448. luminancePostProcess: Nullable<PostProcess>;
  65449. /**
  65450. * Post-processes used to create down sample post-processes in order to get
  65451. * the average luminance of the final image for HDR
  65452. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65453. */
  65454. luminanceDownSamplePostProcesses: PostProcess[];
  65455. /**
  65456. * Post-process used to create a HDR effect (light adaptation)
  65457. */
  65458. hdrPostProcess: Nullable<PostProcess>;
  65459. /**
  65460. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65461. */
  65462. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65463. /**
  65464. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65465. */
  65466. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65467. /**
  65468. * Post-process used to merge the final HDR post-process and the real scene color
  65469. */
  65470. hdrFinalPostProcess: Nullable<PostProcess>;
  65471. /**
  65472. * Post-process used to create a lens flare effect
  65473. */
  65474. lensFlarePostProcess: Nullable<PostProcess>;
  65475. /**
  65476. * Post-process that merges the result of the lens flare post-process and the real scene color
  65477. */
  65478. lensFlareComposePostProcess: Nullable<PostProcess>;
  65479. /**
  65480. * Post-process used to create a motion blur effect
  65481. */
  65482. motionBlurPostProcess: Nullable<PostProcess>;
  65483. /**
  65484. * Post-process used to create a depth of field effect
  65485. */
  65486. depthOfFieldPostProcess: Nullable<PostProcess>;
  65487. /**
  65488. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65489. */
  65490. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65491. /**
  65492. * Represents the brightness threshold in order to configure the illuminated surfaces
  65493. */
  65494. brightThreshold: number;
  65495. /**
  65496. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65497. */
  65498. blurWidth: number;
  65499. /**
  65500. * Sets if the blur for highlighted surfaces must be only horizontal
  65501. */
  65502. horizontalBlur: boolean;
  65503. /**
  65504. * Gets the overall exposure used by the pipeline
  65505. */
  65506. /**
  65507. * Sets the overall exposure used by the pipeline
  65508. */
  65509. exposure: number;
  65510. /**
  65511. * Texture used typically to simulate "dirty" on camera lens
  65512. */
  65513. lensTexture: Nullable<Texture>;
  65514. /**
  65515. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65516. */
  65517. volumetricLightCoefficient: number;
  65518. /**
  65519. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65520. */
  65521. volumetricLightPower: number;
  65522. /**
  65523. * Used the set the blur intensity to smooth the volumetric lights
  65524. */
  65525. volumetricLightBlurScale: number;
  65526. /**
  65527. * Light (spot or directional) used to generate the volumetric lights rays
  65528. * The source light must have a shadow generate so the pipeline can get its
  65529. * depth map
  65530. */
  65531. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65532. /**
  65533. * For eye adaptation, represents the minimum luminance the eye can see
  65534. */
  65535. hdrMinimumLuminance: number;
  65536. /**
  65537. * For eye adaptation, represents the decrease luminance speed
  65538. */
  65539. hdrDecreaseRate: number;
  65540. /**
  65541. * For eye adaptation, represents the increase luminance speed
  65542. */
  65543. hdrIncreaseRate: number;
  65544. /**
  65545. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65546. */
  65547. /**
  65548. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65549. */
  65550. hdrAutoExposure: boolean;
  65551. /**
  65552. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65553. */
  65554. lensColorTexture: Nullable<Texture>;
  65555. /**
  65556. * The overall strengh for the lens flare effect
  65557. */
  65558. lensFlareStrength: number;
  65559. /**
  65560. * Dispersion coefficient for lens flare ghosts
  65561. */
  65562. lensFlareGhostDispersal: number;
  65563. /**
  65564. * Main lens flare halo width
  65565. */
  65566. lensFlareHaloWidth: number;
  65567. /**
  65568. * Based on the lens distortion effect, defines how much the lens flare result
  65569. * is distorted
  65570. */
  65571. lensFlareDistortionStrength: number;
  65572. /**
  65573. * Configures the blur intensity used for for lens flare (halo)
  65574. */
  65575. lensFlareBlurWidth: number;
  65576. /**
  65577. * Lens star texture must be used to simulate rays on the flares and is available
  65578. * in the documentation
  65579. */
  65580. lensStarTexture: Nullable<Texture>;
  65581. /**
  65582. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65583. * flare effect by taking account of the dirt texture
  65584. */
  65585. lensFlareDirtTexture: Nullable<Texture>;
  65586. /**
  65587. * Represents the focal length for the depth of field effect
  65588. */
  65589. depthOfFieldDistance: number;
  65590. /**
  65591. * Represents the blur intensity for the blurred part of the depth of field effect
  65592. */
  65593. depthOfFieldBlurWidth: number;
  65594. /**
  65595. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65596. */
  65597. /**
  65598. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65599. */
  65600. motionStrength: number;
  65601. /**
  65602. * Gets wether or not the motion blur post-process is object based or screen based.
  65603. */
  65604. /**
  65605. * Sets wether or not the motion blur post-process should be object based or screen based
  65606. */
  65607. objectBasedMotionBlur: boolean;
  65608. /**
  65609. * List of animations for the pipeline (IAnimatable implementation)
  65610. */
  65611. animations: Animation[];
  65612. /**
  65613. * Private members
  65614. */
  65615. private _scene;
  65616. private _currentDepthOfFieldSource;
  65617. private _basePostProcess;
  65618. private _fixedExposure;
  65619. private _currentExposure;
  65620. private _hdrAutoExposure;
  65621. private _hdrCurrentLuminance;
  65622. private _motionStrength;
  65623. private _isObjectBasedMotionBlur;
  65624. private _floatTextureType;
  65625. private _camerasToBeAttached;
  65626. private _ratio;
  65627. private _bloomEnabled;
  65628. private _depthOfFieldEnabled;
  65629. private _vlsEnabled;
  65630. private _lensFlareEnabled;
  65631. private _hdrEnabled;
  65632. private _motionBlurEnabled;
  65633. private _fxaaEnabled;
  65634. private _motionBlurSamples;
  65635. private _volumetricLightStepsCount;
  65636. private _samples;
  65637. /**
  65638. * @ignore
  65639. * Specifies if the bloom pipeline is enabled
  65640. */
  65641. BloomEnabled: boolean;
  65642. /**
  65643. * @ignore
  65644. * Specifies if the depth of field pipeline is enabed
  65645. */
  65646. DepthOfFieldEnabled: boolean;
  65647. /**
  65648. * @ignore
  65649. * Specifies if the lens flare pipeline is enabed
  65650. */
  65651. LensFlareEnabled: boolean;
  65652. /**
  65653. * @ignore
  65654. * Specifies if the HDR pipeline is enabled
  65655. */
  65656. HDREnabled: boolean;
  65657. /**
  65658. * @ignore
  65659. * Specifies if the volumetric lights scattering effect is enabled
  65660. */
  65661. VLSEnabled: boolean;
  65662. /**
  65663. * @ignore
  65664. * Specifies if the motion blur effect is enabled
  65665. */
  65666. MotionBlurEnabled: boolean;
  65667. /**
  65668. * Specifies if anti-aliasing is enabled
  65669. */
  65670. fxaaEnabled: boolean;
  65671. /**
  65672. * Specifies the number of steps used to calculate the volumetric lights
  65673. * Typically in interval [50, 200]
  65674. */
  65675. volumetricLightStepsCount: number;
  65676. /**
  65677. * Specifies the number of samples used for the motion blur effect
  65678. * Typically in interval [16, 64]
  65679. */
  65680. motionBlurSamples: number;
  65681. /**
  65682. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65683. */
  65684. samples: number;
  65685. /**
  65686. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65687. * @constructor
  65688. * @param name The rendering pipeline name
  65689. * @param scene The scene linked to this pipeline
  65690. * @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)
  65691. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65692. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65693. */
  65694. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65695. private _buildPipeline;
  65696. private _createDownSampleX4PostProcess;
  65697. private _createBrightPassPostProcess;
  65698. private _createBlurPostProcesses;
  65699. private _createTextureAdderPostProcess;
  65700. private _createVolumetricLightPostProcess;
  65701. private _createLuminancePostProcesses;
  65702. private _createHdrPostProcess;
  65703. private _createLensFlarePostProcess;
  65704. private _createDepthOfFieldPostProcess;
  65705. private _createMotionBlurPostProcess;
  65706. private _getDepthTexture;
  65707. private _disposePostProcesses;
  65708. /**
  65709. * Dispose of the pipeline and stop all post processes
  65710. */
  65711. dispose(): void;
  65712. /**
  65713. * Serialize the rendering pipeline (Used when exporting)
  65714. * @returns the serialized object
  65715. */
  65716. serialize(): any;
  65717. /**
  65718. * Parse the serialized pipeline
  65719. * @param source Source pipeline.
  65720. * @param scene The scene to load the pipeline to.
  65721. * @param rootUrl The URL of the serialized pipeline.
  65722. * @returns An instantiated pipeline from the serialized object.
  65723. */
  65724. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65725. /**
  65726. * Luminance steps
  65727. */
  65728. static LuminanceSteps: number;
  65729. }
  65730. }
  65731. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65732. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65733. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65734. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65735. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65736. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65737. }
  65738. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65739. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65740. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65741. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65742. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65743. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65744. }
  65745. declare module "babylonjs/Shaders/tonemap.fragment" {
  65746. /** @hidden */
  65747. export var tonemapPixelShader: {
  65748. name: string;
  65749. shader: string;
  65750. };
  65751. }
  65752. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65753. import { Camera } from "babylonjs/Cameras/camera";
  65754. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65755. import "babylonjs/Shaders/tonemap.fragment";
  65756. import { Engine } from "babylonjs/Engines/engine";
  65757. /** Defines operator used for tonemapping */
  65758. export enum TonemappingOperator {
  65759. /** Hable */
  65760. Hable = 0,
  65761. /** Reinhard */
  65762. Reinhard = 1,
  65763. /** HejiDawson */
  65764. HejiDawson = 2,
  65765. /** Photographic */
  65766. Photographic = 3
  65767. }
  65768. /**
  65769. * Defines a post process to apply tone mapping
  65770. */
  65771. export class TonemapPostProcess extends PostProcess {
  65772. private _operator;
  65773. /** Defines the required exposure adjustement */
  65774. exposureAdjustment: number;
  65775. /**
  65776. * Creates a new TonemapPostProcess
  65777. * @param name defines the name of the postprocess
  65778. * @param _operator defines the operator to use
  65779. * @param exposureAdjustment defines the required exposure adjustement
  65780. * @param camera defines the camera to use (can be null)
  65781. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65782. * @param engine defines the hosting engine (can be ignore if camera is set)
  65783. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65784. */
  65785. constructor(name: string, _operator: TonemappingOperator,
  65786. /** Defines the required exposure adjustement */
  65787. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65788. }
  65789. }
  65790. declare module "babylonjs/Shaders/depth.vertex" {
  65791. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65792. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65793. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65794. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65795. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65796. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65797. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65798. /** @hidden */
  65799. export var depthVertexShader: {
  65800. name: string;
  65801. shader: string;
  65802. };
  65803. }
  65804. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65805. /** @hidden */
  65806. export var volumetricLightScatteringPixelShader: {
  65807. name: string;
  65808. shader: string;
  65809. };
  65810. }
  65811. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65812. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65813. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65814. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65816. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65817. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65818. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65819. /** @hidden */
  65820. export var volumetricLightScatteringPassVertexShader: {
  65821. name: string;
  65822. shader: string;
  65823. };
  65824. }
  65825. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65826. /** @hidden */
  65827. export var volumetricLightScatteringPassPixelShader: {
  65828. name: string;
  65829. shader: string;
  65830. };
  65831. }
  65832. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65833. import { Vector3 } from "babylonjs/Maths/math.vector";
  65834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65835. import { Mesh } from "babylonjs/Meshes/mesh";
  65836. import { Camera } from "babylonjs/Cameras/camera";
  65837. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65838. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65839. import { Scene } from "babylonjs/scene";
  65840. import "babylonjs/Meshes/Builders/planeBuilder";
  65841. import "babylonjs/Shaders/depth.vertex";
  65842. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65843. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65844. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65845. import { Engine } from "babylonjs/Engines/engine";
  65846. /**
  65847. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65848. */
  65849. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65850. private _volumetricLightScatteringPass;
  65851. private _volumetricLightScatteringRTT;
  65852. private _viewPort;
  65853. private _screenCoordinates;
  65854. private _cachedDefines;
  65855. /**
  65856. * If not undefined, the mesh position is computed from the attached node position
  65857. */
  65858. attachedNode: {
  65859. position: Vector3;
  65860. };
  65861. /**
  65862. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65863. */
  65864. customMeshPosition: Vector3;
  65865. /**
  65866. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65867. */
  65868. useCustomMeshPosition: boolean;
  65869. /**
  65870. * If the post-process should inverse the light scattering direction
  65871. */
  65872. invert: boolean;
  65873. /**
  65874. * The internal mesh used by the post-process
  65875. */
  65876. mesh: Mesh;
  65877. /**
  65878. * @hidden
  65879. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65880. */
  65881. useDiffuseColor: boolean;
  65882. /**
  65883. * Array containing the excluded meshes not rendered in the internal pass
  65884. */
  65885. excludedMeshes: AbstractMesh[];
  65886. /**
  65887. * Controls the overall intensity of the post-process
  65888. */
  65889. exposure: number;
  65890. /**
  65891. * Dissipates each sample's contribution in range [0, 1]
  65892. */
  65893. decay: number;
  65894. /**
  65895. * Controls the overall intensity of each sample
  65896. */
  65897. weight: number;
  65898. /**
  65899. * Controls the density of each sample
  65900. */
  65901. density: number;
  65902. /**
  65903. * @constructor
  65904. * @param name The post-process name
  65905. * @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)
  65906. * @param camera The camera that the post-process will be attached to
  65907. * @param mesh The mesh used to create the light scattering
  65908. * @param samples The post-process quality, default 100
  65909. * @param samplingModeThe post-process filtering mode
  65910. * @param engine The babylon engine
  65911. * @param reusable If the post-process is reusable
  65912. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65913. */
  65914. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65915. /**
  65916. * Returns the string "VolumetricLightScatteringPostProcess"
  65917. * @returns "VolumetricLightScatteringPostProcess"
  65918. */
  65919. getClassName(): string;
  65920. private _isReady;
  65921. /**
  65922. * Sets the new light position for light scattering effect
  65923. * @param position The new custom light position
  65924. */
  65925. setCustomMeshPosition(position: Vector3): void;
  65926. /**
  65927. * Returns the light position for light scattering effect
  65928. * @return Vector3 The custom light position
  65929. */
  65930. getCustomMeshPosition(): Vector3;
  65931. /**
  65932. * Disposes the internal assets and detaches the post-process from the camera
  65933. */
  65934. dispose(camera: Camera): void;
  65935. /**
  65936. * Returns the render target texture used by the post-process
  65937. * @return the render target texture used by the post-process
  65938. */
  65939. getPass(): RenderTargetTexture;
  65940. private _meshExcluded;
  65941. private _createPass;
  65942. private _updateMeshScreenCoordinates;
  65943. /**
  65944. * Creates a default mesh for the Volumeric Light Scattering post-process
  65945. * @param name The mesh name
  65946. * @param scene The scene where to create the mesh
  65947. * @return the default mesh
  65948. */
  65949. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65950. }
  65951. }
  65952. declare module "babylonjs/PostProcesses/index" {
  65953. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65954. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65955. export * from "babylonjs/PostProcesses/bloomEffect";
  65956. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65957. export * from "babylonjs/PostProcesses/blurPostProcess";
  65958. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65959. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65960. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65961. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65962. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65963. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65964. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65965. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65966. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65967. export * from "babylonjs/PostProcesses/filterPostProcess";
  65968. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65969. export * from "babylonjs/PostProcesses/grainPostProcess";
  65970. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65971. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65972. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65973. export * from "babylonjs/PostProcesses/passPostProcess";
  65974. export * from "babylonjs/PostProcesses/postProcess";
  65975. export * from "babylonjs/PostProcesses/postProcessManager";
  65976. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65977. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65978. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65979. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65980. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65981. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65982. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65983. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65984. }
  65985. declare module "babylonjs/Probes/index" {
  65986. export * from "babylonjs/Probes/reflectionProbe";
  65987. }
  65988. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65989. import { Scene } from "babylonjs/scene";
  65990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65991. import { SmartArray } from "babylonjs/Misc/smartArray";
  65992. import { ISceneComponent } from "babylonjs/sceneComponent";
  65993. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65994. import "babylonjs/Meshes/Builders/boxBuilder";
  65995. import "babylonjs/Shaders/color.fragment";
  65996. import "babylonjs/Shaders/color.vertex";
  65997. import { Color3 } from "babylonjs/Maths/math.color";
  65998. module "babylonjs/scene" {
  65999. interface Scene {
  66000. /** @hidden (Backing field) */
  66001. _boundingBoxRenderer: BoundingBoxRenderer;
  66002. /** @hidden (Backing field) */
  66003. _forceShowBoundingBoxes: boolean;
  66004. /**
  66005. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  66006. */
  66007. forceShowBoundingBoxes: boolean;
  66008. /**
  66009. * Gets the bounding box renderer associated with the scene
  66010. * @returns a BoundingBoxRenderer
  66011. */
  66012. getBoundingBoxRenderer(): BoundingBoxRenderer;
  66013. }
  66014. }
  66015. module "babylonjs/Meshes/abstractMesh" {
  66016. interface AbstractMesh {
  66017. /** @hidden (Backing field) */
  66018. _showBoundingBox: boolean;
  66019. /**
  66020. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  66021. */
  66022. showBoundingBox: boolean;
  66023. }
  66024. }
  66025. /**
  66026. * Component responsible of rendering the bounding box of the meshes in a scene.
  66027. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66028. */
  66029. export class BoundingBoxRenderer implements ISceneComponent {
  66030. /**
  66031. * The component name helpfull to identify the component in the list of scene components.
  66032. */
  66033. readonly name: string;
  66034. /**
  66035. * The scene the component belongs to.
  66036. */
  66037. scene: Scene;
  66038. /**
  66039. * Color of the bounding box lines placed in front of an object
  66040. */
  66041. frontColor: Color3;
  66042. /**
  66043. * Color of the bounding box lines placed behind an object
  66044. */
  66045. backColor: Color3;
  66046. /**
  66047. * Defines if the renderer should show the back lines or not
  66048. */
  66049. showBackLines: boolean;
  66050. /**
  66051. * @hidden
  66052. */
  66053. renderList: SmartArray<BoundingBox>;
  66054. private _colorShader;
  66055. private _vertexBuffers;
  66056. private _indexBuffer;
  66057. private _fillIndexBuffer;
  66058. private _fillIndexData;
  66059. /**
  66060. * Instantiates a new bounding box renderer in a scene.
  66061. * @param scene the scene the renderer renders in
  66062. */
  66063. constructor(scene: Scene);
  66064. /**
  66065. * Registers the component in a given scene
  66066. */
  66067. register(): void;
  66068. private _evaluateSubMesh;
  66069. private _activeMesh;
  66070. private _prepareRessources;
  66071. private _createIndexBuffer;
  66072. /**
  66073. * Rebuilds the elements related to this component in case of
  66074. * context lost for instance.
  66075. */
  66076. rebuild(): void;
  66077. /**
  66078. * @hidden
  66079. */
  66080. reset(): void;
  66081. /**
  66082. * Render the bounding boxes of a specific rendering group
  66083. * @param renderingGroupId defines the rendering group to render
  66084. */
  66085. render(renderingGroupId: number): void;
  66086. /**
  66087. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66088. * @param mesh Define the mesh to render the occlusion bounding box for
  66089. */
  66090. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  66091. /**
  66092. * Dispose and release the resources attached to this renderer.
  66093. */
  66094. dispose(): void;
  66095. }
  66096. }
  66097. declare module "babylonjs/Shaders/depth.fragment" {
  66098. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  66099. /** @hidden */
  66100. export var depthPixelShader: {
  66101. name: string;
  66102. shader: string;
  66103. };
  66104. }
  66105. declare module "babylonjs/Rendering/depthRenderer" {
  66106. import { Nullable } from "babylonjs/types";
  66107. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66108. import { Scene } from "babylonjs/scene";
  66109. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  66110. import { Camera } from "babylonjs/Cameras/camera";
  66111. import "babylonjs/Shaders/depth.fragment";
  66112. import "babylonjs/Shaders/depth.vertex";
  66113. /**
  66114. * This represents a depth renderer in Babylon.
  66115. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  66116. */
  66117. export class DepthRenderer {
  66118. private _scene;
  66119. private _depthMap;
  66120. private _effect;
  66121. private readonly _storeNonLinearDepth;
  66122. private readonly _clearColor;
  66123. /** Get if the depth renderer is using packed depth or not */
  66124. readonly isPacked: boolean;
  66125. private _cachedDefines;
  66126. private _camera;
  66127. /**
  66128. * Specifiess that the depth renderer will only be used within
  66129. * the camera it is created for.
  66130. * This can help forcing its rendering during the camera processing.
  66131. */
  66132. useOnlyInActiveCamera: boolean;
  66133. /** @hidden */
  66134. static _SceneComponentInitialization: (scene: Scene) => void;
  66135. /**
  66136. * Instantiates a depth renderer
  66137. * @param scene The scene the renderer belongs to
  66138. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  66139. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  66140. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66141. */
  66142. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  66143. /**
  66144. * Creates the depth rendering effect and checks if the effect is ready.
  66145. * @param subMesh The submesh to be used to render the depth map of
  66146. * @param useInstances If multiple world instances should be used
  66147. * @returns if the depth renderer is ready to render the depth map
  66148. */
  66149. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66150. /**
  66151. * Gets the texture which the depth map will be written to.
  66152. * @returns The depth map texture
  66153. */
  66154. getDepthMap(): RenderTargetTexture;
  66155. /**
  66156. * Disposes of the depth renderer.
  66157. */
  66158. dispose(): void;
  66159. }
  66160. }
  66161. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  66162. import { Nullable } from "babylonjs/types";
  66163. import { Scene } from "babylonjs/scene";
  66164. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  66165. import { Camera } from "babylonjs/Cameras/camera";
  66166. import { ISceneComponent } from "babylonjs/sceneComponent";
  66167. module "babylonjs/scene" {
  66168. interface Scene {
  66169. /** @hidden (Backing field) */
  66170. _depthRenderer: {
  66171. [id: string]: DepthRenderer;
  66172. };
  66173. /**
  66174. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  66175. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  66176. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  66177. * @returns the created depth renderer
  66178. */
  66179. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  66180. /**
  66181. * Disables a depth renderer for a given camera
  66182. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  66183. */
  66184. disableDepthRenderer(camera?: Nullable<Camera>): void;
  66185. }
  66186. }
  66187. /**
  66188. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  66189. * in several rendering techniques.
  66190. */
  66191. export class DepthRendererSceneComponent implements ISceneComponent {
  66192. /**
  66193. * The component name helpfull to identify the component in the list of scene components.
  66194. */
  66195. readonly name: string;
  66196. /**
  66197. * The scene the component belongs to.
  66198. */
  66199. scene: Scene;
  66200. /**
  66201. * Creates a new instance of the component for the given scene
  66202. * @param scene Defines the scene to register the component in
  66203. */
  66204. constructor(scene: Scene);
  66205. /**
  66206. * Registers the component in a given scene
  66207. */
  66208. register(): void;
  66209. /**
  66210. * Rebuilds the elements related to this component in case of
  66211. * context lost for instance.
  66212. */
  66213. rebuild(): void;
  66214. /**
  66215. * Disposes the component and the associated ressources
  66216. */
  66217. dispose(): void;
  66218. private _gatherRenderTargets;
  66219. private _gatherActiveCameraRenderTargets;
  66220. }
  66221. }
  66222. declare module "babylonjs/Shaders/outline.fragment" {
  66223. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66224. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66225. /** @hidden */
  66226. export var outlinePixelShader: {
  66227. name: string;
  66228. shader: string;
  66229. };
  66230. }
  66231. declare module "babylonjs/Shaders/outline.vertex" {
  66232. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66233. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66234. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66235. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66236. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66237. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66238. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66239. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66240. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66241. /** @hidden */
  66242. export var outlineVertexShader: {
  66243. name: string;
  66244. shader: string;
  66245. };
  66246. }
  66247. declare module "babylonjs/Rendering/outlineRenderer" {
  66248. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66249. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66250. import { Scene } from "babylonjs/scene";
  66251. import { ISceneComponent } from "babylonjs/sceneComponent";
  66252. import "babylonjs/Shaders/outline.fragment";
  66253. import "babylonjs/Shaders/outline.vertex";
  66254. module "babylonjs/scene" {
  66255. interface Scene {
  66256. /** @hidden */
  66257. _outlineRenderer: OutlineRenderer;
  66258. /**
  66259. * Gets the outline renderer associated with the scene
  66260. * @returns a OutlineRenderer
  66261. */
  66262. getOutlineRenderer(): OutlineRenderer;
  66263. }
  66264. }
  66265. module "babylonjs/Meshes/abstractMesh" {
  66266. interface AbstractMesh {
  66267. /** @hidden (Backing field) */
  66268. _renderOutline: boolean;
  66269. /**
  66270. * Gets or sets a boolean indicating if the outline must be rendered as well
  66271. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66272. */
  66273. renderOutline: boolean;
  66274. /** @hidden (Backing field) */
  66275. _renderOverlay: boolean;
  66276. /**
  66277. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66278. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66279. */
  66280. renderOverlay: boolean;
  66281. }
  66282. }
  66283. /**
  66284. * This class is responsible to draw bothe outline/overlay of meshes.
  66285. * It should not be used directly but through the available method on mesh.
  66286. */
  66287. export class OutlineRenderer implements ISceneComponent {
  66288. /**
  66289. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66290. */
  66291. private static _StencilReference;
  66292. /**
  66293. * The name of the component. Each component must have a unique name.
  66294. */
  66295. name: string;
  66296. /**
  66297. * The scene the component belongs to.
  66298. */
  66299. scene: Scene;
  66300. /**
  66301. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66302. */
  66303. zOffset: number;
  66304. private _engine;
  66305. private _effect;
  66306. private _cachedDefines;
  66307. private _savedDepthWrite;
  66308. /**
  66309. * Instantiates a new outline renderer. (There could be only one per scene).
  66310. * @param scene Defines the scene it belongs to
  66311. */
  66312. constructor(scene: Scene);
  66313. /**
  66314. * Register the component to one instance of a scene.
  66315. */
  66316. register(): void;
  66317. /**
  66318. * Rebuilds the elements related to this component in case of
  66319. * context lost for instance.
  66320. */
  66321. rebuild(): void;
  66322. /**
  66323. * Disposes the component and the associated ressources.
  66324. */
  66325. dispose(): void;
  66326. /**
  66327. * Renders the outline in the canvas.
  66328. * @param subMesh Defines the sumesh to render
  66329. * @param batch Defines the batch of meshes in case of instances
  66330. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66331. */
  66332. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66333. /**
  66334. * Returns whether or not the outline renderer is ready for a given submesh.
  66335. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66336. * @param subMesh Defines the submesh to check readyness for
  66337. * @param useInstances Defines wheter wee are trying to render instances or not
  66338. * @returns true if ready otherwise false
  66339. */
  66340. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66341. private _beforeRenderingMesh;
  66342. private _afterRenderingMesh;
  66343. }
  66344. }
  66345. declare module "babylonjs/Rendering/index" {
  66346. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66347. export * from "babylonjs/Rendering/depthRenderer";
  66348. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66349. export * from "babylonjs/Rendering/edgesRenderer";
  66350. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66351. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66352. export * from "babylonjs/Rendering/outlineRenderer";
  66353. export * from "babylonjs/Rendering/renderingGroup";
  66354. export * from "babylonjs/Rendering/renderingManager";
  66355. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66356. }
  66357. declare module "babylonjs/Sprites/spritePackedManager" {
  66358. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66359. import { Scene } from "babylonjs/scene";
  66360. /**
  66361. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66362. * @see http://doc.babylonjs.com/babylon101/sprites
  66363. */
  66364. export class SpritePackedManager extends SpriteManager {
  66365. /** defines the packed manager's name */
  66366. name: string;
  66367. /**
  66368. * Creates a new sprite manager from a packed sprite sheet
  66369. * @param name defines the manager's name
  66370. * @param imgUrl defines the sprite sheet url
  66371. * @param capacity defines the maximum allowed number of sprites
  66372. * @param scene defines the hosting scene
  66373. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66374. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66375. * @param samplingMode defines the smapling mode to use with spritesheet
  66376. * @param fromPacked set to true; do not alter
  66377. */
  66378. constructor(
  66379. /** defines the packed manager's name */
  66380. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66381. }
  66382. }
  66383. declare module "babylonjs/Sprites/index" {
  66384. export * from "babylonjs/Sprites/sprite";
  66385. export * from "babylonjs/Sprites/spriteManager";
  66386. export * from "babylonjs/Sprites/spritePackedManager";
  66387. export * from "babylonjs/Sprites/spriteSceneComponent";
  66388. }
  66389. declare module "babylonjs/States/index" {
  66390. export * from "babylonjs/States/alphaCullingState";
  66391. export * from "babylonjs/States/depthCullingState";
  66392. export * from "babylonjs/States/stencilState";
  66393. }
  66394. declare module "babylonjs/Misc/assetsManager" {
  66395. import { Scene } from "babylonjs/scene";
  66396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66397. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66398. import { Skeleton } from "babylonjs/Bones/skeleton";
  66399. import { Observable } from "babylonjs/Misc/observable";
  66400. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66401. import { Texture } from "babylonjs/Materials/Textures/texture";
  66402. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66403. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66404. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66405. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66406. /**
  66407. * Defines the list of states available for a task inside a AssetsManager
  66408. */
  66409. export enum AssetTaskState {
  66410. /**
  66411. * Initialization
  66412. */
  66413. INIT = 0,
  66414. /**
  66415. * Running
  66416. */
  66417. RUNNING = 1,
  66418. /**
  66419. * Done
  66420. */
  66421. DONE = 2,
  66422. /**
  66423. * Error
  66424. */
  66425. ERROR = 3
  66426. }
  66427. /**
  66428. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66429. */
  66430. export abstract class AbstractAssetTask {
  66431. /**
  66432. * Task name
  66433. */ name: string;
  66434. /**
  66435. * Callback called when the task is successful
  66436. */
  66437. onSuccess: (task: any) => void;
  66438. /**
  66439. * Callback called when the task is not successful
  66440. */
  66441. onError: (task: any, message?: string, exception?: any) => void;
  66442. /**
  66443. * Creates a new AssetsManager
  66444. * @param name defines the name of the task
  66445. */
  66446. constructor(
  66447. /**
  66448. * Task name
  66449. */ name: string);
  66450. private _isCompleted;
  66451. private _taskState;
  66452. private _errorObject;
  66453. /**
  66454. * Get if the task is completed
  66455. */
  66456. readonly isCompleted: boolean;
  66457. /**
  66458. * Gets the current state of the task
  66459. */
  66460. readonly taskState: AssetTaskState;
  66461. /**
  66462. * Gets the current error object (if task is in error)
  66463. */
  66464. readonly errorObject: {
  66465. message?: string;
  66466. exception?: any;
  66467. };
  66468. /**
  66469. * Internal only
  66470. * @hidden
  66471. */
  66472. _setErrorObject(message?: string, exception?: any): void;
  66473. /**
  66474. * Execute the current task
  66475. * @param scene defines the scene where you want your assets to be loaded
  66476. * @param onSuccess is a callback called when the task is successfully executed
  66477. * @param onError is a callback called if an error occurs
  66478. */
  66479. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66480. /**
  66481. * Execute the current task
  66482. * @param scene defines the scene where you want your assets to be loaded
  66483. * @param onSuccess is a callback called when the task is successfully executed
  66484. * @param onError is a callback called if an error occurs
  66485. */
  66486. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66487. /**
  66488. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66489. * This can be used with failed tasks that have the reason for failure fixed.
  66490. */
  66491. reset(): void;
  66492. private onErrorCallback;
  66493. private onDoneCallback;
  66494. }
  66495. /**
  66496. * Define the interface used by progress events raised during assets loading
  66497. */
  66498. export interface IAssetsProgressEvent {
  66499. /**
  66500. * Defines the number of remaining tasks to process
  66501. */
  66502. remainingCount: number;
  66503. /**
  66504. * Defines the total number of tasks
  66505. */
  66506. totalCount: number;
  66507. /**
  66508. * Defines the task that was just processed
  66509. */
  66510. task: AbstractAssetTask;
  66511. }
  66512. /**
  66513. * Class used to share progress information about assets loading
  66514. */
  66515. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66516. /**
  66517. * Defines the number of remaining tasks to process
  66518. */
  66519. remainingCount: number;
  66520. /**
  66521. * Defines the total number of tasks
  66522. */
  66523. totalCount: number;
  66524. /**
  66525. * Defines the task that was just processed
  66526. */
  66527. task: AbstractAssetTask;
  66528. /**
  66529. * Creates a AssetsProgressEvent
  66530. * @param remainingCount defines the number of remaining tasks to process
  66531. * @param totalCount defines the total number of tasks
  66532. * @param task defines the task that was just processed
  66533. */
  66534. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66535. }
  66536. /**
  66537. * Define a task used by AssetsManager to load meshes
  66538. */
  66539. export class MeshAssetTask extends AbstractAssetTask {
  66540. /**
  66541. * Defines the name of the task
  66542. */
  66543. name: string;
  66544. /**
  66545. * Defines the list of mesh's names you want to load
  66546. */
  66547. meshesNames: any;
  66548. /**
  66549. * Defines the root url to use as a base to load your meshes and associated resources
  66550. */
  66551. rootUrl: string;
  66552. /**
  66553. * Defines the filename of the scene to load from
  66554. */
  66555. sceneFilename: string;
  66556. /**
  66557. * Gets the list of loaded meshes
  66558. */
  66559. loadedMeshes: Array<AbstractMesh>;
  66560. /**
  66561. * Gets the list of loaded particle systems
  66562. */
  66563. loadedParticleSystems: Array<IParticleSystem>;
  66564. /**
  66565. * Gets the list of loaded skeletons
  66566. */
  66567. loadedSkeletons: Array<Skeleton>;
  66568. /**
  66569. * Gets the list of loaded animation groups
  66570. */
  66571. loadedAnimationGroups: Array<AnimationGroup>;
  66572. /**
  66573. * Callback called when the task is successful
  66574. */
  66575. onSuccess: (task: MeshAssetTask) => void;
  66576. /**
  66577. * Callback called when the task is successful
  66578. */
  66579. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66580. /**
  66581. * Creates a new MeshAssetTask
  66582. * @param name defines the name of the task
  66583. * @param meshesNames defines the list of mesh's names you want to load
  66584. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66585. * @param sceneFilename defines the filename of the scene to load from
  66586. */
  66587. constructor(
  66588. /**
  66589. * Defines the name of the task
  66590. */
  66591. name: string,
  66592. /**
  66593. * Defines the list of mesh's names you want to load
  66594. */
  66595. meshesNames: any,
  66596. /**
  66597. * Defines the root url to use as a base to load your meshes and associated resources
  66598. */
  66599. rootUrl: string,
  66600. /**
  66601. * Defines the filename of the scene to load from
  66602. */
  66603. sceneFilename: string);
  66604. /**
  66605. * Execute the current task
  66606. * @param scene defines the scene where you want your assets to be loaded
  66607. * @param onSuccess is a callback called when the task is successfully executed
  66608. * @param onError is a callback called if an error occurs
  66609. */
  66610. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66611. }
  66612. /**
  66613. * Define a task used by AssetsManager to load text content
  66614. */
  66615. export class TextFileAssetTask extends AbstractAssetTask {
  66616. /**
  66617. * Defines the name of the task
  66618. */
  66619. name: string;
  66620. /**
  66621. * Defines the location of the file to load
  66622. */
  66623. url: string;
  66624. /**
  66625. * Gets the loaded text string
  66626. */
  66627. text: string;
  66628. /**
  66629. * Callback called when the task is successful
  66630. */
  66631. onSuccess: (task: TextFileAssetTask) => void;
  66632. /**
  66633. * Callback called when the task is successful
  66634. */
  66635. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66636. /**
  66637. * Creates a new TextFileAssetTask object
  66638. * @param name defines the name of the task
  66639. * @param url defines the location of the file to load
  66640. */
  66641. constructor(
  66642. /**
  66643. * Defines the name of the task
  66644. */
  66645. name: string,
  66646. /**
  66647. * Defines the location of the file to load
  66648. */
  66649. url: string);
  66650. /**
  66651. * Execute the current task
  66652. * @param scene defines the scene where you want your assets to be loaded
  66653. * @param onSuccess is a callback called when the task is successfully executed
  66654. * @param onError is a callback called if an error occurs
  66655. */
  66656. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66657. }
  66658. /**
  66659. * Define a task used by AssetsManager to load binary data
  66660. */
  66661. export class BinaryFileAssetTask extends AbstractAssetTask {
  66662. /**
  66663. * Defines the name of the task
  66664. */
  66665. name: string;
  66666. /**
  66667. * Defines the location of the file to load
  66668. */
  66669. url: string;
  66670. /**
  66671. * Gets the lodaded data (as an array buffer)
  66672. */
  66673. data: ArrayBuffer;
  66674. /**
  66675. * Callback called when the task is successful
  66676. */
  66677. onSuccess: (task: BinaryFileAssetTask) => void;
  66678. /**
  66679. * Callback called when the task is successful
  66680. */
  66681. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66682. /**
  66683. * Creates a new BinaryFileAssetTask object
  66684. * @param name defines the name of the new task
  66685. * @param url defines the location of the file to load
  66686. */
  66687. constructor(
  66688. /**
  66689. * Defines the name of the task
  66690. */
  66691. name: string,
  66692. /**
  66693. * Defines the location of the file to load
  66694. */
  66695. url: string);
  66696. /**
  66697. * Execute the current task
  66698. * @param scene defines the scene where you want your assets to be loaded
  66699. * @param onSuccess is a callback called when the task is successfully executed
  66700. * @param onError is a callback called if an error occurs
  66701. */
  66702. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66703. }
  66704. /**
  66705. * Define a task used by AssetsManager to load images
  66706. */
  66707. export class ImageAssetTask extends AbstractAssetTask {
  66708. /**
  66709. * Defines the name of the task
  66710. */
  66711. name: string;
  66712. /**
  66713. * Defines the location of the image to load
  66714. */
  66715. url: string;
  66716. /**
  66717. * Gets the loaded images
  66718. */
  66719. image: HTMLImageElement;
  66720. /**
  66721. * Callback called when the task is successful
  66722. */
  66723. onSuccess: (task: ImageAssetTask) => void;
  66724. /**
  66725. * Callback called when the task is successful
  66726. */
  66727. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66728. /**
  66729. * Creates a new ImageAssetTask
  66730. * @param name defines the name of the task
  66731. * @param url defines the location of the image to load
  66732. */
  66733. constructor(
  66734. /**
  66735. * Defines the name of the task
  66736. */
  66737. name: string,
  66738. /**
  66739. * Defines the location of the image to load
  66740. */
  66741. url: string);
  66742. /**
  66743. * Execute the current task
  66744. * @param scene defines the scene where you want your assets to be loaded
  66745. * @param onSuccess is a callback called when the task is successfully executed
  66746. * @param onError is a callback called if an error occurs
  66747. */
  66748. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66749. }
  66750. /**
  66751. * Defines the interface used by texture loading tasks
  66752. */
  66753. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66754. /**
  66755. * Gets the loaded texture
  66756. */
  66757. texture: TEX;
  66758. }
  66759. /**
  66760. * Define a task used by AssetsManager to load 2D textures
  66761. */
  66762. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66763. /**
  66764. * Defines the name of the task
  66765. */
  66766. name: string;
  66767. /**
  66768. * Defines the location of the file to load
  66769. */
  66770. url: string;
  66771. /**
  66772. * Defines if mipmap should not be generated (default is false)
  66773. */
  66774. noMipmap?: boolean | undefined;
  66775. /**
  66776. * Defines if texture must be inverted on Y axis (default is false)
  66777. */
  66778. invertY?: boolean | undefined;
  66779. /**
  66780. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66781. */
  66782. samplingMode: number;
  66783. /**
  66784. * Gets the loaded texture
  66785. */
  66786. texture: Texture;
  66787. /**
  66788. * Callback called when the task is successful
  66789. */
  66790. onSuccess: (task: TextureAssetTask) => void;
  66791. /**
  66792. * Callback called when the task is successful
  66793. */
  66794. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66795. /**
  66796. * Creates a new TextureAssetTask object
  66797. * @param name defines the name of the task
  66798. * @param url defines the location of the file to load
  66799. * @param noMipmap defines if mipmap should not be generated (default is false)
  66800. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66801. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66802. */
  66803. constructor(
  66804. /**
  66805. * Defines the name of the task
  66806. */
  66807. name: string,
  66808. /**
  66809. * Defines the location of the file to load
  66810. */
  66811. url: string,
  66812. /**
  66813. * Defines if mipmap should not be generated (default is false)
  66814. */
  66815. noMipmap?: boolean | undefined,
  66816. /**
  66817. * Defines if texture must be inverted on Y axis (default is false)
  66818. */
  66819. invertY?: boolean | undefined,
  66820. /**
  66821. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66822. */
  66823. samplingMode?: number);
  66824. /**
  66825. * Execute the current task
  66826. * @param scene defines the scene where you want your assets to be loaded
  66827. * @param onSuccess is a callback called when the task is successfully executed
  66828. * @param onError is a callback called if an error occurs
  66829. */
  66830. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66831. }
  66832. /**
  66833. * Define a task used by AssetsManager to load cube textures
  66834. */
  66835. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66836. /**
  66837. * Defines the name of the task
  66838. */
  66839. name: string;
  66840. /**
  66841. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66842. */
  66843. url: string;
  66844. /**
  66845. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66846. */
  66847. extensions?: string[] | undefined;
  66848. /**
  66849. * Defines if mipmaps should not be generated (default is false)
  66850. */
  66851. noMipmap?: boolean | undefined;
  66852. /**
  66853. * Defines the explicit list of files (undefined by default)
  66854. */
  66855. files?: string[] | undefined;
  66856. /**
  66857. * Gets the loaded texture
  66858. */
  66859. texture: CubeTexture;
  66860. /**
  66861. * Callback called when the task is successful
  66862. */
  66863. onSuccess: (task: CubeTextureAssetTask) => void;
  66864. /**
  66865. * Callback called when the task is successful
  66866. */
  66867. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66868. /**
  66869. * Creates a new CubeTextureAssetTask
  66870. * @param name defines the name of the task
  66871. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66872. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66873. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66874. * @param files defines the explicit list of files (undefined by default)
  66875. */
  66876. constructor(
  66877. /**
  66878. * Defines the name of the task
  66879. */
  66880. name: string,
  66881. /**
  66882. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66883. */
  66884. url: string,
  66885. /**
  66886. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66887. */
  66888. extensions?: string[] | undefined,
  66889. /**
  66890. * Defines if mipmaps should not be generated (default is false)
  66891. */
  66892. noMipmap?: boolean | undefined,
  66893. /**
  66894. * Defines the explicit list of files (undefined by default)
  66895. */
  66896. files?: string[] | undefined);
  66897. /**
  66898. * Execute the current task
  66899. * @param scene defines the scene where you want your assets to be loaded
  66900. * @param onSuccess is a callback called when the task is successfully executed
  66901. * @param onError is a callback called if an error occurs
  66902. */
  66903. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66904. }
  66905. /**
  66906. * Define a task used by AssetsManager to load HDR cube textures
  66907. */
  66908. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66909. /**
  66910. * Defines the name of the task
  66911. */
  66912. name: string;
  66913. /**
  66914. * Defines the location of the file to load
  66915. */
  66916. url: string;
  66917. /**
  66918. * Defines the desired size (the more it increases the longer the generation will be)
  66919. */
  66920. size: number;
  66921. /**
  66922. * Defines if mipmaps should not be generated (default is false)
  66923. */
  66924. noMipmap: boolean;
  66925. /**
  66926. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66927. */
  66928. generateHarmonics: boolean;
  66929. /**
  66930. * 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)
  66931. */
  66932. gammaSpace: boolean;
  66933. /**
  66934. * Internal Use Only
  66935. */
  66936. reserved: boolean;
  66937. /**
  66938. * Gets the loaded texture
  66939. */
  66940. texture: HDRCubeTexture;
  66941. /**
  66942. * Callback called when the task is successful
  66943. */
  66944. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66945. /**
  66946. * Callback called when the task is successful
  66947. */
  66948. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66949. /**
  66950. * Creates a new HDRCubeTextureAssetTask object
  66951. * @param name defines the name of the task
  66952. * @param url defines the location of the file to load
  66953. * @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.
  66954. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66955. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66956. * @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)
  66957. * @param reserved Internal use only
  66958. */
  66959. constructor(
  66960. /**
  66961. * Defines the name of the task
  66962. */
  66963. name: string,
  66964. /**
  66965. * Defines the location of the file to load
  66966. */
  66967. url: string,
  66968. /**
  66969. * Defines the desired size (the more it increases the longer the generation will be)
  66970. */
  66971. size: number,
  66972. /**
  66973. * Defines if mipmaps should not be generated (default is false)
  66974. */
  66975. noMipmap?: boolean,
  66976. /**
  66977. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66978. */
  66979. generateHarmonics?: boolean,
  66980. /**
  66981. * 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)
  66982. */
  66983. gammaSpace?: boolean,
  66984. /**
  66985. * Internal Use Only
  66986. */
  66987. reserved?: boolean);
  66988. /**
  66989. * Execute the current task
  66990. * @param scene defines the scene where you want your assets to be loaded
  66991. * @param onSuccess is a callback called when the task is successfully executed
  66992. * @param onError is a callback called if an error occurs
  66993. */
  66994. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66995. }
  66996. /**
  66997. * Define a task used by AssetsManager to load Equirectangular cube textures
  66998. */
  66999. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  67000. /**
  67001. * Defines the name of the task
  67002. */
  67003. name: string;
  67004. /**
  67005. * Defines the location of the file to load
  67006. */
  67007. url: string;
  67008. /**
  67009. * Defines the desired size (the more it increases the longer the generation will be)
  67010. */
  67011. size: number;
  67012. /**
  67013. * Defines if mipmaps should not be generated (default is false)
  67014. */
  67015. noMipmap: boolean;
  67016. /**
  67017. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67018. * but the standard material would require them in Gamma space) (default is true)
  67019. */
  67020. gammaSpace: boolean;
  67021. /**
  67022. * Gets the loaded texture
  67023. */
  67024. texture: EquiRectangularCubeTexture;
  67025. /**
  67026. * Callback called when the task is successful
  67027. */
  67028. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  67029. /**
  67030. * Callback called when the task is successful
  67031. */
  67032. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  67033. /**
  67034. * Creates a new EquiRectangularCubeTextureAssetTask object
  67035. * @param name defines the name of the task
  67036. * @param url defines the location of the file to load
  67037. * @param size defines the desired size (the more it increases the longer the generation will be)
  67038. * If the size is omitted this implies you are using a preprocessed cubemap.
  67039. * @param noMipmap defines if mipmaps should not be generated (default is false)
  67040. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  67041. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  67042. * (default is true)
  67043. */
  67044. constructor(
  67045. /**
  67046. * Defines the name of the task
  67047. */
  67048. name: string,
  67049. /**
  67050. * Defines the location of the file to load
  67051. */
  67052. url: string,
  67053. /**
  67054. * Defines the desired size (the more it increases the longer the generation will be)
  67055. */
  67056. size: number,
  67057. /**
  67058. * Defines if mipmaps should not be generated (default is false)
  67059. */
  67060. noMipmap?: boolean,
  67061. /**
  67062. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  67063. * but the standard material would require them in Gamma space) (default is true)
  67064. */
  67065. gammaSpace?: boolean);
  67066. /**
  67067. * Execute the current task
  67068. * @param scene defines the scene where you want your assets to be loaded
  67069. * @param onSuccess is a callback called when the task is successfully executed
  67070. * @param onError is a callback called if an error occurs
  67071. */
  67072. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  67073. }
  67074. /**
  67075. * This class can be used to easily import assets into a scene
  67076. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  67077. */
  67078. export class AssetsManager {
  67079. private _scene;
  67080. private _isLoading;
  67081. protected _tasks: AbstractAssetTask[];
  67082. protected _waitingTasksCount: number;
  67083. protected _totalTasksCount: number;
  67084. /**
  67085. * Callback called when all tasks are processed
  67086. */
  67087. onFinish: (tasks: AbstractAssetTask[]) => void;
  67088. /**
  67089. * Callback called when a task is successful
  67090. */
  67091. onTaskSuccess: (task: AbstractAssetTask) => void;
  67092. /**
  67093. * Callback called when a task had an error
  67094. */
  67095. onTaskError: (task: AbstractAssetTask) => void;
  67096. /**
  67097. * Callback called when a task is done (whatever the result is)
  67098. */
  67099. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  67100. /**
  67101. * Observable called when all tasks are processed
  67102. */
  67103. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  67104. /**
  67105. * Observable called when a task had an error
  67106. */
  67107. onTaskErrorObservable: Observable<AbstractAssetTask>;
  67108. /**
  67109. * Observable called when all tasks were executed
  67110. */
  67111. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  67112. /**
  67113. * Observable called when a task is done (whatever the result is)
  67114. */
  67115. onProgressObservable: Observable<IAssetsProgressEvent>;
  67116. /**
  67117. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  67118. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  67119. */
  67120. useDefaultLoadingScreen: boolean;
  67121. /**
  67122. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  67123. * when all assets have been downloaded.
  67124. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  67125. */
  67126. autoHideLoadingUI: boolean;
  67127. /**
  67128. * Creates a new AssetsManager
  67129. * @param scene defines the scene to work on
  67130. */
  67131. constructor(scene: Scene);
  67132. /**
  67133. * Add a MeshAssetTask to the list of active tasks
  67134. * @param taskName defines the name of the new task
  67135. * @param meshesNames defines the name of meshes to load
  67136. * @param rootUrl defines the root url to use to locate files
  67137. * @param sceneFilename defines the filename of the scene file
  67138. * @returns a new MeshAssetTask object
  67139. */
  67140. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  67141. /**
  67142. * Add a TextFileAssetTask to the list of active tasks
  67143. * @param taskName defines the name of the new task
  67144. * @param url defines the url of the file to load
  67145. * @returns a new TextFileAssetTask object
  67146. */
  67147. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  67148. /**
  67149. * Add a BinaryFileAssetTask to the list of active tasks
  67150. * @param taskName defines the name of the new task
  67151. * @param url defines the url of the file to load
  67152. * @returns a new BinaryFileAssetTask object
  67153. */
  67154. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  67155. /**
  67156. * Add a ImageAssetTask to the list of active tasks
  67157. * @param taskName defines the name of the new task
  67158. * @param url defines the url of the file to load
  67159. * @returns a new ImageAssetTask object
  67160. */
  67161. addImageTask(taskName: string, url: string): ImageAssetTask;
  67162. /**
  67163. * Add a TextureAssetTask to the list of active tasks
  67164. * @param taskName defines the name of the new task
  67165. * @param url defines the url of the file to load
  67166. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67167. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  67168. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  67169. * @returns a new TextureAssetTask object
  67170. */
  67171. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  67172. /**
  67173. * Add a CubeTextureAssetTask to the list of active tasks
  67174. * @param taskName defines the name of the new task
  67175. * @param url defines the url of the file to load
  67176. * @param extensions defines the extension to use to load the cube map (can be null)
  67177. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67178. * @param files defines the list of files to load (can be null)
  67179. * @returns a new CubeTextureAssetTask object
  67180. */
  67181. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  67182. /**
  67183. *
  67184. * Add a HDRCubeTextureAssetTask to the list of active tasks
  67185. * @param taskName defines the name of the new task
  67186. * @param url defines the url of the file to load
  67187. * @param size defines the size you want for the cubemap (can be null)
  67188. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67189. * @param generateHarmonics defines if you want to automatically generate (true by default)
  67190. * @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)
  67191. * @param reserved Internal use only
  67192. * @returns a new HDRCubeTextureAssetTask object
  67193. */
  67194. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  67195. /**
  67196. *
  67197. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  67198. * @param taskName defines the name of the new task
  67199. * @param url defines the url of the file to load
  67200. * @param size defines the size you want for the cubemap (can be null)
  67201. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  67202. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  67203. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  67204. * @returns a new EquiRectangularCubeTextureAssetTask object
  67205. */
  67206. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  67207. /**
  67208. * Remove a task from the assets manager.
  67209. * @param task the task to remove
  67210. */
  67211. removeTask(task: AbstractAssetTask): void;
  67212. private _decreaseWaitingTasksCount;
  67213. private _runTask;
  67214. /**
  67215. * Reset the AssetsManager and remove all tasks
  67216. * @return the current instance of the AssetsManager
  67217. */
  67218. reset(): AssetsManager;
  67219. /**
  67220. * Start the loading process
  67221. * @return the current instance of the AssetsManager
  67222. */
  67223. load(): AssetsManager;
  67224. /**
  67225. * Start the loading process as an async operation
  67226. * @return a promise returning the list of failed tasks
  67227. */
  67228. loadAsync(): Promise<void>;
  67229. }
  67230. }
  67231. declare module "babylonjs/Misc/deferred" {
  67232. /**
  67233. * Wrapper class for promise with external resolve and reject.
  67234. */
  67235. export class Deferred<T> {
  67236. /**
  67237. * The promise associated with this deferred object.
  67238. */
  67239. readonly promise: Promise<T>;
  67240. private _resolve;
  67241. private _reject;
  67242. /**
  67243. * The resolve method of the promise associated with this deferred object.
  67244. */
  67245. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67246. /**
  67247. * The reject method of the promise associated with this deferred object.
  67248. */
  67249. readonly reject: (reason?: any) => void;
  67250. /**
  67251. * Constructor for this deferred object.
  67252. */
  67253. constructor();
  67254. }
  67255. }
  67256. declare module "babylonjs/Misc/meshExploder" {
  67257. import { Mesh } from "babylonjs/Meshes/mesh";
  67258. /**
  67259. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67260. */
  67261. export class MeshExploder {
  67262. private _centerMesh;
  67263. private _meshes;
  67264. private _meshesOrigins;
  67265. private _toCenterVectors;
  67266. private _scaledDirection;
  67267. private _newPosition;
  67268. private _centerPosition;
  67269. /**
  67270. * Explodes meshes from a center mesh.
  67271. * @param meshes The meshes to explode.
  67272. * @param centerMesh The mesh to be center of explosion.
  67273. */
  67274. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67275. private _setCenterMesh;
  67276. /**
  67277. * Get class name
  67278. * @returns "MeshExploder"
  67279. */
  67280. getClassName(): string;
  67281. /**
  67282. * "Exploded meshes"
  67283. * @returns Array of meshes with the centerMesh at index 0.
  67284. */
  67285. getMeshes(): Array<Mesh>;
  67286. /**
  67287. * Explodes meshes giving a specific direction
  67288. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67289. */
  67290. explode(direction?: number): void;
  67291. }
  67292. }
  67293. declare module "babylonjs/Misc/filesInput" {
  67294. import { Engine } from "babylonjs/Engines/engine";
  67295. import { Scene } from "babylonjs/scene";
  67296. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67297. /**
  67298. * Class used to help managing file picking and drag'n'drop
  67299. */
  67300. export class FilesInput {
  67301. /**
  67302. * List of files ready to be loaded
  67303. */
  67304. static readonly FilesToLoad: {
  67305. [key: string]: File;
  67306. };
  67307. /**
  67308. * Callback called when a file is processed
  67309. */
  67310. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67311. private _engine;
  67312. private _currentScene;
  67313. private _sceneLoadedCallback;
  67314. private _progressCallback;
  67315. private _additionalRenderLoopLogicCallback;
  67316. private _textureLoadingCallback;
  67317. private _startingProcessingFilesCallback;
  67318. private _onReloadCallback;
  67319. private _errorCallback;
  67320. private _elementToMonitor;
  67321. private _sceneFileToLoad;
  67322. private _filesToLoad;
  67323. /**
  67324. * Creates a new FilesInput
  67325. * @param engine defines the rendering engine
  67326. * @param scene defines the hosting scene
  67327. * @param sceneLoadedCallback callback called when scene is loaded
  67328. * @param progressCallback callback called to track progress
  67329. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67330. * @param textureLoadingCallback callback called when a texture is loading
  67331. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67332. * @param onReloadCallback callback called when a reload is requested
  67333. * @param errorCallback callback call if an error occurs
  67334. */
  67335. 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);
  67336. private _dragEnterHandler;
  67337. private _dragOverHandler;
  67338. private _dropHandler;
  67339. /**
  67340. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67341. * @param elementToMonitor defines the DOM element to track
  67342. */
  67343. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67344. /**
  67345. * Release all associated resources
  67346. */
  67347. dispose(): void;
  67348. private renderFunction;
  67349. private drag;
  67350. private drop;
  67351. private _traverseFolder;
  67352. private _processFiles;
  67353. /**
  67354. * Load files from a drop event
  67355. * @param event defines the drop event to use as source
  67356. */
  67357. loadFiles(event: any): void;
  67358. private _processReload;
  67359. /**
  67360. * Reload the current scene from the loaded files
  67361. */
  67362. reload(): void;
  67363. }
  67364. }
  67365. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67366. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67367. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67368. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67369. }
  67370. declare module "babylonjs/Misc/sceneOptimizer" {
  67371. import { Scene, IDisposable } from "babylonjs/scene";
  67372. import { Observable } from "babylonjs/Misc/observable";
  67373. /**
  67374. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67375. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67376. */
  67377. export class SceneOptimization {
  67378. /**
  67379. * Defines the priority of this optimization (0 by default which means first in the list)
  67380. */
  67381. priority: number;
  67382. /**
  67383. * Gets a string describing the action executed by the current optimization
  67384. * @returns description string
  67385. */
  67386. getDescription(): string;
  67387. /**
  67388. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67389. * @param scene defines the current scene where to apply this optimization
  67390. * @param optimizer defines the current optimizer
  67391. * @returns true if everything that can be done was applied
  67392. */
  67393. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67394. /**
  67395. * Creates the SceneOptimization object
  67396. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67397. * @param desc defines the description associated with the optimization
  67398. */
  67399. constructor(
  67400. /**
  67401. * Defines the priority of this optimization (0 by default which means first in the list)
  67402. */
  67403. priority?: number);
  67404. }
  67405. /**
  67406. * Defines an optimization used to reduce the size of render target textures
  67407. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67408. */
  67409. export class TextureOptimization extends SceneOptimization {
  67410. /**
  67411. * Defines the priority of this optimization (0 by default which means first in the list)
  67412. */
  67413. priority: number;
  67414. /**
  67415. * 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
  67416. */
  67417. maximumSize: number;
  67418. /**
  67419. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67420. */
  67421. step: number;
  67422. /**
  67423. * Gets a string describing the action executed by the current optimization
  67424. * @returns description string
  67425. */
  67426. getDescription(): string;
  67427. /**
  67428. * Creates the TextureOptimization object
  67429. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67430. * @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
  67431. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67432. */
  67433. constructor(
  67434. /**
  67435. * Defines the priority of this optimization (0 by default which means first in the list)
  67436. */
  67437. priority?: number,
  67438. /**
  67439. * 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
  67440. */
  67441. maximumSize?: number,
  67442. /**
  67443. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67444. */
  67445. step?: number);
  67446. /**
  67447. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67448. * @param scene defines the current scene where to apply this optimization
  67449. * @param optimizer defines the current optimizer
  67450. * @returns true if everything that can be done was applied
  67451. */
  67452. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67453. }
  67454. /**
  67455. * Defines an optimization used to increase or decrease the rendering resolution
  67456. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67457. */
  67458. export class HardwareScalingOptimization extends SceneOptimization {
  67459. /**
  67460. * Defines the priority of this optimization (0 by default which means first in the list)
  67461. */
  67462. priority: number;
  67463. /**
  67464. * Defines the maximum scale to use (2 by default)
  67465. */
  67466. maximumScale: number;
  67467. /**
  67468. * Defines the step to use between two passes (0.5 by default)
  67469. */
  67470. step: number;
  67471. private _currentScale;
  67472. private _directionOffset;
  67473. /**
  67474. * Gets a string describing the action executed by the current optimization
  67475. * @return description string
  67476. */
  67477. getDescription(): string;
  67478. /**
  67479. * Creates the HardwareScalingOptimization object
  67480. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67481. * @param maximumScale defines the maximum scale to use (2 by default)
  67482. * @param step defines the step to use between two passes (0.5 by default)
  67483. */
  67484. constructor(
  67485. /**
  67486. * Defines the priority of this optimization (0 by default which means first in the list)
  67487. */
  67488. priority?: number,
  67489. /**
  67490. * Defines the maximum scale to use (2 by default)
  67491. */
  67492. maximumScale?: number,
  67493. /**
  67494. * Defines the step to use between two passes (0.5 by default)
  67495. */
  67496. step?: number);
  67497. /**
  67498. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67499. * @param scene defines the current scene where to apply this optimization
  67500. * @param optimizer defines the current optimizer
  67501. * @returns true if everything that can be done was applied
  67502. */
  67503. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67504. }
  67505. /**
  67506. * Defines an optimization used to remove shadows
  67507. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67508. */
  67509. export class ShadowsOptimization extends SceneOptimization {
  67510. /**
  67511. * Gets a string describing the action executed by the current optimization
  67512. * @return description string
  67513. */
  67514. getDescription(): string;
  67515. /**
  67516. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67517. * @param scene defines the current scene where to apply this optimization
  67518. * @param optimizer defines the current optimizer
  67519. * @returns true if everything that can be done was applied
  67520. */
  67521. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67522. }
  67523. /**
  67524. * Defines an optimization used to turn post-processes off
  67525. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67526. */
  67527. export class PostProcessesOptimization extends SceneOptimization {
  67528. /**
  67529. * Gets a string describing the action executed by the current optimization
  67530. * @return description string
  67531. */
  67532. getDescription(): string;
  67533. /**
  67534. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67535. * @param scene defines the current scene where to apply this optimization
  67536. * @param optimizer defines the current optimizer
  67537. * @returns true if everything that can be done was applied
  67538. */
  67539. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67540. }
  67541. /**
  67542. * Defines an optimization used to turn lens flares off
  67543. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67544. */
  67545. export class LensFlaresOptimization extends SceneOptimization {
  67546. /**
  67547. * Gets a string describing the action executed by the current optimization
  67548. * @return description string
  67549. */
  67550. getDescription(): string;
  67551. /**
  67552. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67553. * @param scene defines the current scene where to apply this optimization
  67554. * @param optimizer defines the current optimizer
  67555. * @returns true if everything that can be done was applied
  67556. */
  67557. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67558. }
  67559. /**
  67560. * Defines an optimization based on user defined callback.
  67561. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67562. */
  67563. export class CustomOptimization extends SceneOptimization {
  67564. /**
  67565. * Callback called to apply the custom optimization.
  67566. */
  67567. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67568. /**
  67569. * Callback called to get custom description
  67570. */
  67571. onGetDescription: () => string;
  67572. /**
  67573. * Gets a string describing the action executed by the current optimization
  67574. * @returns description string
  67575. */
  67576. getDescription(): string;
  67577. /**
  67578. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67579. * @param scene defines the current scene where to apply this optimization
  67580. * @param optimizer defines the current optimizer
  67581. * @returns true if everything that can be done was applied
  67582. */
  67583. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67584. }
  67585. /**
  67586. * Defines an optimization used to turn particles off
  67587. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67588. */
  67589. export class ParticlesOptimization extends SceneOptimization {
  67590. /**
  67591. * Gets a string describing the action executed by the current optimization
  67592. * @return description string
  67593. */
  67594. getDescription(): string;
  67595. /**
  67596. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67597. * @param scene defines the current scene where to apply this optimization
  67598. * @param optimizer defines the current optimizer
  67599. * @returns true if everything that can be done was applied
  67600. */
  67601. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67602. }
  67603. /**
  67604. * Defines an optimization used to turn render targets off
  67605. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67606. */
  67607. export class RenderTargetsOptimization extends SceneOptimization {
  67608. /**
  67609. * Gets a string describing the action executed by the current optimization
  67610. * @return description string
  67611. */
  67612. getDescription(): string;
  67613. /**
  67614. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67615. * @param scene defines the current scene where to apply this optimization
  67616. * @param optimizer defines the current optimizer
  67617. * @returns true if everything that can be done was applied
  67618. */
  67619. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67620. }
  67621. /**
  67622. * Defines an optimization used to merge meshes with compatible materials
  67623. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67624. */
  67625. export class MergeMeshesOptimization extends SceneOptimization {
  67626. private static _UpdateSelectionTree;
  67627. /**
  67628. * Gets or sets a boolean which defines if optimization octree has to be updated
  67629. */
  67630. /**
  67631. * Gets or sets a boolean which defines if optimization octree has to be updated
  67632. */
  67633. static UpdateSelectionTree: boolean;
  67634. /**
  67635. * Gets a string describing the action executed by the current optimization
  67636. * @return description string
  67637. */
  67638. getDescription(): string;
  67639. private _canBeMerged;
  67640. /**
  67641. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67642. * @param scene defines the current scene where to apply this optimization
  67643. * @param optimizer defines the current optimizer
  67644. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67645. * @returns true if everything that can be done was applied
  67646. */
  67647. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67648. }
  67649. /**
  67650. * Defines a list of options used by SceneOptimizer
  67651. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67652. */
  67653. export class SceneOptimizerOptions {
  67654. /**
  67655. * Defines the target frame rate to reach (60 by default)
  67656. */
  67657. targetFrameRate: number;
  67658. /**
  67659. * Defines the interval between two checkes (2000ms by default)
  67660. */
  67661. trackerDuration: number;
  67662. /**
  67663. * Gets the list of optimizations to apply
  67664. */
  67665. optimizations: SceneOptimization[];
  67666. /**
  67667. * Creates a new list of options used by SceneOptimizer
  67668. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67669. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67670. */
  67671. constructor(
  67672. /**
  67673. * Defines the target frame rate to reach (60 by default)
  67674. */
  67675. targetFrameRate?: number,
  67676. /**
  67677. * Defines the interval between two checkes (2000ms by default)
  67678. */
  67679. trackerDuration?: number);
  67680. /**
  67681. * Add a new optimization
  67682. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67683. * @returns the current SceneOptimizerOptions
  67684. */
  67685. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67686. /**
  67687. * Add a new custom optimization
  67688. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67689. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67690. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67691. * @returns the current SceneOptimizerOptions
  67692. */
  67693. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67694. /**
  67695. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67696. * @param targetFrameRate defines the target frame rate (60 by default)
  67697. * @returns a SceneOptimizerOptions object
  67698. */
  67699. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67700. /**
  67701. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67702. * @param targetFrameRate defines the target frame rate (60 by default)
  67703. * @returns a SceneOptimizerOptions object
  67704. */
  67705. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67706. /**
  67707. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67708. * @param targetFrameRate defines the target frame rate (60 by default)
  67709. * @returns a SceneOptimizerOptions object
  67710. */
  67711. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67712. }
  67713. /**
  67714. * Class used to run optimizations in order to reach a target frame rate
  67715. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67716. */
  67717. export class SceneOptimizer implements IDisposable {
  67718. private _isRunning;
  67719. private _options;
  67720. private _scene;
  67721. private _currentPriorityLevel;
  67722. private _targetFrameRate;
  67723. private _trackerDuration;
  67724. private _currentFrameRate;
  67725. private _sceneDisposeObserver;
  67726. private _improvementMode;
  67727. /**
  67728. * Defines an observable called when the optimizer reaches the target frame rate
  67729. */
  67730. onSuccessObservable: Observable<SceneOptimizer>;
  67731. /**
  67732. * Defines an observable called when the optimizer enables an optimization
  67733. */
  67734. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67735. /**
  67736. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67737. */
  67738. onFailureObservable: Observable<SceneOptimizer>;
  67739. /**
  67740. * Gets a boolean indicating if the optimizer is in improvement mode
  67741. */
  67742. readonly isInImprovementMode: boolean;
  67743. /**
  67744. * Gets the current priority level (0 at start)
  67745. */
  67746. readonly currentPriorityLevel: number;
  67747. /**
  67748. * Gets the current frame rate checked by the SceneOptimizer
  67749. */
  67750. readonly currentFrameRate: number;
  67751. /**
  67752. * Gets or sets the current target frame rate (60 by default)
  67753. */
  67754. /**
  67755. * Gets or sets the current target frame rate (60 by default)
  67756. */
  67757. targetFrameRate: number;
  67758. /**
  67759. * Gets or sets the current interval between two checks (every 2000ms by default)
  67760. */
  67761. /**
  67762. * Gets or sets the current interval between two checks (every 2000ms by default)
  67763. */
  67764. trackerDuration: number;
  67765. /**
  67766. * Gets the list of active optimizations
  67767. */
  67768. readonly optimizations: SceneOptimization[];
  67769. /**
  67770. * Creates a new SceneOptimizer
  67771. * @param scene defines the scene to work on
  67772. * @param options defines the options to use with the SceneOptimizer
  67773. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67774. * @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)
  67775. */
  67776. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67777. /**
  67778. * Stops the current optimizer
  67779. */
  67780. stop(): void;
  67781. /**
  67782. * Reset the optimizer to initial step (current priority level = 0)
  67783. */
  67784. reset(): void;
  67785. /**
  67786. * Start the optimizer. By default it will try to reach a specific framerate
  67787. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67788. */
  67789. start(): void;
  67790. private _checkCurrentState;
  67791. /**
  67792. * Release all resources
  67793. */
  67794. dispose(): void;
  67795. /**
  67796. * Helper function to create a SceneOptimizer with one single line of code
  67797. * @param scene defines the scene to work on
  67798. * @param options defines the options to use with the SceneOptimizer
  67799. * @param onSuccess defines a callback to call on success
  67800. * @param onFailure defines a callback to call on failure
  67801. * @returns the new SceneOptimizer object
  67802. */
  67803. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67804. }
  67805. }
  67806. declare module "babylonjs/Misc/sceneSerializer" {
  67807. import { Scene } from "babylonjs/scene";
  67808. /**
  67809. * Class used to serialize a scene into a string
  67810. */
  67811. export class SceneSerializer {
  67812. /**
  67813. * Clear cache used by a previous serialization
  67814. */
  67815. static ClearCache(): void;
  67816. /**
  67817. * Serialize a scene into a JSON compatible object
  67818. * @param scene defines the scene to serialize
  67819. * @returns a JSON compatible object
  67820. */
  67821. static Serialize(scene: Scene): any;
  67822. /**
  67823. * Serialize a mesh into a JSON compatible object
  67824. * @param toSerialize defines the mesh to serialize
  67825. * @param withParents defines if parents must be serialized as well
  67826. * @param withChildren defines if children must be serialized as well
  67827. * @returns a JSON compatible object
  67828. */
  67829. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67830. }
  67831. }
  67832. declare module "babylonjs/Misc/textureTools" {
  67833. import { Texture } from "babylonjs/Materials/Textures/texture";
  67834. /**
  67835. * Class used to host texture specific utilities
  67836. */
  67837. export class TextureTools {
  67838. /**
  67839. * Uses the GPU to create a copy texture rescaled at a given size
  67840. * @param texture Texture to copy from
  67841. * @param width defines the desired width
  67842. * @param height defines the desired height
  67843. * @param useBilinearMode defines if bilinear mode has to be used
  67844. * @return the generated texture
  67845. */
  67846. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67847. }
  67848. }
  67849. declare module "babylonjs/Misc/videoRecorder" {
  67850. import { Nullable } from "babylonjs/types";
  67851. import { Engine } from "babylonjs/Engines/engine";
  67852. /**
  67853. * This represents the different options available for the video capture.
  67854. */
  67855. export interface VideoRecorderOptions {
  67856. /** Defines the mime type of the video. */
  67857. mimeType: string;
  67858. /** Defines the FPS the video should be recorded at. */
  67859. fps: number;
  67860. /** Defines the chunk size for the recording data. */
  67861. recordChunckSize: number;
  67862. /** The audio tracks to attach to the recording. */
  67863. audioTracks?: MediaStreamTrack[];
  67864. }
  67865. /**
  67866. * This can help with recording videos from BabylonJS.
  67867. * This is based on the available WebRTC functionalities of the browser.
  67868. *
  67869. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67870. */
  67871. export class VideoRecorder {
  67872. private static readonly _defaultOptions;
  67873. /**
  67874. * Returns whether or not the VideoRecorder is available in your browser.
  67875. * @param engine Defines the Babylon Engine.
  67876. * @returns true if supported otherwise false.
  67877. */
  67878. static IsSupported(engine: Engine): boolean;
  67879. private readonly _options;
  67880. private _canvas;
  67881. private _mediaRecorder;
  67882. private _recordedChunks;
  67883. private _fileName;
  67884. private _resolve;
  67885. private _reject;
  67886. /**
  67887. * True when a recording is already in progress.
  67888. */
  67889. readonly isRecording: boolean;
  67890. /**
  67891. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67892. * @param engine Defines the BabylonJS Engine you wish to record.
  67893. * @param options Defines options that can be used to customize the capture.
  67894. */
  67895. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67896. /**
  67897. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67898. */
  67899. stopRecording(): void;
  67900. /**
  67901. * Starts recording the canvas for a max duration specified in parameters.
  67902. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67903. * If null no automatic download will start and you can rely on the promise to get the data back.
  67904. * @param maxDuration Defines the maximum recording time in seconds.
  67905. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67906. * @return A promise callback at the end of the recording with the video data in Blob.
  67907. */
  67908. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67909. /**
  67910. * Releases internal resources used during the recording.
  67911. */
  67912. dispose(): void;
  67913. private _handleDataAvailable;
  67914. private _handleError;
  67915. private _handleStop;
  67916. }
  67917. }
  67918. declare module "babylonjs/Misc/screenshotTools" {
  67919. import { Camera } from "babylonjs/Cameras/camera";
  67920. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67921. import { Engine } from "babylonjs/Engines/engine";
  67922. /**
  67923. * Class containing a set of static utilities functions for screenshots
  67924. */
  67925. export class ScreenshotTools {
  67926. /**
  67927. * Captures a screenshot of the current rendering
  67928. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67929. * @param engine defines the rendering engine
  67930. * @param camera defines the source camera
  67931. * @param size This parameter can be set to a single number or to an object with the
  67932. * following (optional) properties: precision, width, height. If a single number is passed,
  67933. * it will be used for both width and height. If an object is passed, the screenshot size
  67934. * will be derived from the parameters. The precision property is a multiplier allowing
  67935. * rendering at a higher or lower resolution
  67936. * @param successCallback defines the callback receives a single parameter which contains the
  67937. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67938. * src parameter of an <img> to display it
  67939. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67940. * Check your browser for supported MIME types
  67941. */
  67942. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67943. /**
  67944. * Captures a screenshot of the current rendering
  67945. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67946. * @param engine defines the rendering engine
  67947. * @param camera defines the source camera
  67948. * @param size This parameter can be set to a single number or to an object with the
  67949. * following (optional) properties: precision, width, height. If a single number is passed,
  67950. * it will be used for both width and height. If an object is passed, the screenshot size
  67951. * will be derived from the parameters. The precision property is a multiplier allowing
  67952. * rendering at a higher or lower resolution
  67953. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67954. * Check your browser for supported MIME types
  67955. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67956. * to the src parameter of an <img> to display it
  67957. */
  67958. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67959. /**
  67960. * Generates an image screenshot from the specified camera.
  67961. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67962. * @param engine The engine to use for rendering
  67963. * @param camera The camera to use for rendering
  67964. * @param size This parameter can be set to a single number or to an object with the
  67965. * following (optional) properties: precision, width, height. If a single number is passed,
  67966. * it will be used for both width and height. If an object is passed, the screenshot size
  67967. * will be derived from the parameters. The precision property is a multiplier allowing
  67968. * rendering at a higher or lower resolution
  67969. * @param successCallback The callback receives a single parameter which contains the
  67970. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67971. * src parameter of an <img> to display it
  67972. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67973. * Check your browser for supported MIME types
  67974. * @param samples Texture samples (default: 1)
  67975. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67976. * @param fileName A name for for the downloaded file.
  67977. */
  67978. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67979. /**
  67980. * Generates an image screenshot from the specified camera.
  67981. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67982. * @param engine The engine to use for rendering
  67983. * @param camera The camera to use for rendering
  67984. * @param size This parameter can be set to a single number or to an object with the
  67985. * following (optional) properties: precision, width, height. If a single number is passed,
  67986. * it will be used for both width and height. If an object is passed, the screenshot size
  67987. * will be derived from the parameters. The precision property is a multiplier allowing
  67988. * rendering at a higher or lower resolution
  67989. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67990. * Check your browser for supported MIME types
  67991. * @param samples Texture samples (default: 1)
  67992. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67993. * @param fileName A name for for the downloaded file.
  67994. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67995. * to the src parameter of an <img> to display it
  67996. */
  67997. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67998. /**
  67999. * Gets height and width for screenshot size
  68000. * @private
  68001. */
  68002. private static _getScreenshotSize;
  68003. }
  68004. }
  68005. declare module "babylonjs/Misc/dataReader" {
  68006. /**
  68007. * Interface for a data buffer
  68008. */
  68009. export interface IDataBuffer {
  68010. /**
  68011. * Reads bytes from the data buffer.
  68012. * @param byteOffset The byte offset to read
  68013. * @param byteLength The byte length to read
  68014. * @returns A promise that resolves when the bytes are read
  68015. */
  68016. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  68017. /**
  68018. * The byte length of the buffer.
  68019. */
  68020. readonly byteLength: number;
  68021. }
  68022. /**
  68023. * Utility class for reading from a data buffer
  68024. */
  68025. export class DataReader {
  68026. /**
  68027. * The data buffer associated with this data reader.
  68028. */
  68029. readonly buffer: IDataBuffer;
  68030. /**
  68031. * The current byte offset from the beginning of the data buffer.
  68032. */
  68033. byteOffset: number;
  68034. private _dataView;
  68035. private _dataByteOffset;
  68036. /**
  68037. * Constructor
  68038. * @param buffer The buffer to read
  68039. */
  68040. constructor(buffer: IDataBuffer);
  68041. /**
  68042. * Loads the given byte length.
  68043. * @param byteLength The byte length to load
  68044. * @returns A promise that resolves when the load is complete
  68045. */
  68046. loadAsync(byteLength: number): Promise<void>;
  68047. /**
  68048. * Read a unsigned 32-bit integer from the currently loaded data range.
  68049. * @returns The 32-bit integer read
  68050. */
  68051. readUint32(): number;
  68052. /**
  68053. * Read a byte array from the currently loaded data range.
  68054. * @param byteLength The byte length to read
  68055. * @returns The byte array read
  68056. */
  68057. readUint8Array(byteLength: number): Uint8Array;
  68058. /**
  68059. * Read a string from the currently loaded data range.
  68060. * @param byteLength The byte length to read
  68061. * @returns The string read
  68062. */
  68063. readString(byteLength: number): string;
  68064. /**
  68065. * Skips the given byte length the currently loaded data range.
  68066. * @param byteLength The byte length to skip
  68067. */
  68068. skipBytes(byteLength: number): void;
  68069. }
  68070. }
  68071. declare module "babylonjs/Misc/index" {
  68072. export * from "babylonjs/Misc/andOrNotEvaluator";
  68073. export * from "babylonjs/Misc/assetsManager";
  68074. export * from "babylonjs/Misc/dds";
  68075. export * from "babylonjs/Misc/decorators";
  68076. export * from "babylonjs/Misc/deferred";
  68077. export * from "babylonjs/Misc/environmentTextureTools";
  68078. export * from "babylonjs/Misc/meshExploder";
  68079. export * from "babylonjs/Misc/filesInput";
  68080. export * from "babylonjs/Misc/HighDynamicRange/index";
  68081. export * from "babylonjs/Misc/khronosTextureContainer";
  68082. export * from "babylonjs/Misc/observable";
  68083. export * from "babylonjs/Misc/performanceMonitor";
  68084. export * from "babylonjs/Misc/promise";
  68085. export * from "babylonjs/Misc/sceneOptimizer";
  68086. export * from "babylonjs/Misc/sceneSerializer";
  68087. export * from "babylonjs/Misc/smartArray";
  68088. export * from "babylonjs/Misc/stringDictionary";
  68089. export * from "babylonjs/Misc/tags";
  68090. export * from "babylonjs/Misc/textureTools";
  68091. export * from "babylonjs/Misc/tga";
  68092. export * from "babylonjs/Misc/tools";
  68093. export * from "babylonjs/Misc/videoRecorder";
  68094. export * from "babylonjs/Misc/virtualJoystick";
  68095. export * from "babylonjs/Misc/workerPool";
  68096. export * from "babylonjs/Misc/logger";
  68097. export * from "babylonjs/Misc/typeStore";
  68098. export * from "babylonjs/Misc/filesInputStore";
  68099. export * from "babylonjs/Misc/deepCopier";
  68100. export * from "babylonjs/Misc/pivotTools";
  68101. export * from "babylonjs/Misc/precisionDate";
  68102. export * from "babylonjs/Misc/screenshotTools";
  68103. export * from "babylonjs/Misc/typeStore";
  68104. export * from "babylonjs/Misc/webRequest";
  68105. export * from "babylonjs/Misc/iInspectable";
  68106. export * from "babylonjs/Misc/brdfTextureTools";
  68107. export * from "babylonjs/Misc/rgbdTextureTools";
  68108. export * from "babylonjs/Misc/gradients";
  68109. export * from "babylonjs/Misc/perfCounter";
  68110. export * from "babylonjs/Misc/fileRequest";
  68111. export * from "babylonjs/Misc/customAnimationFrameRequester";
  68112. export * from "babylonjs/Misc/retryStrategy";
  68113. export * from "babylonjs/Misc/interfaces/screenshotSize";
  68114. export * from "babylonjs/Misc/canvasGenerator";
  68115. export * from "babylonjs/Misc/fileTools";
  68116. export * from "babylonjs/Misc/stringTools";
  68117. export * from "babylonjs/Misc/dataReader";
  68118. }
  68119. declare module "babylonjs/index" {
  68120. export * from "babylonjs/abstractScene";
  68121. export * from "babylonjs/Actions/index";
  68122. export * from "babylonjs/Animations/index";
  68123. export * from "babylonjs/assetContainer";
  68124. export * from "babylonjs/Audio/index";
  68125. export * from "babylonjs/Behaviors/index";
  68126. export * from "babylonjs/Bones/index";
  68127. export * from "babylonjs/Cameras/index";
  68128. export * from "babylonjs/Collisions/index";
  68129. export * from "babylonjs/Culling/index";
  68130. export * from "babylonjs/Debug/index";
  68131. export * from "babylonjs/Engines/index";
  68132. export * from "babylonjs/Events/index";
  68133. export * from "babylonjs/Gamepads/index";
  68134. export * from "babylonjs/Gizmos/index";
  68135. export * from "babylonjs/Helpers/index";
  68136. export * from "babylonjs/Instrumentation/index";
  68137. export * from "babylonjs/Layers/index";
  68138. export * from "babylonjs/LensFlares/index";
  68139. export * from "babylonjs/Lights/index";
  68140. export * from "babylonjs/Loading/index";
  68141. export * from "babylonjs/Materials/index";
  68142. export * from "babylonjs/Maths/index";
  68143. export * from "babylonjs/Meshes/index";
  68144. export * from "babylonjs/Morph/index";
  68145. export * from "babylonjs/Navigation/index";
  68146. export * from "babylonjs/node";
  68147. export * from "babylonjs/Offline/index";
  68148. export * from "babylonjs/Particles/index";
  68149. export * from "babylonjs/Physics/index";
  68150. export * from "babylonjs/PostProcesses/index";
  68151. export * from "babylonjs/Probes/index";
  68152. export * from "babylonjs/Rendering/index";
  68153. export * from "babylonjs/scene";
  68154. export * from "babylonjs/sceneComponent";
  68155. export * from "babylonjs/Sprites/index";
  68156. export * from "babylonjs/States/index";
  68157. export * from "babylonjs/Misc/index";
  68158. export * from "babylonjs/types";
  68159. }
  68160. declare module "babylonjs/Animations/pathCursor" {
  68161. import { Vector3 } from "babylonjs/Maths/math.vector";
  68162. import { Path2 } from "babylonjs/Maths/math.path";
  68163. /**
  68164. * A cursor which tracks a point on a path
  68165. */
  68166. export class PathCursor {
  68167. private path;
  68168. /**
  68169. * Stores path cursor callbacks for when an onchange event is triggered
  68170. */
  68171. private _onchange;
  68172. /**
  68173. * The value of the path cursor
  68174. */
  68175. value: number;
  68176. /**
  68177. * The animation array of the path cursor
  68178. */
  68179. animations: Animation[];
  68180. /**
  68181. * Initializes the path cursor
  68182. * @param path The path to track
  68183. */
  68184. constructor(path: Path2);
  68185. /**
  68186. * Gets the cursor point on the path
  68187. * @returns A point on the path cursor at the cursor location
  68188. */
  68189. getPoint(): Vector3;
  68190. /**
  68191. * Moves the cursor ahead by the step amount
  68192. * @param step The amount to move the cursor forward
  68193. * @returns This path cursor
  68194. */
  68195. moveAhead(step?: number): PathCursor;
  68196. /**
  68197. * Moves the cursor behind by the step amount
  68198. * @param step The amount to move the cursor back
  68199. * @returns This path cursor
  68200. */
  68201. moveBack(step?: number): PathCursor;
  68202. /**
  68203. * Moves the cursor by the step amount
  68204. * If the step amount is greater than one, an exception is thrown
  68205. * @param step The amount to move the cursor
  68206. * @returns This path cursor
  68207. */
  68208. move(step: number): PathCursor;
  68209. /**
  68210. * Ensures that the value is limited between zero and one
  68211. * @returns This path cursor
  68212. */
  68213. private ensureLimits;
  68214. /**
  68215. * Runs onchange callbacks on change (used by the animation engine)
  68216. * @returns This path cursor
  68217. */
  68218. private raiseOnChange;
  68219. /**
  68220. * Executes a function on change
  68221. * @param f A path cursor onchange callback
  68222. * @returns This path cursor
  68223. */
  68224. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68225. }
  68226. }
  68227. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68228. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68229. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68230. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68231. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68232. }
  68233. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68234. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68235. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68236. }
  68237. declare module "babylonjs/Engines/Processors/index" {
  68238. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68239. export * from "babylonjs/Engines/Processors/Expressions/index";
  68240. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68241. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68242. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68243. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68244. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68245. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68246. }
  68247. declare module "babylonjs/Legacy/legacy" {
  68248. import * as Babylon from "babylonjs/index";
  68249. export * from "babylonjs/index";
  68250. }
  68251. declare module "babylonjs/Shaders/blur.fragment" {
  68252. /** @hidden */
  68253. export var blurPixelShader: {
  68254. name: string;
  68255. shader: string;
  68256. };
  68257. }
  68258. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68259. /** @hidden */
  68260. export var pointCloudVertexDeclaration: {
  68261. name: string;
  68262. shader: string;
  68263. };
  68264. }
  68265. declare module "babylonjs" {
  68266. export * from "babylonjs/Legacy/legacy";
  68267. }
  68268. declare module BABYLON {
  68269. /** Alias type for value that can be null */
  68270. export type Nullable<T> = T | null;
  68271. /**
  68272. * Alias type for number that are floats
  68273. * @ignorenaming
  68274. */
  68275. export type float = number;
  68276. /**
  68277. * Alias type for number that are doubles.
  68278. * @ignorenaming
  68279. */
  68280. export type double = number;
  68281. /**
  68282. * Alias type for number that are integer
  68283. * @ignorenaming
  68284. */
  68285. export type int = number;
  68286. /** Alias type for number array or Float32Array */
  68287. export type FloatArray = number[] | Float32Array;
  68288. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68289. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68290. /**
  68291. * Alias for types that can be used by a Buffer or VertexBuffer.
  68292. */
  68293. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68294. /**
  68295. * Alias type for primitive types
  68296. * @ignorenaming
  68297. */
  68298. type Primitive = undefined | null | boolean | string | number | Function;
  68299. /**
  68300. * Type modifier to make all the properties of an object Readonly
  68301. */
  68302. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68303. /**
  68304. * Type modifier to make all the properties of an object Readonly recursively
  68305. */
  68306. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68307. /**
  68308. * Type modifier to make object properties readonly.
  68309. */
  68310. export type DeepImmutableObject<T> = {
  68311. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68312. };
  68313. /** @hidden */
  68314. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68315. }
  68316. }
  68317. declare module BABYLON {
  68318. /**
  68319. * A class serves as a medium between the observable and its observers
  68320. */
  68321. export class EventState {
  68322. /**
  68323. * Create a new EventState
  68324. * @param mask defines the mask associated with this state
  68325. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68326. * @param target defines the original target of the state
  68327. * @param currentTarget defines the current target of the state
  68328. */
  68329. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68330. /**
  68331. * Initialize the current event state
  68332. * @param mask defines the mask associated with this state
  68333. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68334. * @param target defines the original target of the state
  68335. * @param currentTarget defines the current target of the state
  68336. * @returns the current event state
  68337. */
  68338. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68339. /**
  68340. * An Observer can set this property to true to prevent subsequent observers of being notified
  68341. */
  68342. skipNextObservers: boolean;
  68343. /**
  68344. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68345. */
  68346. mask: number;
  68347. /**
  68348. * The object that originally notified the event
  68349. */
  68350. target?: any;
  68351. /**
  68352. * The current object in the bubbling phase
  68353. */
  68354. currentTarget?: any;
  68355. /**
  68356. * This will be populated with the return value of the last function that was executed.
  68357. * If it is the first function in the callback chain it will be the event data.
  68358. */
  68359. lastReturnValue?: any;
  68360. }
  68361. /**
  68362. * Represent an Observer registered to a given Observable object.
  68363. */
  68364. export class Observer<T> {
  68365. /**
  68366. * Defines the callback to call when the observer is notified
  68367. */
  68368. callback: (eventData: T, eventState: EventState) => void;
  68369. /**
  68370. * Defines the mask of the observer (used to filter notifications)
  68371. */
  68372. mask: number;
  68373. /**
  68374. * Defines the current scope used to restore the JS context
  68375. */
  68376. scope: any;
  68377. /** @hidden */
  68378. _willBeUnregistered: boolean;
  68379. /**
  68380. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68381. */
  68382. unregisterOnNextCall: boolean;
  68383. /**
  68384. * Creates a new observer
  68385. * @param callback defines the callback to call when the observer is notified
  68386. * @param mask defines the mask of the observer (used to filter notifications)
  68387. * @param scope defines the current scope used to restore the JS context
  68388. */
  68389. constructor(
  68390. /**
  68391. * Defines the callback to call when the observer is notified
  68392. */
  68393. callback: (eventData: T, eventState: EventState) => void,
  68394. /**
  68395. * Defines the mask of the observer (used to filter notifications)
  68396. */
  68397. mask: number,
  68398. /**
  68399. * Defines the current scope used to restore the JS context
  68400. */
  68401. scope?: any);
  68402. }
  68403. /**
  68404. * Represent a list of observers registered to multiple Observables object.
  68405. */
  68406. export class MultiObserver<T> {
  68407. private _observers;
  68408. private _observables;
  68409. /**
  68410. * Release associated resources
  68411. */
  68412. dispose(): void;
  68413. /**
  68414. * Raise a callback when one of the observable will notify
  68415. * @param observables defines a list of observables to watch
  68416. * @param callback defines the callback to call on notification
  68417. * @param mask defines the mask used to filter notifications
  68418. * @param scope defines the current scope used to restore the JS context
  68419. * @returns the new MultiObserver
  68420. */
  68421. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68422. }
  68423. /**
  68424. * The Observable class is a simple implementation of the Observable pattern.
  68425. *
  68426. * 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.
  68427. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68428. * 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).
  68429. * 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.
  68430. */
  68431. export class Observable<T> {
  68432. private _observers;
  68433. private _eventState;
  68434. private _onObserverAdded;
  68435. /**
  68436. * Gets the list of observers
  68437. */
  68438. readonly observers: Array<Observer<T>>;
  68439. /**
  68440. * Creates a new observable
  68441. * @param onObserverAdded defines a callback to call when a new observer is added
  68442. */
  68443. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68444. /**
  68445. * Create a new Observer with the specified callback
  68446. * @param callback the callback that will be executed for that Observer
  68447. * @param mask the mask used to filter observers
  68448. * @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.
  68449. * @param scope optional scope for the callback to be called from
  68450. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68451. * @returns the new observer created for the callback
  68452. */
  68453. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68454. /**
  68455. * Create a new Observer with the specified callback and unregisters after the next notification
  68456. * @param callback the callback that will be executed for that Observer
  68457. * @returns the new observer created for the callback
  68458. */
  68459. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68460. /**
  68461. * Remove an Observer from the Observable object
  68462. * @param observer the instance of the Observer to remove
  68463. * @returns false if it doesn't belong to this Observable
  68464. */
  68465. remove(observer: Nullable<Observer<T>>): boolean;
  68466. /**
  68467. * Remove a callback from the Observable object
  68468. * @param callback the callback to remove
  68469. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68470. * @returns false if it doesn't belong to this Observable
  68471. */
  68472. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68473. private _deferUnregister;
  68474. private _remove;
  68475. /**
  68476. * Moves the observable to the top of the observer list making it get called first when notified
  68477. * @param observer the observer to move
  68478. */
  68479. makeObserverTopPriority(observer: Observer<T>): void;
  68480. /**
  68481. * Moves the observable to the bottom of the observer list making it get called last when notified
  68482. * @param observer the observer to move
  68483. */
  68484. makeObserverBottomPriority(observer: Observer<T>): void;
  68485. /**
  68486. * Notify all Observers by calling their respective callback with the given data
  68487. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68488. * @param eventData defines the data to send to all observers
  68489. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68490. * @param target defines the original target of the state
  68491. * @param currentTarget defines the current target of the state
  68492. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68493. */
  68494. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68495. /**
  68496. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68497. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68498. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68499. * and it is crucial that all callbacks will be executed.
  68500. * The order of the callbacks is kept, callbacks are not executed parallel.
  68501. *
  68502. * @param eventData The data to be sent to each callback
  68503. * @param mask is used to filter observers defaults to -1
  68504. * @param target defines the callback target (see EventState)
  68505. * @param currentTarget defines he current object in the bubbling phase
  68506. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68507. */
  68508. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68509. /**
  68510. * Notify a specific observer
  68511. * @param observer defines the observer to notify
  68512. * @param eventData defines the data to be sent to each callback
  68513. * @param mask is used to filter observers defaults to -1
  68514. */
  68515. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68516. /**
  68517. * Gets a boolean indicating if the observable has at least one observer
  68518. * @returns true is the Observable has at least one Observer registered
  68519. */
  68520. hasObservers(): boolean;
  68521. /**
  68522. * Clear the list of observers
  68523. */
  68524. clear(): void;
  68525. /**
  68526. * Clone the current observable
  68527. * @returns a new observable
  68528. */
  68529. clone(): Observable<T>;
  68530. /**
  68531. * Does this observable handles observer registered with a given mask
  68532. * @param mask defines the mask to be tested
  68533. * @return whether or not one observer registered with the given mask is handeled
  68534. **/
  68535. hasSpecificMask(mask?: number): boolean;
  68536. }
  68537. }
  68538. declare module BABYLON {
  68539. /**
  68540. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68541. * Babylon.js
  68542. */
  68543. export class DomManagement {
  68544. /**
  68545. * Checks if the window object exists
  68546. * @returns true if the window object exists
  68547. */
  68548. static IsWindowObjectExist(): boolean;
  68549. /**
  68550. * Checks if the navigator object exists
  68551. * @returns true if the navigator object exists
  68552. */
  68553. static IsNavigatorAvailable(): boolean;
  68554. /**
  68555. * Extracts text content from a DOM element hierarchy
  68556. * @param element defines the root element
  68557. * @returns a string
  68558. */
  68559. static GetDOMTextContent(element: HTMLElement): string;
  68560. }
  68561. }
  68562. declare module BABYLON {
  68563. /**
  68564. * Logger used througouht the application to allow configuration of
  68565. * the log level required for the messages.
  68566. */
  68567. export class Logger {
  68568. /**
  68569. * No log
  68570. */
  68571. static readonly NoneLogLevel: number;
  68572. /**
  68573. * Only message logs
  68574. */
  68575. static readonly MessageLogLevel: number;
  68576. /**
  68577. * Only warning logs
  68578. */
  68579. static readonly WarningLogLevel: number;
  68580. /**
  68581. * Only error logs
  68582. */
  68583. static readonly ErrorLogLevel: number;
  68584. /**
  68585. * All logs
  68586. */
  68587. static readonly AllLogLevel: number;
  68588. private static _LogCache;
  68589. /**
  68590. * Gets a value indicating the number of loading errors
  68591. * @ignorenaming
  68592. */
  68593. static errorsCount: number;
  68594. /**
  68595. * Callback called when a new log is added
  68596. */
  68597. static OnNewCacheEntry: (entry: string) => void;
  68598. private static _AddLogEntry;
  68599. private static _FormatMessage;
  68600. private static _LogDisabled;
  68601. private static _LogEnabled;
  68602. private static _WarnDisabled;
  68603. private static _WarnEnabled;
  68604. private static _ErrorDisabled;
  68605. private static _ErrorEnabled;
  68606. /**
  68607. * Log a message to the console
  68608. */
  68609. static Log: (message: string) => void;
  68610. /**
  68611. * Write a warning message to the console
  68612. */
  68613. static Warn: (message: string) => void;
  68614. /**
  68615. * Write an error message to the console
  68616. */
  68617. static Error: (message: string) => void;
  68618. /**
  68619. * Gets current log cache (list of logs)
  68620. */
  68621. static readonly LogCache: string;
  68622. /**
  68623. * Clears the log cache
  68624. */
  68625. static ClearLogCache(): void;
  68626. /**
  68627. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68628. */
  68629. static LogLevels: number;
  68630. }
  68631. }
  68632. declare module BABYLON {
  68633. /** @hidden */
  68634. export class _TypeStore {
  68635. /** @hidden */
  68636. static RegisteredTypes: {
  68637. [key: string]: Object;
  68638. };
  68639. /** @hidden */
  68640. static GetClass(fqdn: string): any;
  68641. }
  68642. }
  68643. declare module BABYLON {
  68644. /**
  68645. * Helper to manipulate strings
  68646. */
  68647. export class StringTools {
  68648. /**
  68649. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68650. * @param str Source string
  68651. * @param suffix Suffix to search for in the source string
  68652. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68653. */
  68654. static EndsWith(str: string, suffix: string): boolean;
  68655. /**
  68656. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68657. * @param str Source string
  68658. * @param suffix Suffix to search for in the source string
  68659. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68660. */
  68661. static StartsWith(str: string, suffix: string): boolean;
  68662. /**
  68663. * Decodes a buffer into a string
  68664. * @param buffer The buffer to decode
  68665. * @returns The decoded string
  68666. */
  68667. static Decode(buffer: Uint8Array | Uint16Array): string;
  68668. /**
  68669. * Encode a buffer to a base64 string
  68670. * @param buffer defines the buffer to encode
  68671. * @returns the encoded string
  68672. */
  68673. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68674. }
  68675. }
  68676. declare module BABYLON {
  68677. /**
  68678. * Class containing a set of static utilities functions for deep copy.
  68679. */
  68680. export class DeepCopier {
  68681. /**
  68682. * Tries to copy an object by duplicating every property
  68683. * @param source defines the source object
  68684. * @param destination defines the target object
  68685. * @param doNotCopyList defines a list of properties to avoid
  68686. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68687. */
  68688. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68689. }
  68690. }
  68691. declare module BABYLON {
  68692. /**
  68693. * Class containing a set of static utilities functions for precision date
  68694. */
  68695. export class PrecisionDate {
  68696. /**
  68697. * Gets either window.performance.now() if supported or Date.now() else
  68698. */
  68699. static readonly Now: number;
  68700. }
  68701. }
  68702. declare module BABYLON {
  68703. /** @hidden */
  68704. export class _DevTools {
  68705. static WarnImport(name: string): string;
  68706. }
  68707. }
  68708. declare module BABYLON {
  68709. /**
  68710. * Interface used to define the mechanism to get data from the network
  68711. */
  68712. export interface IWebRequest {
  68713. /**
  68714. * Returns client's response url
  68715. */
  68716. responseURL: string;
  68717. /**
  68718. * Returns client's status
  68719. */
  68720. status: number;
  68721. /**
  68722. * Returns client's status as a text
  68723. */
  68724. statusText: string;
  68725. }
  68726. }
  68727. declare module BABYLON {
  68728. /**
  68729. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68730. */
  68731. export class WebRequest implements IWebRequest {
  68732. private _xhr;
  68733. /**
  68734. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68735. * i.e. when loading files, where the server/service expects an Authorization header
  68736. */
  68737. static CustomRequestHeaders: {
  68738. [key: string]: string;
  68739. };
  68740. /**
  68741. * Add callback functions in this array to update all the requests before they get sent to the network
  68742. */
  68743. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68744. private _injectCustomRequestHeaders;
  68745. /**
  68746. * Gets or sets a function to be called when loading progress changes
  68747. */
  68748. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68749. /**
  68750. * Returns client's state
  68751. */
  68752. readonly readyState: number;
  68753. /**
  68754. * Returns client's status
  68755. */
  68756. readonly status: number;
  68757. /**
  68758. * Returns client's status as a text
  68759. */
  68760. readonly statusText: string;
  68761. /**
  68762. * Returns client's response
  68763. */
  68764. readonly response: any;
  68765. /**
  68766. * Returns client's response url
  68767. */
  68768. readonly responseURL: string;
  68769. /**
  68770. * Returns client's response as text
  68771. */
  68772. readonly responseText: string;
  68773. /**
  68774. * Gets or sets the expected response type
  68775. */
  68776. responseType: XMLHttpRequestResponseType;
  68777. /** @hidden */
  68778. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68779. /** @hidden */
  68780. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68781. /**
  68782. * Cancels any network activity
  68783. */
  68784. abort(): void;
  68785. /**
  68786. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68787. * @param body defines an optional request body
  68788. */
  68789. send(body?: Document | BodyInit | null): void;
  68790. /**
  68791. * Sets the request method, request URL
  68792. * @param method defines the method to use (GET, POST, etc..)
  68793. * @param url defines the url to connect with
  68794. */
  68795. open(method: string, url: string): void;
  68796. /**
  68797. * Sets the value of a request header.
  68798. * @param name The name of the header whose value is to be set
  68799. * @param value The value to set as the body of the header
  68800. */
  68801. setRequestHeader(name: string, value: string): void;
  68802. /**
  68803. * Get the string containing the text of a particular header's value.
  68804. * @param name The name of the header
  68805. * @returns The string containing the text of the given header name
  68806. */
  68807. getResponseHeader(name: string): Nullable<string>;
  68808. }
  68809. }
  68810. declare module BABYLON {
  68811. /**
  68812. * File request interface
  68813. */
  68814. export interface IFileRequest {
  68815. /**
  68816. * Raised when the request is complete (success or error).
  68817. */
  68818. onCompleteObservable: Observable<IFileRequest>;
  68819. /**
  68820. * Aborts the request for a file.
  68821. */
  68822. abort: () => void;
  68823. }
  68824. }
  68825. declare module BABYLON {
  68826. /**
  68827. * Define options used to create a render target texture
  68828. */
  68829. export class RenderTargetCreationOptions {
  68830. /**
  68831. * Specifies is mipmaps must be generated
  68832. */
  68833. generateMipMaps?: boolean;
  68834. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68835. generateDepthBuffer?: boolean;
  68836. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68837. generateStencilBuffer?: boolean;
  68838. /** Defines texture type (int by default) */
  68839. type?: number;
  68840. /** Defines sampling mode (trilinear by default) */
  68841. samplingMode?: number;
  68842. /** Defines format (RGBA by default) */
  68843. format?: number;
  68844. }
  68845. }
  68846. declare module BABYLON {
  68847. /**
  68848. * @hidden
  68849. **/
  68850. export class _TimeToken {
  68851. _startTimeQuery: Nullable<WebGLQuery>;
  68852. _endTimeQuery: Nullable<WebGLQuery>;
  68853. _timeElapsedQuery: Nullable<WebGLQuery>;
  68854. _timeElapsedQueryEnded: boolean;
  68855. }
  68856. }
  68857. declare module BABYLON {
  68858. /** Defines the cross module used constants to avoid circular dependncies */
  68859. export class Constants {
  68860. /** Defines that alpha blending is disabled */
  68861. static readonly ALPHA_DISABLE: number;
  68862. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68863. static readonly ALPHA_ADD: number;
  68864. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68865. static readonly ALPHA_COMBINE: number;
  68866. /** Defines that alpha blending to DEST - SRC * DEST */
  68867. static readonly ALPHA_SUBTRACT: number;
  68868. /** Defines that alpha blending to SRC * DEST */
  68869. static readonly ALPHA_MULTIPLY: number;
  68870. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68871. static readonly ALPHA_MAXIMIZED: number;
  68872. /** Defines that alpha blending to SRC + DEST */
  68873. static readonly ALPHA_ONEONE: number;
  68874. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68875. static readonly ALPHA_PREMULTIPLIED: number;
  68876. /**
  68877. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68878. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68879. */
  68880. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68881. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68882. static readonly ALPHA_INTERPOLATE: number;
  68883. /**
  68884. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68885. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68886. */
  68887. static readonly ALPHA_SCREENMODE: number;
  68888. /**
  68889. * Defines that alpha blending to SRC + DST
  68890. * Alpha will be set to SRC ALPHA + DST ALPHA
  68891. */
  68892. static readonly ALPHA_ONEONE_ONEONE: number;
  68893. /**
  68894. * Defines that alpha blending to SRC * DST ALPHA + DST
  68895. * Alpha will be set to 0
  68896. */
  68897. static readonly ALPHA_ALPHATOCOLOR: number;
  68898. /**
  68899. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68900. */
  68901. static readonly ALPHA_REVERSEONEMINUS: number;
  68902. /**
  68903. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68904. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68905. */
  68906. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68907. /**
  68908. * Defines that alpha blending to SRC + DST
  68909. * Alpha will be set to SRC ALPHA
  68910. */
  68911. static readonly ALPHA_ONEONE_ONEZERO: number;
  68912. /** Defines that alpha blending equation a SUM */
  68913. static readonly ALPHA_EQUATION_ADD: number;
  68914. /** Defines that alpha blending equation a SUBSTRACTION */
  68915. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68916. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68917. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68918. /** Defines that alpha blending equation a MAX operation */
  68919. static readonly ALPHA_EQUATION_MAX: number;
  68920. /** Defines that alpha blending equation a MIN operation */
  68921. static readonly ALPHA_EQUATION_MIN: number;
  68922. /**
  68923. * Defines that alpha blending equation a DARKEN operation:
  68924. * It takes the min of the src and sums the alpha channels.
  68925. */
  68926. static readonly ALPHA_EQUATION_DARKEN: number;
  68927. /** Defines that the ressource is not delayed*/
  68928. static readonly DELAYLOADSTATE_NONE: number;
  68929. /** Defines that the ressource was successfully delay loaded */
  68930. static readonly DELAYLOADSTATE_LOADED: number;
  68931. /** Defines that the ressource is currently delay loading */
  68932. static readonly DELAYLOADSTATE_LOADING: number;
  68933. /** Defines that the ressource is delayed and has not started loading */
  68934. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68935. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68936. static readonly NEVER: number;
  68937. /** 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 */
  68938. static readonly ALWAYS: number;
  68939. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68940. static readonly LESS: number;
  68941. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68942. static readonly EQUAL: number;
  68943. /** 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 */
  68944. static readonly LEQUAL: number;
  68945. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68946. static readonly GREATER: number;
  68947. /** 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 */
  68948. static readonly GEQUAL: number;
  68949. /** 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 */
  68950. static readonly NOTEQUAL: number;
  68951. /** Passed to stencilOperation to specify that stencil value must be kept */
  68952. static readonly KEEP: number;
  68953. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68954. static readonly REPLACE: number;
  68955. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68956. static readonly INCR: number;
  68957. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68958. static readonly DECR: number;
  68959. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68960. static readonly INVERT: number;
  68961. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68962. static readonly INCR_WRAP: number;
  68963. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68964. static readonly DECR_WRAP: number;
  68965. /** Texture is not repeating outside of 0..1 UVs */
  68966. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68967. /** Texture is repeating outside of 0..1 UVs */
  68968. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68969. /** Texture is repeating and mirrored */
  68970. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68971. /** ALPHA */
  68972. static readonly TEXTUREFORMAT_ALPHA: number;
  68973. /** LUMINANCE */
  68974. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68975. /** LUMINANCE_ALPHA */
  68976. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68977. /** RGB */
  68978. static readonly TEXTUREFORMAT_RGB: number;
  68979. /** RGBA */
  68980. static readonly TEXTUREFORMAT_RGBA: number;
  68981. /** RED */
  68982. static readonly TEXTUREFORMAT_RED: number;
  68983. /** RED (2nd reference) */
  68984. static readonly TEXTUREFORMAT_R: number;
  68985. /** RG */
  68986. static readonly TEXTUREFORMAT_RG: number;
  68987. /** RED_INTEGER */
  68988. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68989. /** RED_INTEGER (2nd reference) */
  68990. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68991. /** RG_INTEGER */
  68992. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68993. /** RGB_INTEGER */
  68994. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68995. /** RGBA_INTEGER */
  68996. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68997. /** UNSIGNED_BYTE */
  68998. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68999. /** UNSIGNED_BYTE (2nd reference) */
  69000. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69001. /** FLOAT */
  69002. static readonly TEXTURETYPE_FLOAT: number;
  69003. /** HALF_FLOAT */
  69004. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69005. /** BYTE */
  69006. static readonly TEXTURETYPE_BYTE: number;
  69007. /** SHORT */
  69008. static readonly TEXTURETYPE_SHORT: number;
  69009. /** UNSIGNED_SHORT */
  69010. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69011. /** INT */
  69012. static readonly TEXTURETYPE_INT: number;
  69013. /** UNSIGNED_INT */
  69014. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69015. /** UNSIGNED_SHORT_4_4_4_4 */
  69016. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69017. /** UNSIGNED_SHORT_5_5_5_1 */
  69018. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69019. /** UNSIGNED_SHORT_5_6_5 */
  69020. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69021. /** UNSIGNED_INT_2_10_10_10_REV */
  69022. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69023. /** UNSIGNED_INT_24_8 */
  69024. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69025. /** UNSIGNED_INT_10F_11F_11F_REV */
  69026. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69027. /** UNSIGNED_INT_5_9_9_9_REV */
  69028. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69029. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69030. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69031. /** nearest is mag = nearest and min = nearest and mip = linear */
  69032. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69033. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69034. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69035. /** Trilinear is mag = linear and min = linear and mip = linear */
  69036. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69037. /** nearest is mag = nearest and min = nearest and mip = linear */
  69038. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69039. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69040. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69041. /** Trilinear is mag = linear and min = linear and mip = linear */
  69042. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69043. /** mag = nearest and min = nearest and mip = nearest */
  69044. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69045. /** mag = nearest and min = linear and mip = nearest */
  69046. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69047. /** mag = nearest and min = linear and mip = linear */
  69048. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69049. /** mag = nearest and min = linear and mip = none */
  69050. static readonly TEXTURE_NEAREST_LINEAR: number;
  69051. /** mag = nearest and min = nearest and mip = none */
  69052. static readonly TEXTURE_NEAREST_NEAREST: number;
  69053. /** mag = linear and min = nearest and mip = nearest */
  69054. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69055. /** mag = linear and min = nearest and mip = linear */
  69056. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69057. /** mag = linear and min = linear and mip = none */
  69058. static readonly TEXTURE_LINEAR_LINEAR: number;
  69059. /** mag = linear and min = nearest and mip = none */
  69060. static readonly TEXTURE_LINEAR_NEAREST: number;
  69061. /** Explicit coordinates mode */
  69062. static readonly TEXTURE_EXPLICIT_MODE: number;
  69063. /** Spherical coordinates mode */
  69064. static readonly TEXTURE_SPHERICAL_MODE: number;
  69065. /** Planar coordinates mode */
  69066. static readonly TEXTURE_PLANAR_MODE: number;
  69067. /** Cubic coordinates mode */
  69068. static readonly TEXTURE_CUBIC_MODE: number;
  69069. /** Projection coordinates mode */
  69070. static readonly TEXTURE_PROJECTION_MODE: number;
  69071. /** Skybox coordinates mode */
  69072. static readonly TEXTURE_SKYBOX_MODE: number;
  69073. /** Inverse Cubic coordinates mode */
  69074. static readonly TEXTURE_INVCUBIC_MODE: number;
  69075. /** Equirectangular coordinates mode */
  69076. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69077. /** Equirectangular Fixed coordinates mode */
  69078. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69079. /** Equirectangular Fixed Mirrored coordinates mode */
  69080. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69081. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69082. static readonly SCALEMODE_FLOOR: number;
  69083. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69084. static readonly SCALEMODE_NEAREST: number;
  69085. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69086. static readonly SCALEMODE_CEILING: number;
  69087. /**
  69088. * The dirty texture flag value
  69089. */
  69090. static readonly MATERIAL_TextureDirtyFlag: number;
  69091. /**
  69092. * The dirty light flag value
  69093. */
  69094. static readonly MATERIAL_LightDirtyFlag: number;
  69095. /**
  69096. * The dirty fresnel flag value
  69097. */
  69098. static readonly MATERIAL_FresnelDirtyFlag: number;
  69099. /**
  69100. * The dirty attribute flag value
  69101. */
  69102. static readonly MATERIAL_AttributesDirtyFlag: number;
  69103. /**
  69104. * The dirty misc flag value
  69105. */
  69106. static readonly MATERIAL_MiscDirtyFlag: number;
  69107. /**
  69108. * The all dirty flag value
  69109. */
  69110. static readonly MATERIAL_AllDirtyFlag: number;
  69111. /**
  69112. * Returns the triangle fill mode
  69113. */
  69114. static readonly MATERIAL_TriangleFillMode: number;
  69115. /**
  69116. * Returns the wireframe mode
  69117. */
  69118. static readonly MATERIAL_WireFrameFillMode: number;
  69119. /**
  69120. * Returns the point fill mode
  69121. */
  69122. static readonly MATERIAL_PointFillMode: number;
  69123. /**
  69124. * Returns the point list draw mode
  69125. */
  69126. static readonly MATERIAL_PointListDrawMode: number;
  69127. /**
  69128. * Returns the line list draw mode
  69129. */
  69130. static readonly MATERIAL_LineListDrawMode: number;
  69131. /**
  69132. * Returns the line loop draw mode
  69133. */
  69134. static readonly MATERIAL_LineLoopDrawMode: number;
  69135. /**
  69136. * Returns the line strip draw mode
  69137. */
  69138. static readonly MATERIAL_LineStripDrawMode: number;
  69139. /**
  69140. * Returns the triangle strip draw mode
  69141. */
  69142. static readonly MATERIAL_TriangleStripDrawMode: number;
  69143. /**
  69144. * Returns the triangle fan draw mode
  69145. */
  69146. static readonly MATERIAL_TriangleFanDrawMode: number;
  69147. /**
  69148. * Stores the clock-wise side orientation
  69149. */
  69150. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69151. /**
  69152. * Stores the counter clock-wise side orientation
  69153. */
  69154. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69155. /**
  69156. * Nothing
  69157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69158. */
  69159. static readonly ACTION_NothingTrigger: number;
  69160. /**
  69161. * On pick
  69162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69163. */
  69164. static readonly ACTION_OnPickTrigger: number;
  69165. /**
  69166. * On left pick
  69167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69168. */
  69169. static readonly ACTION_OnLeftPickTrigger: number;
  69170. /**
  69171. * On right pick
  69172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69173. */
  69174. static readonly ACTION_OnRightPickTrigger: number;
  69175. /**
  69176. * On center pick
  69177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69178. */
  69179. static readonly ACTION_OnCenterPickTrigger: number;
  69180. /**
  69181. * On pick down
  69182. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69183. */
  69184. static readonly ACTION_OnPickDownTrigger: number;
  69185. /**
  69186. * On double pick
  69187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69188. */
  69189. static readonly ACTION_OnDoublePickTrigger: number;
  69190. /**
  69191. * On pick up
  69192. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69193. */
  69194. static readonly ACTION_OnPickUpTrigger: number;
  69195. /**
  69196. * On pick out.
  69197. * This trigger will only be raised if you also declared a OnPickDown
  69198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69199. */
  69200. static readonly ACTION_OnPickOutTrigger: number;
  69201. /**
  69202. * On long press
  69203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69204. */
  69205. static readonly ACTION_OnLongPressTrigger: number;
  69206. /**
  69207. * On pointer over
  69208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69209. */
  69210. static readonly ACTION_OnPointerOverTrigger: number;
  69211. /**
  69212. * On pointer out
  69213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69214. */
  69215. static readonly ACTION_OnPointerOutTrigger: number;
  69216. /**
  69217. * On every frame
  69218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69219. */
  69220. static readonly ACTION_OnEveryFrameTrigger: number;
  69221. /**
  69222. * On intersection enter
  69223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69224. */
  69225. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69226. /**
  69227. * On intersection exit
  69228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69229. */
  69230. static readonly ACTION_OnIntersectionExitTrigger: number;
  69231. /**
  69232. * On key down
  69233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69234. */
  69235. static readonly ACTION_OnKeyDownTrigger: number;
  69236. /**
  69237. * On key up
  69238. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69239. */
  69240. static readonly ACTION_OnKeyUpTrigger: number;
  69241. /**
  69242. * Billboard mode will only apply to Y axis
  69243. */
  69244. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69245. /**
  69246. * Billboard mode will apply to all axes
  69247. */
  69248. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69249. /**
  69250. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69251. */
  69252. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69253. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69254. * Test order :
  69255. * Is the bounding sphere outside the frustum ?
  69256. * If not, are the bounding box vertices outside the frustum ?
  69257. * It not, then the cullable object is in the frustum.
  69258. */
  69259. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69260. /** Culling strategy : Bounding Sphere Only.
  69261. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69262. * It's also less accurate than the standard because some not visible objects can still be selected.
  69263. * Test : is the bounding sphere outside the frustum ?
  69264. * If not, then the cullable object is in the frustum.
  69265. */
  69266. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69267. /** Culling strategy : Optimistic Inclusion.
  69268. * This in an inclusion test first, then the standard exclusion test.
  69269. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69270. * 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.
  69271. * Anyway, it's as accurate as the standard strategy.
  69272. * Test :
  69273. * Is the cullable object bounding sphere center in the frustum ?
  69274. * If not, apply the default culling strategy.
  69275. */
  69276. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69277. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69278. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69279. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69280. * 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.
  69281. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69282. * Test :
  69283. * Is the cullable object bounding sphere center in the frustum ?
  69284. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69285. */
  69286. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69287. /**
  69288. * No logging while loading
  69289. */
  69290. static readonly SCENELOADER_NO_LOGGING: number;
  69291. /**
  69292. * Minimal logging while loading
  69293. */
  69294. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69295. /**
  69296. * Summary logging while loading
  69297. */
  69298. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69299. /**
  69300. * Detailled logging while loading
  69301. */
  69302. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69303. }
  69304. }
  69305. declare module BABYLON {
  69306. /**
  69307. * This represents the required contract to create a new type of texture loader.
  69308. */
  69309. export interface IInternalTextureLoader {
  69310. /**
  69311. * Defines wether the loader supports cascade loading the different faces.
  69312. */
  69313. supportCascades: boolean;
  69314. /**
  69315. * This returns if the loader support the current file information.
  69316. * @param extension defines the file extension of the file being loaded
  69317. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69318. * @param fallback defines the fallback internal texture if any
  69319. * @param isBase64 defines whether the texture is encoded as a base64
  69320. * @param isBuffer defines whether the texture data are stored as a buffer
  69321. * @returns true if the loader can load the specified file
  69322. */
  69323. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69324. /**
  69325. * Transform the url before loading if required.
  69326. * @param rootUrl the url of the texture
  69327. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69328. * @returns the transformed texture
  69329. */
  69330. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69331. /**
  69332. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69333. * @param rootUrl the url of the texture
  69334. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69335. * @returns the fallback texture
  69336. */
  69337. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69338. /**
  69339. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69340. * @param data contains the texture data
  69341. * @param texture defines the BabylonJS internal texture
  69342. * @param createPolynomials will be true if polynomials have been requested
  69343. * @param onLoad defines the callback to trigger once the texture is ready
  69344. * @param onError defines the callback to trigger in case of error
  69345. */
  69346. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69347. /**
  69348. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69349. * @param data contains the texture data
  69350. * @param texture defines the BabylonJS internal texture
  69351. * @param callback defines the method to call once ready to upload
  69352. */
  69353. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69354. }
  69355. }
  69356. declare module BABYLON {
  69357. /**
  69358. * Class used to store and describe the pipeline context associated with an effect
  69359. */
  69360. export interface IPipelineContext {
  69361. /**
  69362. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69363. */
  69364. isAsync: boolean;
  69365. /**
  69366. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69367. */
  69368. isReady: boolean;
  69369. /** @hidden */
  69370. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69371. }
  69372. }
  69373. declare module BABYLON {
  69374. /**
  69375. * Class used to store gfx data (like WebGLBuffer)
  69376. */
  69377. export class DataBuffer {
  69378. /**
  69379. * Gets or sets the number of objects referencing this buffer
  69380. */
  69381. references: number;
  69382. /** Gets or sets the size of the underlying buffer */
  69383. capacity: number;
  69384. /**
  69385. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69386. */
  69387. is32Bits: boolean;
  69388. /**
  69389. * Gets the underlying buffer
  69390. */
  69391. readonly underlyingResource: any;
  69392. }
  69393. }
  69394. declare module BABYLON {
  69395. /** @hidden */
  69396. export interface IShaderProcessor {
  69397. attributeProcessor?: (attribute: string) => string;
  69398. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69399. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69400. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69401. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69402. lineProcessor?: (line: string, isFragment: boolean) => string;
  69403. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69404. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69405. }
  69406. }
  69407. declare module BABYLON {
  69408. /** @hidden */
  69409. export interface ProcessingOptions {
  69410. defines: string[];
  69411. indexParameters: any;
  69412. isFragment: boolean;
  69413. shouldUseHighPrecisionShader: boolean;
  69414. supportsUniformBuffers: boolean;
  69415. shadersRepository: string;
  69416. includesShadersStore: {
  69417. [key: string]: string;
  69418. };
  69419. processor?: IShaderProcessor;
  69420. version: string;
  69421. platformName: string;
  69422. lookForClosingBracketForUniformBuffer?: boolean;
  69423. }
  69424. }
  69425. declare module BABYLON {
  69426. /** @hidden */
  69427. export class ShaderCodeNode {
  69428. line: string;
  69429. children: ShaderCodeNode[];
  69430. additionalDefineKey?: string;
  69431. additionalDefineValue?: string;
  69432. isValid(preprocessors: {
  69433. [key: string]: string;
  69434. }): boolean;
  69435. process(preprocessors: {
  69436. [key: string]: string;
  69437. }, options: ProcessingOptions): string;
  69438. }
  69439. }
  69440. declare module BABYLON {
  69441. /** @hidden */
  69442. export class ShaderCodeCursor {
  69443. private _lines;
  69444. lineIndex: number;
  69445. readonly currentLine: string;
  69446. readonly canRead: boolean;
  69447. lines: string[];
  69448. }
  69449. }
  69450. declare module BABYLON {
  69451. /** @hidden */
  69452. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69453. process(preprocessors: {
  69454. [key: string]: string;
  69455. }, options: ProcessingOptions): string;
  69456. }
  69457. }
  69458. declare module BABYLON {
  69459. /** @hidden */
  69460. export class ShaderDefineExpression {
  69461. isTrue(preprocessors: {
  69462. [key: string]: string;
  69463. }): boolean;
  69464. }
  69465. }
  69466. declare module BABYLON {
  69467. /** @hidden */
  69468. export class ShaderCodeTestNode extends ShaderCodeNode {
  69469. testExpression: ShaderDefineExpression;
  69470. isValid(preprocessors: {
  69471. [key: string]: string;
  69472. }): boolean;
  69473. }
  69474. }
  69475. declare module BABYLON {
  69476. /** @hidden */
  69477. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69478. define: string;
  69479. not: boolean;
  69480. constructor(define: string, not?: boolean);
  69481. isTrue(preprocessors: {
  69482. [key: string]: string;
  69483. }): boolean;
  69484. }
  69485. }
  69486. declare module BABYLON {
  69487. /** @hidden */
  69488. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69489. leftOperand: ShaderDefineExpression;
  69490. rightOperand: ShaderDefineExpression;
  69491. isTrue(preprocessors: {
  69492. [key: string]: string;
  69493. }): boolean;
  69494. }
  69495. }
  69496. declare module BABYLON {
  69497. /** @hidden */
  69498. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69499. leftOperand: ShaderDefineExpression;
  69500. rightOperand: ShaderDefineExpression;
  69501. isTrue(preprocessors: {
  69502. [key: string]: string;
  69503. }): boolean;
  69504. }
  69505. }
  69506. declare module BABYLON {
  69507. /** @hidden */
  69508. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69509. define: string;
  69510. operand: string;
  69511. testValue: string;
  69512. constructor(define: string, operand: string, testValue: string);
  69513. isTrue(preprocessors: {
  69514. [key: string]: string;
  69515. }): boolean;
  69516. }
  69517. }
  69518. declare module BABYLON {
  69519. /**
  69520. * Class used to enable access to offline support
  69521. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69522. */
  69523. export interface IOfflineProvider {
  69524. /**
  69525. * Gets a boolean indicating if scene must be saved in the database
  69526. */
  69527. enableSceneOffline: boolean;
  69528. /**
  69529. * Gets a boolean indicating if textures must be saved in the database
  69530. */
  69531. enableTexturesOffline: boolean;
  69532. /**
  69533. * Open the offline support and make it available
  69534. * @param successCallback defines the callback to call on success
  69535. * @param errorCallback defines the callback to call on error
  69536. */
  69537. open(successCallback: () => void, errorCallback: () => void): void;
  69538. /**
  69539. * Loads an image from the offline support
  69540. * @param url defines the url to load from
  69541. * @param image defines the target DOM image
  69542. */
  69543. loadImage(url: string, image: HTMLImageElement): void;
  69544. /**
  69545. * Loads a file from offline support
  69546. * @param url defines the URL to load from
  69547. * @param sceneLoaded defines a callback to call on success
  69548. * @param progressCallBack defines a callback to call when progress changed
  69549. * @param errorCallback defines a callback to call on error
  69550. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69551. */
  69552. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69553. }
  69554. }
  69555. declare module BABYLON {
  69556. /**
  69557. * Class used to help managing file picking and drag'n'drop
  69558. * File Storage
  69559. */
  69560. export class FilesInputStore {
  69561. /**
  69562. * List of files ready to be loaded
  69563. */
  69564. static FilesToLoad: {
  69565. [key: string]: File;
  69566. };
  69567. }
  69568. }
  69569. declare module BABYLON {
  69570. /**
  69571. * Class used to define a retry strategy when error happens while loading assets
  69572. */
  69573. export class RetryStrategy {
  69574. /**
  69575. * Function used to defines an exponential back off strategy
  69576. * @param maxRetries defines the maximum number of retries (3 by default)
  69577. * @param baseInterval defines the interval between retries
  69578. * @returns the strategy function to use
  69579. */
  69580. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69581. }
  69582. }
  69583. declare module BABYLON {
  69584. /**
  69585. * @ignore
  69586. * Application error to support additional information when loading a file
  69587. */
  69588. export abstract class BaseError extends Error {
  69589. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69590. }
  69591. }
  69592. declare module BABYLON {
  69593. /** @ignore */
  69594. export class LoadFileError extends BaseError {
  69595. request?: WebRequest;
  69596. file?: File;
  69597. /**
  69598. * Creates a new LoadFileError
  69599. * @param message defines the message of the error
  69600. * @param request defines the optional web request
  69601. * @param file defines the optional file
  69602. */
  69603. constructor(message: string, object?: WebRequest | File);
  69604. }
  69605. /** @ignore */
  69606. export class RequestFileError extends BaseError {
  69607. request: WebRequest;
  69608. /**
  69609. * Creates a new LoadFileError
  69610. * @param message defines the message of the error
  69611. * @param request defines the optional web request
  69612. */
  69613. constructor(message: string, request: WebRequest);
  69614. }
  69615. /** @ignore */
  69616. export class ReadFileError extends BaseError {
  69617. file: File;
  69618. /**
  69619. * Creates a new ReadFileError
  69620. * @param message defines the message of the error
  69621. * @param file defines the optional file
  69622. */
  69623. constructor(message: string, file: File);
  69624. }
  69625. /**
  69626. * @hidden
  69627. */
  69628. export class FileTools {
  69629. /**
  69630. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69631. */
  69632. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69633. /**
  69634. * Gets or sets the base URL to use to load assets
  69635. */
  69636. static BaseUrl: string;
  69637. /**
  69638. * Default behaviour for cors in the application.
  69639. * It can be a string if the expected behavior is identical in the entire app.
  69640. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69641. */
  69642. static CorsBehavior: string | ((url: string | string[]) => string);
  69643. /**
  69644. * Gets or sets a function used to pre-process url before using them to load assets
  69645. */
  69646. static PreprocessUrl: (url: string) => string;
  69647. /**
  69648. * Removes unwanted characters from an url
  69649. * @param url defines the url to clean
  69650. * @returns the cleaned url
  69651. */
  69652. private static _CleanUrl;
  69653. /**
  69654. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69655. * @param url define the url we are trying
  69656. * @param element define the dom element where to configure the cors policy
  69657. */
  69658. static SetCorsBehavior(url: string | string[], element: {
  69659. crossOrigin: string | null;
  69660. }): void;
  69661. /**
  69662. * Loads an image as an HTMLImageElement.
  69663. * @param input url string, ArrayBuffer, or Blob to load
  69664. * @param onLoad callback called when the image successfully loads
  69665. * @param onError callback called when the image fails to load
  69666. * @param offlineProvider offline provider for caching
  69667. * @param mimeType optional mime type
  69668. * @returns the HTMLImageElement of the loaded image
  69669. */
  69670. 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>;
  69671. /**
  69672. * Reads a file from a File object
  69673. * @param file defines the file to load
  69674. * @param onSuccess defines the callback to call when data is loaded
  69675. * @param onProgress defines the callback to call during loading process
  69676. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69677. * @param onError defines the callback to call when an error occurs
  69678. * @returns a file request object
  69679. */
  69680. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69681. /**
  69682. * Loads a file from a url
  69683. * @param url url to load
  69684. * @param onSuccess callback called when the file successfully loads
  69685. * @param onProgress callback called while file is loading (if the server supports this mode)
  69686. * @param offlineProvider defines the offline provider for caching
  69687. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69688. * @param onError callback called when the file fails to load
  69689. * @returns a file request object
  69690. */
  69691. 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;
  69692. /**
  69693. * Loads a file
  69694. * @param url url to load
  69695. * @param onSuccess callback called when the file successfully loads
  69696. * @param onProgress callback called while file is loading (if the server supports this mode)
  69697. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69698. * @param onError callback called when the file fails to load
  69699. * @param onOpened callback called when the web request is opened
  69700. * @returns a file request object
  69701. */
  69702. 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;
  69703. /**
  69704. * Checks if the loaded document was accessed via `file:`-Protocol.
  69705. * @returns boolean
  69706. */
  69707. static IsFileURL(): boolean;
  69708. }
  69709. }
  69710. declare module BABYLON {
  69711. /** @hidden */
  69712. export class ShaderProcessor {
  69713. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69714. private static _ProcessPrecision;
  69715. private static _ExtractOperation;
  69716. private static _BuildSubExpression;
  69717. private static _BuildExpression;
  69718. private static _MoveCursorWithinIf;
  69719. private static _MoveCursor;
  69720. private static _EvaluatePreProcessors;
  69721. private static _PreparePreProcessors;
  69722. private static _ProcessShaderConversion;
  69723. private static _ProcessIncludes;
  69724. }
  69725. }
  69726. declare module BABYLON {
  69727. /**
  69728. * @hidden
  69729. */
  69730. export interface IColor4Like {
  69731. r: float;
  69732. g: float;
  69733. b: float;
  69734. a: float;
  69735. }
  69736. /**
  69737. * @hidden
  69738. */
  69739. export interface IColor3Like {
  69740. r: float;
  69741. g: float;
  69742. b: float;
  69743. }
  69744. /**
  69745. * @hidden
  69746. */
  69747. export interface IVector4Like {
  69748. x: float;
  69749. y: float;
  69750. z: float;
  69751. w: float;
  69752. }
  69753. /**
  69754. * @hidden
  69755. */
  69756. export interface IVector3Like {
  69757. x: float;
  69758. y: float;
  69759. z: float;
  69760. }
  69761. /**
  69762. * @hidden
  69763. */
  69764. export interface IVector2Like {
  69765. x: float;
  69766. y: float;
  69767. }
  69768. /**
  69769. * @hidden
  69770. */
  69771. export interface IMatrixLike {
  69772. toArray(): DeepImmutable<Float32Array>;
  69773. updateFlag: int;
  69774. }
  69775. /**
  69776. * @hidden
  69777. */
  69778. export interface IViewportLike {
  69779. x: float;
  69780. y: float;
  69781. width: float;
  69782. height: float;
  69783. }
  69784. /**
  69785. * @hidden
  69786. */
  69787. export interface IPlaneLike {
  69788. normal: IVector3Like;
  69789. d: float;
  69790. normalize(): void;
  69791. }
  69792. }
  69793. declare module BABYLON {
  69794. /**
  69795. * Interface used to define common properties for effect fallbacks
  69796. */
  69797. export interface IEffectFallbacks {
  69798. /**
  69799. * Removes the defines that should be removed when falling back.
  69800. * @param currentDefines defines the current define statements for the shader.
  69801. * @param effect defines the current effect we try to compile
  69802. * @returns The resulting defines with defines of the current rank removed.
  69803. */
  69804. reduce(currentDefines: string, effect: Effect): string;
  69805. /**
  69806. * Removes the fallback from the bound mesh.
  69807. */
  69808. unBindMesh(): void;
  69809. /**
  69810. * Checks to see if more fallbacks are still availible.
  69811. */
  69812. hasMoreFallbacks: boolean;
  69813. }
  69814. }
  69815. declare module BABYLON {
  69816. /**
  69817. * Class used to evalaute queries containing `and` and `or` operators
  69818. */
  69819. export class AndOrNotEvaluator {
  69820. /**
  69821. * Evaluate a query
  69822. * @param query defines the query to evaluate
  69823. * @param evaluateCallback defines the callback used to filter result
  69824. * @returns true if the query matches
  69825. */
  69826. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69827. private static _HandleParenthesisContent;
  69828. private static _SimplifyNegation;
  69829. }
  69830. }
  69831. declare module BABYLON {
  69832. /**
  69833. * Class used to store custom tags
  69834. */
  69835. export class Tags {
  69836. /**
  69837. * Adds support for tags on the given object
  69838. * @param obj defines the object to use
  69839. */
  69840. static EnableFor(obj: any): void;
  69841. /**
  69842. * Removes tags support
  69843. * @param obj defines the object to use
  69844. */
  69845. static DisableFor(obj: any): void;
  69846. /**
  69847. * Gets a boolean indicating if the given object has tags
  69848. * @param obj defines the object to use
  69849. * @returns a boolean
  69850. */
  69851. static HasTags(obj: any): boolean;
  69852. /**
  69853. * Gets the tags available on a given object
  69854. * @param obj defines the object to use
  69855. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69856. * @returns the tags
  69857. */
  69858. static GetTags(obj: any, asString?: boolean): any;
  69859. /**
  69860. * Adds tags to an object
  69861. * @param obj defines the object to use
  69862. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69863. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69864. */
  69865. static AddTagsTo(obj: any, tagsString: string): void;
  69866. /**
  69867. * @hidden
  69868. */
  69869. static _AddTagTo(obj: any, tag: string): void;
  69870. /**
  69871. * Removes specific tags from a specific object
  69872. * @param obj defines the object to use
  69873. * @param tagsString defines the tags to remove
  69874. */
  69875. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69876. /**
  69877. * @hidden
  69878. */
  69879. static _RemoveTagFrom(obj: any, tag: string): void;
  69880. /**
  69881. * Defines if tags hosted on an object match a given query
  69882. * @param obj defines the object to use
  69883. * @param tagsQuery defines the tag query
  69884. * @returns a boolean
  69885. */
  69886. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69887. }
  69888. }
  69889. declare module BABYLON {
  69890. /**
  69891. * Scalar computation library
  69892. */
  69893. export class Scalar {
  69894. /**
  69895. * Two pi constants convenient for computation.
  69896. */
  69897. static TwoPi: number;
  69898. /**
  69899. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69900. * @param a number
  69901. * @param b number
  69902. * @param epsilon (default = 1.401298E-45)
  69903. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69904. */
  69905. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69906. /**
  69907. * Returns a string : the upper case translation of the number i to hexadecimal.
  69908. * @param i number
  69909. * @returns the upper case translation of the number i to hexadecimal.
  69910. */
  69911. static ToHex(i: number): string;
  69912. /**
  69913. * Returns -1 if value is negative and +1 is value is positive.
  69914. * @param value the value
  69915. * @returns the value itself if it's equal to zero.
  69916. */
  69917. static Sign(value: number): number;
  69918. /**
  69919. * Returns the value itself if it's between min and max.
  69920. * Returns min if the value is lower than min.
  69921. * Returns max if the value is greater than max.
  69922. * @param value the value to clmap
  69923. * @param min the min value to clamp to (default: 0)
  69924. * @param max the max value to clamp to (default: 1)
  69925. * @returns the clamped value
  69926. */
  69927. static Clamp(value: number, min?: number, max?: number): number;
  69928. /**
  69929. * the log2 of value.
  69930. * @param value the value to compute log2 of
  69931. * @returns the log2 of value.
  69932. */
  69933. static Log2(value: number): number;
  69934. /**
  69935. * Loops the value, so that it is never larger than length and never smaller than 0.
  69936. *
  69937. * This is similar to the modulo operator but it works with floating point numbers.
  69938. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69939. * With t = 5 and length = 2.5, the result would be 0.0.
  69940. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69941. * @param value the value
  69942. * @param length the length
  69943. * @returns the looped value
  69944. */
  69945. static Repeat(value: number, length: number): number;
  69946. /**
  69947. * Normalize the value between 0.0 and 1.0 using min and max values
  69948. * @param value value to normalize
  69949. * @param min max to normalize between
  69950. * @param max min to normalize between
  69951. * @returns the normalized value
  69952. */
  69953. static Normalize(value: number, min: number, max: number): number;
  69954. /**
  69955. * Denormalize the value from 0.0 and 1.0 using min and max values
  69956. * @param normalized value to denormalize
  69957. * @param min max to denormalize between
  69958. * @param max min to denormalize between
  69959. * @returns the denormalized value
  69960. */
  69961. static Denormalize(normalized: number, min: number, max: number): number;
  69962. /**
  69963. * Calculates the shortest difference between two given angles given in degrees.
  69964. * @param current current angle in degrees
  69965. * @param target target angle in degrees
  69966. * @returns the delta
  69967. */
  69968. static DeltaAngle(current: number, target: number): number;
  69969. /**
  69970. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69971. * @param tx value
  69972. * @param length length
  69973. * @returns The returned value will move back and forth between 0 and length
  69974. */
  69975. static PingPong(tx: number, length: number): number;
  69976. /**
  69977. * Interpolates between min and max with smoothing at the limits.
  69978. *
  69979. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69980. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69981. * @param from from
  69982. * @param to to
  69983. * @param tx value
  69984. * @returns the smooth stepped value
  69985. */
  69986. static SmoothStep(from: number, to: number, tx: number): number;
  69987. /**
  69988. * Moves a value current towards target.
  69989. *
  69990. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69991. * Negative values of maxDelta pushes the value away from target.
  69992. * @param current current value
  69993. * @param target target value
  69994. * @param maxDelta max distance to move
  69995. * @returns resulting value
  69996. */
  69997. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69998. /**
  69999. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70000. *
  70001. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  70002. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  70003. * @param current current value
  70004. * @param target target value
  70005. * @param maxDelta max distance to move
  70006. * @returns resulting angle
  70007. */
  70008. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  70009. /**
  70010. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  70011. * @param start start value
  70012. * @param end target value
  70013. * @param amount amount to lerp between
  70014. * @returns the lerped value
  70015. */
  70016. static Lerp(start: number, end: number, amount: number): number;
  70017. /**
  70018. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  70019. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  70020. * @param start start value
  70021. * @param end target value
  70022. * @param amount amount to lerp between
  70023. * @returns the lerped value
  70024. */
  70025. static LerpAngle(start: number, end: number, amount: number): number;
  70026. /**
  70027. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  70028. * @param a start value
  70029. * @param b target value
  70030. * @param value value between a and b
  70031. * @returns the inverseLerp value
  70032. */
  70033. static InverseLerp(a: number, b: number, value: number): number;
  70034. /**
  70035. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  70036. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  70037. * @param value1 spline value
  70038. * @param tangent1 spline value
  70039. * @param value2 spline value
  70040. * @param tangent2 spline value
  70041. * @param amount input value
  70042. * @returns hermite result
  70043. */
  70044. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  70045. /**
  70046. * Returns a random float number between and min and max values
  70047. * @param min min value of random
  70048. * @param max max value of random
  70049. * @returns random value
  70050. */
  70051. static RandomRange(min: number, max: number): number;
  70052. /**
  70053. * This function returns percentage of a number in a given range.
  70054. *
  70055. * RangeToPercent(40,20,60) will return 0.5 (50%)
  70056. * RangeToPercent(34,0,100) will return 0.34 (34%)
  70057. * @param number to convert to percentage
  70058. * @param min min range
  70059. * @param max max range
  70060. * @returns the percentage
  70061. */
  70062. static RangeToPercent(number: number, min: number, max: number): number;
  70063. /**
  70064. * This function returns number that corresponds to the percentage in a given range.
  70065. *
  70066. * PercentToRange(0.34,0,100) will return 34.
  70067. * @param percent to convert to number
  70068. * @param min min range
  70069. * @param max max range
  70070. * @returns the number
  70071. */
  70072. static PercentToRange(percent: number, min: number, max: number): number;
  70073. /**
  70074. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  70075. * @param angle The angle to normalize in radian.
  70076. * @return The converted angle.
  70077. */
  70078. static NormalizeRadians(angle: number): number;
  70079. }
  70080. }
  70081. declare module BABYLON {
  70082. /**
  70083. * Constant used to convert a value to gamma space
  70084. * @ignorenaming
  70085. */
  70086. export const ToGammaSpace: number;
  70087. /**
  70088. * Constant used to convert a value to linear space
  70089. * @ignorenaming
  70090. */
  70091. export const ToLinearSpace = 2.2;
  70092. /**
  70093. * Constant used to define the minimal number value in Babylon.js
  70094. * @ignorenaming
  70095. */
  70096. let Epsilon: number;
  70097. }
  70098. declare module BABYLON {
  70099. /**
  70100. * Class used to represent a viewport on screen
  70101. */
  70102. export class Viewport {
  70103. /** viewport left coordinate */
  70104. x: number;
  70105. /** viewport top coordinate */
  70106. y: number;
  70107. /**viewport width */
  70108. width: number;
  70109. /** viewport height */
  70110. height: number;
  70111. /**
  70112. * Creates a Viewport object located at (x, y) and sized (width, height)
  70113. * @param x defines viewport left coordinate
  70114. * @param y defines viewport top coordinate
  70115. * @param width defines the viewport width
  70116. * @param height defines the viewport height
  70117. */
  70118. constructor(
  70119. /** viewport left coordinate */
  70120. x: number,
  70121. /** viewport top coordinate */
  70122. y: number,
  70123. /**viewport width */
  70124. width: number,
  70125. /** viewport height */
  70126. height: number);
  70127. /**
  70128. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  70129. * @param renderWidth defines the rendering width
  70130. * @param renderHeight defines the rendering height
  70131. * @returns a new Viewport
  70132. */
  70133. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  70134. /**
  70135. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  70136. * @param renderWidth defines the rendering width
  70137. * @param renderHeight defines the rendering height
  70138. * @param ref defines the target viewport
  70139. * @returns the current viewport
  70140. */
  70141. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  70142. /**
  70143. * Returns a new Viewport copied from the current one
  70144. * @returns a new Viewport
  70145. */
  70146. clone(): Viewport;
  70147. }
  70148. }
  70149. declare module BABYLON {
  70150. /**
  70151. * Class containing a set of static utilities functions for arrays.
  70152. */
  70153. export class ArrayTools {
  70154. /**
  70155. * Returns an array of the given size filled with element built from the given constructor and the paramters
  70156. * @param size the number of element to construct and put in the array
  70157. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  70158. * @returns a new array filled with new objects
  70159. */
  70160. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  70161. }
  70162. }
  70163. declare module BABYLON {
  70164. /**
  70165. * Class representing a vector containing 2 coordinates
  70166. */
  70167. export class Vector2 {
  70168. /** defines the first coordinate */
  70169. x: number;
  70170. /** defines the second coordinate */
  70171. y: number;
  70172. /**
  70173. * Creates a new Vector2 from the given x and y coordinates
  70174. * @param x defines the first coordinate
  70175. * @param y defines the second coordinate
  70176. */
  70177. constructor(
  70178. /** defines the first coordinate */
  70179. x?: number,
  70180. /** defines the second coordinate */
  70181. y?: number);
  70182. /**
  70183. * Gets a string with the Vector2 coordinates
  70184. * @returns a string with the Vector2 coordinates
  70185. */
  70186. toString(): string;
  70187. /**
  70188. * Gets class name
  70189. * @returns the string "Vector2"
  70190. */
  70191. getClassName(): string;
  70192. /**
  70193. * Gets current vector hash code
  70194. * @returns the Vector2 hash code as a number
  70195. */
  70196. getHashCode(): number;
  70197. /**
  70198. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  70199. * @param array defines the source array
  70200. * @param index defines the offset in source array
  70201. * @returns the current Vector2
  70202. */
  70203. toArray(array: FloatArray, index?: number): Vector2;
  70204. /**
  70205. * Copy the current vector to an array
  70206. * @returns a new array with 2 elements: the Vector2 coordinates.
  70207. */
  70208. asArray(): number[];
  70209. /**
  70210. * Sets the Vector2 coordinates with the given Vector2 coordinates
  70211. * @param source defines the source Vector2
  70212. * @returns the current updated Vector2
  70213. */
  70214. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  70215. /**
  70216. * Sets the Vector2 coordinates with the given floats
  70217. * @param x defines the first coordinate
  70218. * @param y defines the second coordinate
  70219. * @returns the current updated Vector2
  70220. */
  70221. copyFromFloats(x: number, y: number): Vector2;
  70222. /**
  70223. * Sets the Vector2 coordinates with the given floats
  70224. * @param x defines the first coordinate
  70225. * @param y defines the second coordinate
  70226. * @returns the current updated Vector2
  70227. */
  70228. set(x: number, y: number): Vector2;
  70229. /**
  70230. * Add another vector with the current one
  70231. * @param otherVector defines the other vector
  70232. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70233. */
  70234. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70235. /**
  70236. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70237. * @param otherVector defines the other vector
  70238. * @param result defines the target vector
  70239. * @returns the unmodified current Vector2
  70240. */
  70241. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70242. /**
  70243. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70244. * @param otherVector defines the other vector
  70245. * @returns the current updated Vector2
  70246. */
  70247. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70248. /**
  70249. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70250. * @param otherVector defines the other vector
  70251. * @returns a new Vector2
  70252. */
  70253. addVector3(otherVector: Vector3): Vector2;
  70254. /**
  70255. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70256. * @param otherVector defines the other vector
  70257. * @returns a new Vector2
  70258. */
  70259. subtract(otherVector: Vector2): Vector2;
  70260. /**
  70261. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70262. * @param otherVector defines the other vector
  70263. * @param result defines the target vector
  70264. * @returns the unmodified current Vector2
  70265. */
  70266. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70267. /**
  70268. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70269. * @param otherVector defines the other vector
  70270. * @returns the current updated Vector2
  70271. */
  70272. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70273. /**
  70274. * Multiplies in place the current Vector2 coordinates by the given ones
  70275. * @param otherVector defines the other vector
  70276. * @returns the current updated Vector2
  70277. */
  70278. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70279. /**
  70280. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70281. * @param otherVector defines the other vector
  70282. * @returns a new Vector2
  70283. */
  70284. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70285. /**
  70286. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70287. * @param otherVector defines the other vector
  70288. * @param result defines the target vector
  70289. * @returns the unmodified current Vector2
  70290. */
  70291. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70292. /**
  70293. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70294. * @param x defines the first coordinate
  70295. * @param y defines the second coordinate
  70296. * @returns a new Vector2
  70297. */
  70298. multiplyByFloats(x: number, y: number): Vector2;
  70299. /**
  70300. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70301. * @param otherVector defines the other vector
  70302. * @returns a new Vector2
  70303. */
  70304. divide(otherVector: Vector2): Vector2;
  70305. /**
  70306. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70307. * @param otherVector defines the other vector
  70308. * @param result defines the target vector
  70309. * @returns the unmodified current Vector2
  70310. */
  70311. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70312. /**
  70313. * Divides the current Vector2 coordinates by the given ones
  70314. * @param otherVector defines the other vector
  70315. * @returns the current updated Vector2
  70316. */
  70317. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70318. /**
  70319. * Gets a new Vector2 with current Vector2 negated coordinates
  70320. * @returns a new Vector2
  70321. */
  70322. negate(): Vector2;
  70323. /**
  70324. * Multiply the Vector2 coordinates by scale
  70325. * @param scale defines the scaling factor
  70326. * @returns the current updated Vector2
  70327. */
  70328. scaleInPlace(scale: number): Vector2;
  70329. /**
  70330. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70331. * @param scale defines the scaling factor
  70332. * @returns a new Vector2
  70333. */
  70334. scale(scale: number): Vector2;
  70335. /**
  70336. * Scale the current Vector2 values by a factor to a given Vector2
  70337. * @param scale defines the scale factor
  70338. * @param result defines the Vector2 object where to store the result
  70339. * @returns the unmodified current Vector2
  70340. */
  70341. scaleToRef(scale: number, result: Vector2): Vector2;
  70342. /**
  70343. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70344. * @param scale defines the scale factor
  70345. * @param result defines the Vector2 object where to store the result
  70346. * @returns the unmodified current Vector2
  70347. */
  70348. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70349. /**
  70350. * Gets a boolean if two vectors are equals
  70351. * @param otherVector defines the other vector
  70352. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70353. */
  70354. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70355. /**
  70356. * Gets a boolean if two vectors are equals (using an epsilon value)
  70357. * @param otherVector defines the other vector
  70358. * @param epsilon defines the minimal distance to consider equality
  70359. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70360. */
  70361. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70362. /**
  70363. * Gets a new Vector2 from current Vector2 floored values
  70364. * @returns a new Vector2
  70365. */
  70366. floor(): Vector2;
  70367. /**
  70368. * Gets a new Vector2 from current Vector2 floored values
  70369. * @returns a new Vector2
  70370. */
  70371. fract(): Vector2;
  70372. /**
  70373. * Gets the length of the vector
  70374. * @returns the vector length (float)
  70375. */
  70376. length(): number;
  70377. /**
  70378. * Gets the vector squared length
  70379. * @returns the vector squared length (float)
  70380. */
  70381. lengthSquared(): number;
  70382. /**
  70383. * Normalize the vector
  70384. * @returns the current updated Vector2
  70385. */
  70386. normalize(): Vector2;
  70387. /**
  70388. * Gets a new Vector2 copied from the Vector2
  70389. * @returns a new Vector2
  70390. */
  70391. clone(): Vector2;
  70392. /**
  70393. * Gets a new Vector2(0, 0)
  70394. * @returns a new Vector2
  70395. */
  70396. static Zero(): Vector2;
  70397. /**
  70398. * Gets a new Vector2(1, 1)
  70399. * @returns a new Vector2
  70400. */
  70401. static One(): Vector2;
  70402. /**
  70403. * Gets a new Vector2 set from the given index element of the given array
  70404. * @param array defines the data source
  70405. * @param offset defines the offset in the data source
  70406. * @returns a new Vector2
  70407. */
  70408. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70409. /**
  70410. * Sets "result" from the given index element of the given array
  70411. * @param array defines the data source
  70412. * @param offset defines the offset in the data source
  70413. * @param result defines the target vector
  70414. */
  70415. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70416. /**
  70417. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70418. * @param value1 defines 1st point of control
  70419. * @param value2 defines 2nd point of control
  70420. * @param value3 defines 3rd point of control
  70421. * @param value4 defines 4th point of control
  70422. * @param amount defines the interpolation factor
  70423. * @returns a new Vector2
  70424. */
  70425. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70426. /**
  70427. * 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".
  70428. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70429. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70430. * @param value defines the value to clamp
  70431. * @param min defines the lower limit
  70432. * @param max defines the upper limit
  70433. * @returns a new Vector2
  70434. */
  70435. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70436. /**
  70437. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70438. * @param value1 defines the 1st control point
  70439. * @param tangent1 defines the outgoing tangent
  70440. * @param value2 defines the 2nd control point
  70441. * @param tangent2 defines the incoming tangent
  70442. * @param amount defines the interpolation factor
  70443. * @returns a new Vector2
  70444. */
  70445. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70446. /**
  70447. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70448. * @param start defines the start vector
  70449. * @param end defines the end vector
  70450. * @param amount defines the interpolation factor
  70451. * @returns a new Vector2
  70452. */
  70453. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70454. /**
  70455. * Gets the dot product of the vector "left" and the vector "right"
  70456. * @param left defines first vector
  70457. * @param right defines second vector
  70458. * @returns the dot product (float)
  70459. */
  70460. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70461. /**
  70462. * Returns a new Vector2 equal to the normalized given vector
  70463. * @param vector defines the vector to normalize
  70464. * @returns a new Vector2
  70465. */
  70466. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70467. /**
  70468. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70469. * @param left defines 1st vector
  70470. * @param right defines 2nd vector
  70471. * @returns a new Vector2
  70472. */
  70473. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70474. /**
  70475. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70476. * @param left defines 1st vector
  70477. * @param right defines 2nd vector
  70478. * @returns a new Vector2
  70479. */
  70480. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70481. /**
  70482. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70483. * @param vector defines the vector to transform
  70484. * @param transformation defines the matrix to apply
  70485. * @returns a new Vector2
  70486. */
  70487. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70488. /**
  70489. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70490. * @param vector defines the vector to transform
  70491. * @param transformation defines the matrix to apply
  70492. * @param result defines the target vector
  70493. */
  70494. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70495. /**
  70496. * Determines if a given vector is included in a triangle
  70497. * @param p defines the vector to test
  70498. * @param p0 defines 1st triangle point
  70499. * @param p1 defines 2nd triangle point
  70500. * @param p2 defines 3rd triangle point
  70501. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70502. */
  70503. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70504. /**
  70505. * Gets the distance between the vectors "value1" and "value2"
  70506. * @param value1 defines first vector
  70507. * @param value2 defines second vector
  70508. * @returns the distance between vectors
  70509. */
  70510. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70511. /**
  70512. * Returns the squared distance between the vectors "value1" and "value2"
  70513. * @param value1 defines first vector
  70514. * @param value2 defines second vector
  70515. * @returns the squared distance between vectors
  70516. */
  70517. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70518. /**
  70519. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70520. * @param value1 defines first vector
  70521. * @param value2 defines second vector
  70522. * @returns a new Vector2
  70523. */
  70524. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70525. /**
  70526. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70527. * @param p defines the middle point
  70528. * @param segA defines one point of the segment
  70529. * @param segB defines the other point of the segment
  70530. * @returns the shortest distance
  70531. */
  70532. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70533. }
  70534. /**
  70535. * Classed used to store (x,y,z) vector representation
  70536. * A Vector3 is the main object used in 3D geometry
  70537. * It can represent etiher the coordinates of a point the space, either a direction
  70538. * Reminder: js uses a left handed forward facing system
  70539. */
  70540. export class Vector3 {
  70541. /**
  70542. * Defines the first coordinates (on X axis)
  70543. */
  70544. x: number;
  70545. /**
  70546. * Defines the second coordinates (on Y axis)
  70547. */
  70548. y: number;
  70549. /**
  70550. * Defines the third coordinates (on Z axis)
  70551. */
  70552. z: number;
  70553. private static _UpReadOnly;
  70554. private static _ZeroReadOnly;
  70555. /**
  70556. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70557. * @param x defines the first coordinates (on X axis)
  70558. * @param y defines the second coordinates (on Y axis)
  70559. * @param z defines the third coordinates (on Z axis)
  70560. */
  70561. constructor(
  70562. /**
  70563. * Defines the first coordinates (on X axis)
  70564. */
  70565. x?: number,
  70566. /**
  70567. * Defines the second coordinates (on Y axis)
  70568. */
  70569. y?: number,
  70570. /**
  70571. * Defines the third coordinates (on Z axis)
  70572. */
  70573. z?: number);
  70574. /**
  70575. * Creates a string representation of the Vector3
  70576. * @returns a string with the Vector3 coordinates.
  70577. */
  70578. toString(): string;
  70579. /**
  70580. * Gets the class name
  70581. * @returns the string "Vector3"
  70582. */
  70583. getClassName(): string;
  70584. /**
  70585. * Creates the Vector3 hash code
  70586. * @returns a number which tends to be unique between Vector3 instances
  70587. */
  70588. getHashCode(): number;
  70589. /**
  70590. * Creates an array containing three elements : the coordinates of the Vector3
  70591. * @returns a new array of numbers
  70592. */
  70593. asArray(): number[];
  70594. /**
  70595. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70596. * @param array defines the destination array
  70597. * @param index defines the offset in the destination array
  70598. * @returns the current Vector3
  70599. */
  70600. toArray(array: FloatArray, index?: number): Vector3;
  70601. /**
  70602. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70603. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70604. */
  70605. toQuaternion(): Quaternion;
  70606. /**
  70607. * Adds the given vector to the current Vector3
  70608. * @param otherVector defines the second operand
  70609. * @returns the current updated Vector3
  70610. */
  70611. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70612. /**
  70613. * Adds the given coordinates to the current Vector3
  70614. * @param x defines the x coordinate of the operand
  70615. * @param y defines the y coordinate of the operand
  70616. * @param z defines the z coordinate of the operand
  70617. * @returns the current updated Vector3
  70618. */
  70619. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70620. /**
  70621. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70622. * @param otherVector defines the second operand
  70623. * @returns the resulting Vector3
  70624. */
  70625. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70626. /**
  70627. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70628. * @param otherVector defines the second operand
  70629. * @param result defines the Vector3 object where to store the result
  70630. * @returns the current Vector3
  70631. */
  70632. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70633. /**
  70634. * Subtract the given vector from the current Vector3
  70635. * @param otherVector defines the second operand
  70636. * @returns the current updated Vector3
  70637. */
  70638. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70639. /**
  70640. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70641. * @param otherVector defines the second operand
  70642. * @returns the resulting Vector3
  70643. */
  70644. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70645. /**
  70646. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70647. * @param otherVector defines the second operand
  70648. * @param result defines the Vector3 object where to store the result
  70649. * @returns the current Vector3
  70650. */
  70651. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70652. /**
  70653. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70654. * @param x defines the x coordinate of the operand
  70655. * @param y defines the y coordinate of the operand
  70656. * @param z defines the z coordinate of the operand
  70657. * @returns the resulting Vector3
  70658. */
  70659. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70660. /**
  70661. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70662. * @param x defines the x coordinate of the operand
  70663. * @param y defines the y coordinate of the operand
  70664. * @param z defines the z coordinate of the operand
  70665. * @param result defines the Vector3 object where to store the result
  70666. * @returns the current Vector3
  70667. */
  70668. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70669. /**
  70670. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70671. * @returns a new Vector3
  70672. */
  70673. negate(): Vector3;
  70674. /**
  70675. * Multiplies the Vector3 coordinates by the float "scale"
  70676. * @param scale defines the multiplier factor
  70677. * @returns the current updated Vector3
  70678. */
  70679. scaleInPlace(scale: number): Vector3;
  70680. /**
  70681. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70682. * @param scale defines the multiplier factor
  70683. * @returns a new Vector3
  70684. */
  70685. scale(scale: number): Vector3;
  70686. /**
  70687. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70688. * @param scale defines the multiplier factor
  70689. * @param result defines the Vector3 object where to store the result
  70690. * @returns the current Vector3
  70691. */
  70692. scaleToRef(scale: number, result: Vector3): Vector3;
  70693. /**
  70694. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70695. * @param scale defines the scale factor
  70696. * @param result defines the Vector3 object where to store the result
  70697. * @returns the unmodified current Vector3
  70698. */
  70699. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70700. /**
  70701. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70702. * @param otherVector defines the second operand
  70703. * @returns true if both vectors are equals
  70704. */
  70705. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70706. /**
  70707. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70708. * @param otherVector defines the second operand
  70709. * @param epsilon defines the minimal distance to define values as equals
  70710. * @returns true if both vectors are distant less than epsilon
  70711. */
  70712. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70713. /**
  70714. * Returns true if the current Vector3 coordinates equals the given floats
  70715. * @param x defines the x coordinate of the operand
  70716. * @param y defines the y coordinate of the operand
  70717. * @param z defines the z coordinate of the operand
  70718. * @returns true if both vectors are equals
  70719. */
  70720. equalsToFloats(x: number, y: number, z: number): boolean;
  70721. /**
  70722. * Multiplies the current Vector3 coordinates by the given ones
  70723. * @param otherVector defines the second operand
  70724. * @returns the current updated Vector3
  70725. */
  70726. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70727. /**
  70728. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70729. * @param otherVector defines the second operand
  70730. * @returns the new Vector3
  70731. */
  70732. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70733. /**
  70734. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70735. * @param otherVector defines the second operand
  70736. * @param result defines the Vector3 object where to store the result
  70737. * @returns the current Vector3
  70738. */
  70739. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70740. /**
  70741. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70742. * @param x defines the x coordinate of the operand
  70743. * @param y defines the y coordinate of the operand
  70744. * @param z defines the z coordinate of the operand
  70745. * @returns the new Vector3
  70746. */
  70747. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70748. /**
  70749. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70750. * @param otherVector defines the second operand
  70751. * @returns the new Vector3
  70752. */
  70753. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70754. /**
  70755. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70756. * @param otherVector defines the second operand
  70757. * @param result defines the Vector3 object where to store the result
  70758. * @returns the current Vector3
  70759. */
  70760. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70761. /**
  70762. * Divides the current Vector3 coordinates by the given ones.
  70763. * @param otherVector defines the second operand
  70764. * @returns the current updated Vector3
  70765. */
  70766. divideInPlace(otherVector: Vector3): Vector3;
  70767. /**
  70768. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70769. * @param other defines the second operand
  70770. * @returns the current updated Vector3
  70771. */
  70772. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70773. /**
  70774. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70775. * @param other defines the second operand
  70776. * @returns the current updated Vector3
  70777. */
  70778. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70779. /**
  70780. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70781. * @param x defines the x coordinate of the operand
  70782. * @param y defines the y coordinate of the operand
  70783. * @param z defines the z coordinate of the operand
  70784. * @returns the current updated Vector3
  70785. */
  70786. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70787. /**
  70788. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70789. * @param x defines the x coordinate of the operand
  70790. * @param y defines the y coordinate of the operand
  70791. * @param z defines the z coordinate of the operand
  70792. * @returns the current updated Vector3
  70793. */
  70794. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70795. /**
  70796. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70797. * Check if is non uniform within a certain amount of decimal places to account for this
  70798. * @param epsilon the amount the values can differ
  70799. * @returns if the the vector is non uniform to a certain number of decimal places
  70800. */
  70801. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70802. /**
  70803. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70804. */
  70805. readonly isNonUniform: boolean;
  70806. /**
  70807. * Gets a new Vector3 from current Vector3 floored values
  70808. * @returns a new Vector3
  70809. */
  70810. floor(): Vector3;
  70811. /**
  70812. * Gets a new Vector3 from current Vector3 floored values
  70813. * @returns a new Vector3
  70814. */
  70815. fract(): Vector3;
  70816. /**
  70817. * Gets the length of the Vector3
  70818. * @returns the length of the Vector3
  70819. */
  70820. length(): number;
  70821. /**
  70822. * Gets the squared length of the Vector3
  70823. * @returns squared length of the Vector3
  70824. */
  70825. lengthSquared(): number;
  70826. /**
  70827. * Normalize the current Vector3.
  70828. * Please note that this is an in place operation.
  70829. * @returns the current updated Vector3
  70830. */
  70831. normalize(): Vector3;
  70832. /**
  70833. * Reorders the x y z properties of the vector in place
  70834. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70835. * @returns the current updated vector
  70836. */
  70837. reorderInPlace(order: string): this;
  70838. /**
  70839. * Rotates the vector around 0,0,0 by a quaternion
  70840. * @param quaternion the rotation quaternion
  70841. * @param result vector to store the result
  70842. * @returns the resulting vector
  70843. */
  70844. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70845. /**
  70846. * Rotates a vector around a given point
  70847. * @param quaternion the rotation quaternion
  70848. * @param point the point to rotate around
  70849. * @param result vector to store the result
  70850. * @returns the resulting vector
  70851. */
  70852. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70853. /**
  70854. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70855. * The cross product is then orthogonal to both current and "other"
  70856. * @param other defines the right operand
  70857. * @returns the cross product
  70858. */
  70859. cross(other: Vector3): Vector3;
  70860. /**
  70861. * Normalize the current Vector3 with the given input length.
  70862. * Please note that this is an in place operation.
  70863. * @param len the length of the vector
  70864. * @returns the current updated Vector3
  70865. */
  70866. normalizeFromLength(len: number): Vector3;
  70867. /**
  70868. * Normalize the current Vector3 to a new vector
  70869. * @returns the new Vector3
  70870. */
  70871. normalizeToNew(): Vector3;
  70872. /**
  70873. * Normalize the current Vector3 to the reference
  70874. * @param reference define the Vector3 to update
  70875. * @returns the updated Vector3
  70876. */
  70877. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70878. /**
  70879. * Creates a new Vector3 copied from the current Vector3
  70880. * @returns the new Vector3
  70881. */
  70882. clone(): Vector3;
  70883. /**
  70884. * Copies the given vector coordinates to the current Vector3 ones
  70885. * @param source defines the source Vector3
  70886. * @returns the current updated Vector3
  70887. */
  70888. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70889. /**
  70890. * Copies the given floats to the current Vector3 coordinates
  70891. * @param x defines the x coordinate of the operand
  70892. * @param y defines the y coordinate of the operand
  70893. * @param z defines the z coordinate of the operand
  70894. * @returns the current updated Vector3
  70895. */
  70896. copyFromFloats(x: number, y: number, z: number): Vector3;
  70897. /**
  70898. * Copies the given floats to the current Vector3 coordinates
  70899. * @param x defines the x coordinate of the operand
  70900. * @param y defines the y coordinate of the operand
  70901. * @param z defines the z coordinate of the operand
  70902. * @returns the current updated Vector3
  70903. */
  70904. set(x: number, y: number, z: number): Vector3;
  70905. /**
  70906. * Copies the given float to the current Vector3 coordinates
  70907. * @param v defines the x, y and z coordinates of the operand
  70908. * @returns the current updated Vector3
  70909. */
  70910. setAll(v: number): Vector3;
  70911. /**
  70912. * Get the clip factor between two vectors
  70913. * @param vector0 defines the first operand
  70914. * @param vector1 defines the second operand
  70915. * @param axis defines the axis to use
  70916. * @param size defines the size along the axis
  70917. * @returns the clip factor
  70918. */
  70919. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70920. /**
  70921. * Get angle between two vectors
  70922. * @param vector0 angle between vector0 and vector1
  70923. * @param vector1 angle between vector0 and vector1
  70924. * @param normal direction of the normal
  70925. * @return the angle between vector0 and vector1
  70926. */
  70927. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70928. /**
  70929. * Returns a new Vector3 set from the index "offset" of the given array
  70930. * @param array defines the source array
  70931. * @param offset defines the offset in the source array
  70932. * @returns the new Vector3
  70933. */
  70934. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70935. /**
  70936. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70937. * This function is deprecated. Use FromArray instead
  70938. * @param array defines the source array
  70939. * @param offset defines the offset in the source array
  70940. * @returns the new Vector3
  70941. */
  70942. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70943. /**
  70944. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70945. * @param array defines the source array
  70946. * @param offset defines the offset in the source array
  70947. * @param result defines the Vector3 where to store the result
  70948. */
  70949. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70950. /**
  70951. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70952. * This function is deprecated. Use FromArrayToRef instead.
  70953. * @param array defines the source array
  70954. * @param offset defines the offset in the source array
  70955. * @param result defines the Vector3 where to store the result
  70956. */
  70957. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70958. /**
  70959. * Sets the given vector "result" with the given floats.
  70960. * @param x defines the x coordinate of the source
  70961. * @param y defines the y coordinate of the source
  70962. * @param z defines the z coordinate of the source
  70963. * @param result defines the Vector3 where to store the result
  70964. */
  70965. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70966. /**
  70967. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70968. * @returns a new empty Vector3
  70969. */
  70970. static Zero(): Vector3;
  70971. /**
  70972. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70973. * @returns a new unit Vector3
  70974. */
  70975. static One(): Vector3;
  70976. /**
  70977. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70978. * @returns a new up Vector3
  70979. */
  70980. static Up(): Vector3;
  70981. /**
  70982. * Gets a up Vector3 that must not be updated
  70983. */
  70984. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70985. /**
  70986. * Gets a zero Vector3 that must not be updated
  70987. */
  70988. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70989. /**
  70990. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70991. * @returns a new down Vector3
  70992. */
  70993. static Down(): Vector3;
  70994. /**
  70995. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70996. * @returns a new forward Vector3
  70997. */
  70998. static Forward(): Vector3;
  70999. /**
  71000. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  71001. * @returns a new forward Vector3
  71002. */
  71003. static Backward(): Vector3;
  71004. /**
  71005. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  71006. * @returns a new right Vector3
  71007. */
  71008. static Right(): Vector3;
  71009. /**
  71010. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  71011. * @returns a new left Vector3
  71012. */
  71013. static Left(): Vector3;
  71014. /**
  71015. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  71016. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71017. * @param vector defines the Vector3 to transform
  71018. * @param transformation defines the transformation matrix
  71019. * @returns the transformed Vector3
  71020. */
  71021. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71022. /**
  71023. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  71024. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  71025. * @param vector defines the Vector3 to transform
  71026. * @param transformation defines the transformation matrix
  71027. * @param result defines the Vector3 where to store the result
  71028. */
  71029. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71030. /**
  71031. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  71032. * This method computes tranformed coordinates only, not transformed direction vectors
  71033. * @param x define the x coordinate of the source vector
  71034. * @param y define the y coordinate of the source vector
  71035. * @param z define the z coordinate of the source vector
  71036. * @param transformation defines the transformation matrix
  71037. * @param result defines the Vector3 where to store the result
  71038. */
  71039. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71040. /**
  71041. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  71042. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71043. * @param vector defines the Vector3 to transform
  71044. * @param transformation defines the transformation matrix
  71045. * @returns the new Vector3
  71046. */
  71047. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  71048. /**
  71049. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  71050. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71051. * @param vector defines the Vector3 to transform
  71052. * @param transformation defines the transformation matrix
  71053. * @param result defines the Vector3 where to store the result
  71054. */
  71055. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71056. /**
  71057. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  71058. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  71059. * @param x define the x coordinate of the source vector
  71060. * @param y define the y coordinate of the source vector
  71061. * @param z define the z coordinate of the source vector
  71062. * @param transformation defines the transformation matrix
  71063. * @param result defines the Vector3 where to store the result
  71064. */
  71065. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  71066. /**
  71067. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  71068. * @param value1 defines the first control point
  71069. * @param value2 defines the second control point
  71070. * @param value3 defines the third control point
  71071. * @param value4 defines the fourth control point
  71072. * @param amount defines the amount on the spline to use
  71073. * @returns the new Vector3
  71074. */
  71075. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  71076. /**
  71077. * 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"
  71078. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71079. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71080. * @param value defines the current value
  71081. * @param min defines the lower range value
  71082. * @param max defines the upper range value
  71083. * @returns the new Vector3
  71084. */
  71085. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  71086. /**
  71087. * 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"
  71088. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  71089. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  71090. * @param value defines the current value
  71091. * @param min defines the lower range value
  71092. * @param max defines the upper range value
  71093. * @param result defines the Vector3 where to store the result
  71094. */
  71095. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  71096. /**
  71097. * Checks if a given vector is inside a specific range
  71098. * @param v defines the vector to test
  71099. * @param min defines the minimum range
  71100. * @param max defines the maximum range
  71101. */
  71102. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  71103. /**
  71104. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  71105. * @param value1 defines the first control point
  71106. * @param tangent1 defines the first tangent vector
  71107. * @param value2 defines the second control point
  71108. * @param tangent2 defines the second tangent vector
  71109. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  71110. * @returns the new Vector3
  71111. */
  71112. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  71113. /**
  71114. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  71115. * @param start defines the start value
  71116. * @param end defines the end value
  71117. * @param amount max defines amount between both (between 0 and 1)
  71118. * @returns the new Vector3
  71119. */
  71120. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  71121. /**
  71122. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  71123. * @param start defines the start value
  71124. * @param end defines the end value
  71125. * @param amount max defines amount between both (between 0 and 1)
  71126. * @param result defines the Vector3 where to store the result
  71127. */
  71128. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  71129. /**
  71130. * Returns the dot product (float) between the vectors "left" and "right"
  71131. * @param left defines the left operand
  71132. * @param right defines the right operand
  71133. * @returns the dot product
  71134. */
  71135. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  71136. /**
  71137. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  71138. * The cross product is then orthogonal to both "left" and "right"
  71139. * @param left defines the left operand
  71140. * @param right defines the right operand
  71141. * @returns the cross product
  71142. */
  71143. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71144. /**
  71145. * Sets the given vector "result" with the cross product of "left" and "right"
  71146. * The cross product is then orthogonal to both "left" and "right"
  71147. * @param left defines the left operand
  71148. * @param right defines the right operand
  71149. * @param result defines the Vector3 where to store the result
  71150. */
  71151. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  71152. /**
  71153. * Returns a new Vector3 as the normalization of the given vector
  71154. * @param vector defines the Vector3 to normalize
  71155. * @returns the new Vector3
  71156. */
  71157. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  71158. /**
  71159. * Sets the given vector "result" with the normalization of the given first vector
  71160. * @param vector defines the Vector3 to normalize
  71161. * @param result defines the Vector3 where to store the result
  71162. */
  71163. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  71164. /**
  71165. * Project a Vector3 onto screen space
  71166. * @param vector defines the Vector3 to project
  71167. * @param world defines the world matrix to use
  71168. * @param transform defines the transform (view x projection) matrix to use
  71169. * @param viewport defines the screen viewport to use
  71170. * @returns the new Vector3
  71171. */
  71172. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  71173. /** @hidden */
  71174. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  71175. /**
  71176. * Unproject from screen space to object space
  71177. * @param source defines the screen space Vector3 to use
  71178. * @param viewportWidth defines the current width of the viewport
  71179. * @param viewportHeight defines the current height of the viewport
  71180. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71181. * @param transform defines the transform (view x projection) matrix to use
  71182. * @returns the new Vector3
  71183. */
  71184. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  71185. /**
  71186. * Unproject from screen space to object space
  71187. * @param source defines the screen space Vector3 to use
  71188. * @param viewportWidth defines the current width of the viewport
  71189. * @param viewportHeight defines the current height of the viewport
  71190. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71191. * @param view defines the view matrix to use
  71192. * @param projection defines the projection matrix to use
  71193. * @returns the new Vector3
  71194. */
  71195. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  71196. /**
  71197. * Unproject from screen space to object space
  71198. * @param source defines the screen space Vector3 to use
  71199. * @param viewportWidth defines the current width of the viewport
  71200. * @param viewportHeight defines the current height of the viewport
  71201. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71202. * @param view defines the view matrix to use
  71203. * @param projection defines the projection matrix to use
  71204. * @param result defines the Vector3 where to store the result
  71205. */
  71206. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71207. /**
  71208. * Unproject from screen space to object space
  71209. * @param sourceX defines the screen space x coordinate to use
  71210. * @param sourceY defines the screen space y coordinate to use
  71211. * @param sourceZ defines the screen space z coordinate to use
  71212. * @param viewportWidth defines the current width of the viewport
  71213. * @param viewportHeight defines the current height of the viewport
  71214. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  71215. * @param view defines the view matrix to use
  71216. * @param projection defines the projection matrix to use
  71217. * @param result defines the Vector3 where to store the result
  71218. */
  71219. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  71220. /**
  71221. * Gets the minimal coordinate values between two Vector3
  71222. * @param left defines the first operand
  71223. * @param right defines the second operand
  71224. * @returns the new Vector3
  71225. */
  71226. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71227. /**
  71228. * Gets the maximal coordinate values between two Vector3
  71229. * @param left defines the first operand
  71230. * @param right defines the second operand
  71231. * @returns the new Vector3
  71232. */
  71233. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71234. /**
  71235. * Returns the distance between the vectors "value1" and "value2"
  71236. * @param value1 defines the first operand
  71237. * @param value2 defines the second operand
  71238. * @returns the distance
  71239. */
  71240. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71241. /**
  71242. * Returns the squared distance between the vectors "value1" and "value2"
  71243. * @param value1 defines the first operand
  71244. * @param value2 defines the second operand
  71245. * @returns the squared distance
  71246. */
  71247. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71248. /**
  71249. * Returns a new Vector3 located at the center between "value1" and "value2"
  71250. * @param value1 defines the first operand
  71251. * @param value2 defines the second operand
  71252. * @returns the new Vector3
  71253. */
  71254. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71255. /**
  71256. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71257. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71258. * to something in order to rotate it from its local system to the given target system
  71259. * Note: axis1, axis2 and axis3 are normalized during this operation
  71260. * @param axis1 defines the first axis
  71261. * @param axis2 defines the second axis
  71262. * @param axis3 defines the third axis
  71263. * @returns a new Vector3
  71264. */
  71265. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71266. /**
  71267. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71268. * @param axis1 defines the first axis
  71269. * @param axis2 defines the second axis
  71270. * @param axis3 defines the third axis
  71271. * @param ref defines the Vector3 where to store the result
  71272. */
  71273. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71274. }
  71275. /**
  71276. * Vector4 class created for EulerAngle class conversion to Quaternion
  71277. */
  71278. export class Vector4 {
  71279. /** x value of the vector */
  71280. x: number;
  71281. /** y value of the vector */
  71282. y: number;
  71283. /** z value of the vector */
  71284. z: number;
  71285. /** w value of the vector */
  71286. w: number;
  71287. /**
  71288. * Creates a Vector4 object from the given floats.
  71289. * @param x x value of the vector
  71290. * @param y y value of the vector
  71291. * @param z z value of the vector
  71292. * @param w w value of the vector
  71293. */
  71294. constructor(
  71295. /** x value of the vector */
  71296. x: number,
  71297. /** y value of the vector */
  71298. y: number,
  71299. /** z value of the vector */
  71300. z: number,
  71301. /** w value of the vector */
  71302. w: number);
  71303. /**
  71304. * Returns the string with the Vector4 coordinates.
  71305. * @returns a string containing all the vector values
  71306. */
  71307. toString(): string;
  71308. /**
  71309. * Returns the string "Vector4".
  71310. * @returns "Vector4"
  71311. */
  71312. getClassName(): string;
  71313. /**
  71314. * Returns the Vector4 hash code.
  71315. * @returns a unique hash code
  71316. */
  71317. getHashCode(): number;
  71318. /**
  71319. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71320. * @returns the resulting array
  71321. */
  71322. asArray(): number[];
  71323. /**
  71324. * Populates the given array from the given index with the Vector4 coordinates.
  71325. * @param array array to populate
  71326. * @param index index of the array to start at (default: 0)
  71327. * @returns the Vector4.
  71328. */
  71329. toArray(array: FloatArray, index?: number): Vector4;
  71330. /**
  71331. * Adds the given vector to the current Vector4.
  71332. * @param otherVector the vector to add
  71333. * @returns the updated Vector4.
  71334. */
  71335. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71336. /**
  71337. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71338. * @param otherVector the vector to add
  71339. * @returns the resulting vector
  71340. */
  71341. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71342. /**
  71343. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71344. * @param otherVector the vector to add
  71345. * @param result the vector to store the result
  71346. * @returns the current Vector4.
  71347. */
  71348. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71349. /**
  71350. * Subtract in place the given vector from the current Vector4.
  71351. * @param otherVector the vector to subtract
  71352. * @returns the updated Vector4.
  71353. */
  71354. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71355. /**
  71356. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71357. * @param otherVector the vector to add
  71358. * @returns the new vector with the result
  71359. */
  71360. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71361. /**
  71362. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71363. * @param otherVector the vector to subtract
  71364. * @param result the vector to store the result
  71365. * @returns the current Vector4.
  71366. */
  71367. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71368. /**
  71369. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71370. */
  71371. /**
  71372. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71373. * @param x value to subtract
  71374. * @param y value to subtract
  71375. * @param z value to subtract
  71376. * @param w value to subtract
  71377. * @returns new vector containing the result
  71378. */
  71379. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71380. /**
  71381. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71382. * @param x value to subtract
  71383. * @param y value to subtract
  71384. * @param z value to subtract
  71385. * @param w value to subtract
  71386. * @param result the vector to store the result in
  71387. * @returns the current Vector4.
  71388. */
  71389. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71390. /**
  71391. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71392. * @returns a new vector with the negated values
  71393. */
  71394. negate(): Vector4;
  71395. /**
  71396. * Multiplies the current Vector4 coordinates by scale (float).
  71397. * @param scale the number to scale with
  71398. * @returns the updated Vector4.
  71399. */
  71400. scaleInPlace(scale: number): Vector4;
  71401. /**
  71402. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71403. * @param scale the number to scale with
  71404. * @returns a new vector with the result
  71405. */
  71406. scale(scale: number): Vector4;
  71407. /**
  71408. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71409. * @param scale the number to scale with
  71410. * @param result a vector to store the result in
  71411. * @returns the current Vector4.
  71412. */
  71413. scaleToRef(scale: number, result: Vector4): Vector4;
  71414. /**
  71415. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71416. * @param scale defines the scale factor
  71417. * @param result defines the Vector4 object where to store the result
  71418. * @returns the unmodified current Vector4
  71419. */
  71420. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71421. /**
  71422. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71423. * @param otherVector the vector to compare against
  71424. * @returns true if they are equal
  71425. */
  71426. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71427. /**
  71428. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71429. * @param otherVector vector to compare against
  71430. * @param epsilon (Default: very small number)
  71431. * @returns true if they are equal
  71432. */
  71433. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71434. /**
  71435. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71436. * @param x x value to compare against
  71437. * @param y y value to compare against
  71438. * @param z z value to compare against
  71439. * @param w w value to compare against
  71440. * @returns true if equal
  71441. */
  71442. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71443. /**
  71444. * Multiplies in place the current Vector4 by the given one.
  71445. * @param otherVector vector to multiple with
  71446. * @returns the updated Vector4.
  71447. */
  71448. multiplyInPlace(otherVector: Vector4): Vector4;
  71449. /**
  71450. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71451. * @param otherVector vector to multiple with
  71452. * @returns resulting new vector
  71453. */
  71454. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71455. /**
  71456. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71457. * @param otherVector vector to multiple with
  71458. * @param result vector to store the result
  71459. * @returns the current Vector4.
  71460. */
  71461. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71462. /**
  71463. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71464. * @param x x value multiply with
  71465. * @param y y value multiply with
  71466. * @param z z value multiply with
  71467. * @param w w value multiply with
  71468. * @returns resulting new vector
  71469. */
  71470. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71471. /**
  71472. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71473. * @param otherVector vector to devide with
  71474. * @returns resulting new vector
  71475. */
  71476. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71477. /**
  71478. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71479. * @param otherVector vector to devide with
  71480. * @param result vector to store the result
  71481. * @returns the current Vector4.
  71482. */
  71483. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71484. /**
  71485. * Divides the current Vector3 coordinates by the given ones.
  71486. * @param otherVector vector to devide with
  71487. * @returns the updated Vector3.
  71488. */
  71489. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71490. /**
  71491. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71492. * @param other defines the second operand
  71493. * @returns the current updated Vector4
  71494. */
  71495. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71496. /**
  71497. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71498. * @param other defines the second operand
  71499. * @returns the current updated Vector4
  71500. */
  71501. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71502. /**
  71503. * Gets a new Vector4 from current Vector4 floored values
  71504. * @returns a new Vector4
  71505. */
  71506. floor(): Vector4;
  71507. /**
  71508. * Gets a new Vector4 from current Vector3 floored values
  71509. * @returns a new Vector4
  71510. */
  71511. fract(): Vector4;
  71512. /**
  71513. * Returns the Vector4 length (float).
  71514. * @returns the length
  71515. */
  71516. length(): number;
  71517. /**
  71518. * Returns the Vector4 squared length (float).
  71519. * @returns the length squared
  71520. */
  71521. lengthSquared(): number;
  71522. /**
  71523. * Normalizes in place the Vector4.
  71524. * @returns the updated Vector4.
  71525. */
  71526. normalize(): Vector4;
  71527. /**
  71528. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71529. * @returns this converted to a new vector3
  71530. */
  71531. toVector3(): Vector3;
  71532. /**
  71533. * Returns a new Vector4 copied from the current one.
  71534. * @returns the new cloned vector
  71535. */
  71536. clone(): Vector4;
  71537. /**
  71538. * Updates the current Vector4 with the given one coordinates.
  71539. * @param source the source vector to copy from
  71540. * @returns the updated Vector4.
  71541. */
  71542. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71543. /**
  71544. * Updates the current Vector4 coordinates with the given floats.
  71545. * @param x float to copy from
  71546. * @param y float to copy from
  71547. * @param z float to copy from
  71548. * @param w float to copy from
  71549. * @returns the updated Vector4.
  71550. */
  71551. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71552. /**
  71553. * Updates the current Vector4 coordinates with the given floats.
  71554. * @param x float to set from
  71555. * @param y float to set from
  71556. * @param z float to set from
  71557. * @param w float to set from
  71558. * @returns the updated Vector4.
  71559. */
  71560. set(x: number, y: number, z: number, w: number): Vector4;
  71561. /**
  71562. * Copies the given float to the current Vector3 coordinates
  71563. * @param v defines the x, y, z and w coordinates of the operand
  71564. * @returns the current updated Vector3
  71565. */
  71566. setAll(v: number): Vector4;
  71567. /**
  71568. * Returns a new Vector4 set from the starting index of the given array.
  71569. * @param array the array to pull values from
  71570. * @param offset the offset into the array to start at
  71571. * @returns the new vector
  71572. */
  71573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71574. /**
  71575. * Updates the given vector "result" from the starting index of the given array.
  71576. * @param array the array to pull values from
  71577. * @param offset the offset into the array to start at
  71578. * @param result the vector to store the result in
  71579. */
  71580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71581. /**
  71582. * Updates the given vector "result" from the starting index of the given Float32Array.
  71583. * @param array the array to pull values from
  71584. * @param offset the offset into the array to start at
  71585. * @param result the vector to store the result in
  71586. */
  71587. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71588. /**
  71589. * Updates the given vector "result" coordinates from the given floats.
  71590. * @param x float to set from
  71591. * @param y float to set from
  71592. * @param z float to set from
  71593. * @param w float to set from
  71594. * @param result the vector to the floats in
  71595. */
  71596. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71597. /**
  71598. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71599. * @returns the new vector
  71600. */
  71601. static Zero(): Vector4;
  71602. /**
  71603. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71604. * @returns the new vector
  71605. */
  71606. static One(): Vector4;
  71607. /**
  71608. * Returns a new normalized Vector4 from the given one.
  71609. * @param vector the vector to normalize
  71610. * @returns the vector
  71611. */
  71612. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71613. /**
  71614. * Updates the given vector "result" from the normalization of the given one.
  71615. * @param vector the vector to normalize
  71616. * @param result the vector to store the result in
  71617. */
  71618. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71619. /**
  71620. * Returns a vector with the minimum values from the left and right vectors
  71621. * @param left left vector to minimize
  71622. * @param right right vector to minimize
  71623. * @returns a new vector with the minimum of the left and right vector values
  71624. */
  71625. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71626. /**
  71627. * Returns a vector with the maximum values from the left and right vectors
  71628. * @param left left vector to maximize
  71629. * @param right right vector to maximize
  71630. * @returns a new vector with the maximum of the left and right vector values
  71631. */
  71632. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71633. /**
  71634. * Returns the distance (float) between the vectors "value1" and "value2".
  71635. * @param value1 value to calulate the distance between
  71636. * @param value2 value to calulate the distance between
  71637. * @return the distance between the two vectors
  71638. */
  71639. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71640. /**
  71641. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71642. * @param value1 value to calulate the distance between
  71643. * @param value2 value to calulate the distance between
  71644. * @return the distance between the two vectors squared
  71645. */
  71646. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71647. /**
  71648. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71649. * @param value1 value to calulate the center between
  71650. * @param value2 value to calulate the center between
  71651. * @return the center between the two vectors
  71652. */
  71653. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71654. /**
  71655. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71656. * This methods computes transformed normalized direction vectors only.
  71657. * @param vector the vector to transform
  71658. * @param transformation the transformation matrix to apply
  71659. * @returns the new vector
  71660. */
  71661. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71662. /**
  71663. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71664. * This methods computes transformed normalized direction vectors only.
  71665. * @param vector the vector to transform
  71666. * @param transformation the transformation matrix to apply
  71667. * @param result the vector to store the result in
  71668. */
  71669. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71670. /**
  71671. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71672. * This methods computes transformed normalized direction vectors only.
  71673. * @param x value to transform
  71674. * @param y value to transform
  71675. * @param z value to transform
  71676. * @param w value to transform
  71677. * @param transformation the transformation matrix to apply
  71678. * @param result the vector to store the results in
  71679. */
  71680. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71681. /**
  71682. * Creates a new Vector4 from a Vector3
  71683. * @param source defines the source data
  71684. * @param w defines the 4th component (default is 0)
  71685. * @returns a new Vector4
  71686. */
  71687. static FromVector3(source: Vector3, w?: number): Vector4;
  71688. }
  71689. /**
  71690. * Class used to store quaternion data
  71691. * @see https://en.wikipedia.org/wiki/Quaternion
  71692. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71693. */
  71694. export class Quaternion {
  71695. /** defines the first component (0 by default) */
  71696. x: number;
  71697. /** defines the second component (0 by default) */
  71698. y: number;
  71699. /** defines the third component (0 by default) */
  71700. z: number;
  71701. /** defines the fourth component (1.0 by default) */
  71702. w: number;
  71703. /**
  71704. * Creates a new Quaternion from the given floats
  71705. * @param x defines the first component (0 by default)
  71706. * @param y defines the second component (0 by default)
  71707. * @param z defines the third component (0 by default)
  71708. * @param w defines the fourth component (1.0 by default)
  71709. */
  71710. constructor(
  71711. /** defines the first component (0 by default) */
  71712. x?: number,
  71713. /** defines the second component (0 by default) */
  71714. y?: number,
  71715. /** defines the third component (0 by default) */
  71716. z?: number,
  71717. /** defines the fourth component (1.0 by default) */
  71718. w?: number);
  71719. /**
  71720. * Gets a string representation for the current quaternion
  71721. * @returns a string with the Quaternion coordinates
  71722. */
  71723. toString(): string;
  71724. /**
  71725. * Gets the class name of the quaternion
  71726. * @returns the string "Quaternion"
  71727. */
  71728. getClassName(): string;
  71729. /**
  71730. * Gets a hash code for this quaternion
  71731. * @returns the quaternion hash code
  71732. */
  71733. getHashCode(): number;
  71734. /**
  71735. * Copy the quaternion to an array
  71736. * @returns a new array populated with 4 elements from the quaternion coordinates
  71737. */
  71738. asArray(): number[];
  71739. /**
  71740. * Check if two quaternions are equals
  71741. * @param otherQuaternion defines the second operand
  71742. * @return true if the current quaternion and the given one coordinates are strictly equals
  71743. */
  71744. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71745. /**
  71746. * Clone the current quaternion
  71747. * @returns a new quaternion copied from the current one
  71748. */
  71749. clone(): Quaternion;
  71750. /**
  71751. * Copy a quaternion to the current one
  71752. * @param other defines the other quaternion
  71753. * @returns the updated current quaternion
  71754. */
  71755. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71756. /**
  71757. * Updates the current quaternion with the given float coordinates
  71758. * @param x defines the x coordinate
  71759. * @param y defines the y coordinate
  71760. * @param z defines the z coordinate
  71761. * @param w defines the w coordinate
  71762. * @returns the updated current quaternion
  71763. */
  71764. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71765. /**
  71766. * Updates the current quaternion from the given float coordinates
  71767. * @param x defines the x coordinate
  71768. * @param y defines the y coordinate
  71769. * @param z defines the z coordinate
  71770. * @param w defines the w coordinate
  71771. * @returns the updated current quaternion
  71772. */
  71773. set(x: number, y: number, z: number, w: number): Quaternion;
  71774. /**
  71775. * Adds two quaternions
  71776. * @param other defines the second operand
  71777. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71778. */
  71779. add(other: DeepImmutable<Quaternion>): Quaternion;
  71780. /**
  71781. * Add a quaternion to the current one
  71782. * @param other defines the quaternion to add
  71783. * @returns the current quaternion
  71784. */
  71785. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71786. /**
  71787. * Subtract two quaternions
  71788. * @param other defines the second operand
  71789. * @returns a new quaternion as the subtraction result of the given one from the current one
  71790. */
  71791. subtract(other: Quaternion): Quaternion;
  71792. /**
  71793. * Multiplies the current quaternion by a scale factor
  71794. * @param value defines the scale factor
  71795. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71796. */
  71797. scale(value: number): Quaternion;
  71798. /**
  71799. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71800. * @param scale defines the scale factor
  71801. * @param result defines the Quaternion object where to store the result
  71802. * @returns the unmodified current quaternion
  71803. */
  71804. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71805. /**
  71806. * Multiplies in place the current quaternion by a scale factor
  71807. * @param value defines the scale factor
  71808. * @returns the current modified quaternion
  71809. */
  71810. scaleInPlace(value: number): Quaternion;
  71811. /**
  71812. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71813. * @param scale defines the scale factor
  71814. * @param result defines the Quaternion object where to store the result
  71815. * @returns the unmodified current quaternion
  71816. */
  71817. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71818. /**
  71819. * Multiplies two quaternions
  71820. * @param q1 defines the second operand
  71821. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71822. */
  71823. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71824. /**
  71825. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71826. * @param q1 defines the second operand
  71827. * @param result defines the target quaternion
  71828. * @returns the current quaternion
  71829. */
  71830. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71831. /**
  71832. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71833. * @param q1 defines the second operand
  71834. * @returns the currentupdated quaternion
  71835. */
  71836. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71837. /**
  71838. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71839. * @param ref defines the target quaternion
  71840. * @returns the current quaternion
  71841. */
  71842. conjugateToRef(ref: Quaternion): Quaternion;
  71843. /**
  71844. * Conjugates in place (1-q) the current quaternion
  71845. * @returns the current updated quaternion
  71846. */
  71847. conjugateInPlace(): Quaternion;
  71848. /**
  71849. * Conjugates in place (1-q) the current quaternion
  71850. * @returns a new quaternion
  71851. */
  71852. conjugate(): Quaternion;
  71853. /**
  71854. * Gets length of current quaternion
  71855. * @returns the quaternion length (float)
  71856. */
  71857. length(): number;
  71858. /**
  71859. * Normalize in place the current quaternion
  71860. * @returns the current updated quaternion
  71861. */
  71862. normalize(): Quaternion;
  71863. /**
  71864. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71865. * @param order is a reserved parameter and is ignore for now
  71866. * @returns a new Vector3 containing the Euler angles
  71867. */
  71868. toEulerAngles(order?: string): Vector3;
  71869. /**
  71870. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71871. * @param result defines the vector which will be filled with the Euler angles
  71872. * @param order is a reserved parameter and is ignore for now
  71873. * @returns the current unchanged quaternion
  71874. */
  71875. toEulerAnglesToRef(result: Vector3): Quaternion;
  71876. /**
  71877. * Updates the given rotation matrix with the current quaternion values
  71878. * @param result defines the target matrix
  71879. * @returns the current unchanged quaternion
  71880. */
  71881. toRotationMatrix(result: Matrix): Quaternion;
  71882. /**
  71883. * Updates the current quaternion from the given rotation matrix values
  71884. * @param matrix defines the source matrix
  71885. * @returns the current updated quaternion
  71886. */
  71887. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71888. /**
  71889. * Creates a new quaternion from a rotation matrix
  71890. * @param matrix defines the source matrix
  71891. * @returns a new quaternion created from the given rotation matrix values
  71892. */
  71893. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71894. /**
  71895. * Updates the given quaternion with the given rotation matrix values
  71896. * @param matrix defines the source matrix
  71897. * @param result defines the target quaternion
  71898. */
  71899. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71900. /**
  71901. * Returns the dot product (float) between the quaternions "left" and "right"
  71902. * @param left defines the left operand
  71903. * @param right defines the right operand
  71904. * @returns the dot product
  71905. */
  71906. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71907. /**
  71908. * Checks if the two quaternions are close to each other
  71909. * @param quat0 defines the first quaternion to check
  71910. * @param quat1 defines the second quaternion to check
  71911. * @returns true if the two quaternions are close to each other
  71912. */
  71913. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71914. /**
  71915. * Creates an empty quaternion
  71916. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71917. */
  71918. static Zero(): Quaternion;
  71919. /**
  71920. * Inverse a given quaternion
  71921. * @param q defines the source quaternion
  71922. * @returns a new quaternion as the inverted current quaternion
  71923. */
  71924. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71925. /**
  71926. * Inverse a given quaternion
  71927. * @param q defines the source quaternion
  71928. * @param result the quaternion the result will be stored in
  71929. * @returns the result quaternion
  71930. */
  71931. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71932. /**
  71933. * Creates an identity quaternion
  71934. * @returns the identity quaternion
  71935. */
  71936. static Identity(): Quaternion;
  71937. /**
  71938. * Gets a boolean indicating if the given quaternion is identity
  71939. * @param quaternion defines the quaternion to check
  71940. * @returns true if the quaternion is identity
  71941. */
  71942. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71943. /**
  71944. * Creates a quaternion from a rotation around an axis
  71945. * @param axis defines the axis to use
  71946. * @param angle defines the angle to use
  71947. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71948. */
  71949. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71950. /**
  71951. * Creates a rotation around an axis and stores it into the given quaternion
  71952. * @param axis defines the axis to use
  71953. * @param angle defines the angle to use
  71954. * @param result defines the target quaternion
  71955. * @returns the target quaternion
  71956. */
  71957. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71958. /**
  71959. * Creates a new quaternion from data stored into an array
  71960. * @param array defines the data source
  71961. * @param offset defines the offset in the source array where the data starts
  71962. * @returns a new quaternion
  71963. */
  71964. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71965. /**
  71966. * Create a quaternion from Euler rotation angles
  71967. * @param x Pitch
  71968. * @param y Yaw
  71969. * @param z Roll
  71970. * @returns the new Quaternion
  71971. */
  71972. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71973. /**
  71974. * Updates a quaternion from Euler rotation angles
  71975. * @param x Pitch
  71976. * @param y Yaw
  71977. * @param z Roll
  71978. * @param result the quaternion to store the result
  71979. * @returns the updated quaternion
  71980. */
  71981. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71982. /**
  71983. * Create a quaternion from Euler rotation vector
  71984. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71985. * @returns the new Quaternion
  71986. */
  71987. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71988. /**
  71989. * Updates a quaternion from Euler rotation vector
  71990. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71991. * @param result the quaternion to store the result
  71992. * @returns the updated quaternion
  71993. */
  71994. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71995. /**
  71996. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71997. * @param yaw defines the rotation around Y axis
  71998. * @param pitch defines the rotation around X axis
  71999. * @param roll defines the rotation around Z axis
  72000. * @returns the new quaternion
  72001. */
  72002. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  72003. /**
  72004. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  72005. * @param yaw defines the rotation around Y axis
  72006. * @param pitch defines the rotation around X axis
  72007. * @param roll defines the rotation around Z axis
  72008. * @param result defines the target quaternion
  72009. */
  72010. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  72011. /**
  72012. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  72013. * @param alpha defines the rotation around first axis
  72014. * @param beta defines the rotation around second axis
  72015. * @param gamma defines the rotation around third axis
  72016. * @returns the new quaternion
  72017. */
  72018. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  72019. /**
  72020. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  72021. * @param alpha defines the rotation around first axis
  72022. * @param beta defines the rotation around second axis
  72023. * @param gamma defines the rotation around third axis
  72024. * @param result defines the target quaternion
  72025. */
  72026. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  72027. /**
  72028. * 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)
  72029. * @param axis1 defines the first axis
  72030. * @param axis2 defines the second axis
  72031. * @param axis3 defines the third axis
  72032. * @returns the new quaternion
  72033. */
  72034. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  72035. /**
  72036. * 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
  72037. * @param axis1 defines the first axis
  72038. * @param axis2 defines the second axis
  72039. * @param axis3 defines the third axis
  72040. * @param ref defines the target quaternion
  72041. */
  72042. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  72043. /**
  72044. * Interpolates between two quaternions
  72045. * @param left defines first quaternion
  72046. * @param right defines second quaternion
  72047. * @param amount defines the gradient to use
  72048. * @returns the new interpolated quaternion
  72049. */
  72050. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72051. /**
  72052. * Interpolates between two quaternions and stores it into a target quaternion
  72053. * @param left defines first quaternion
  72054. * @param right defines second quaternion
  72055. * @param amount defines the gradient to use
  72056. * @param result defines the target quaternion
  72057. */
  72058. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  72059. /**
  72060. * Interpolate between two quaternions using Hermite interpolation
  72061. * @param value1 defines first quaternion
  72062. * @param tangent1 defines the incoming tangent
  72063. * @param value2 defines second quaternion
  72064. * @param tangent2 defines the outgoing tangent
  72065. * @param amount defines the target quaternion
  72066. * @returns the new interpolated quaternion
  72067. */
  72068. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  72069. }
  72070. /**
  72071. * Class used to store matrix data (4x4)
  72072. */
  72073. export class Matrix {
  72074. private static _updateFlagSeed;
  72075. private static _identityReadOnly;
  72076. private _isIdentity;
  72077. private _isIdentityDirty;
  72078. private _isIdentity3x2;
  72079. private _isIdentity3x2Dirty;
  72080. /**
  72081. * Gets the update flag of the matrix which is an unique number for the matrix.
  72082. * It will be incremented every time the matrix data change.
  72083. * You can use it to speed the comparison between two versions of the same matrix.
  72084. */
  72085. updateFlag: number;
  72086. private readonly _m;
  72087. /**
  72088. * Gets the internal data of the matrix
  72089. */
  72090. readonly m: DeepImmutable<Float32Array>;
  72091. /** @hidden */
  72092. _markAsUpdated(): void;
  72093. /** @hidden */
  72094. private _updateIdentityStatus;
  72095. /**
  72096. * Creates an empty matrix (filled with zeros)
  72097. */
  72098. constructor();
  72099. /**
  72100. * Check if the current matrix is identity
  72101. * @returns true is the matrix is the identity matrix
  72102. */
  72103. isIdentity(): boolean;
  72104. /**
  72105. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  72106. * @returns true is the matrix is the identity matrix
  72107. */
  72108. isIdentityAs3x2(): boolean;
  72109. /**
  72110. * Gets the determinant of the matrix
  72111. * @returns the matrix determinant
  72112. */
  72113. determinant(): number;
  72114. /**
  72115. * Returns the matrix as a Float32Array
  72116. * @returns the matrix underlying array
  72117. */
  72118. toArray(): DeepImmutable<Float32Array>;
  72119. /**
  72120. * Returns the matrix as a Float32Array
  72121. * @returns the matrix underlying array.
  72122. */
  72123. asArray(): DeepImmutable<Float32Array>;
  72124. /**
  72125. * Inverts the current matrix in place
  72126. * @returns the current inverted matrix
  72127. */
  72128. invert(): Matrix;
  72129. /**
  72130. * Sets all the matrix elements to zero
  72131. * @returns the current matrix
  72132. */
  72133. reset(): Matrix;
  72134. /**
  72135. * Adds the current matrix with a second one
  72136. * @param other defines the matrix to add
  72137. * @returns a new matrix as the addition of the current matrix and the given one
  72138. */
  72139. add(other: DeepImmutable<Matrix>): Matrix;
  72140. /**
  72141. * Sets the given matrix "result" to the addition of the current matrix and the given one
  72142. * @param other defines the matrix to add
  72143. * @param result defines the target matrix
  72144. * @returns the current matrix
  72145. */
  72146. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72147. /**
  72148. * Adds in place the given matrix to the current matrix
  72149. * @param other defines the second operand
  72150. * @returns the current updated matrix
  72151. */
  72152. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  72153. /**
  72154. * Sets the given matrix to the current inverted Matrix
  72155. * @param other defines the target matrix
  72156. * @returns the unmodified current matrix
  72157. */
  72158. invertToRef(other: Matrix): Matrix;
  72159. /**
  72160. * add a value at the specified position in the current Matrix
  72161. * @param index the index of the value within the matrix. between 0 and 15.
  72162. * @param value the value to be added
  72163. * @returns the current updated matrix
  72164. */
  72165. addAtIndex(index: number, value: number): Matrix;
  72166. /**
  72167. * mutiply the specified position in the current Matrix by a value
  72168. * @param index the index of the value within the matrix. between 0 and 15.
  72169. * @param value the value to be added
  72170. * @returns the current updated matrix
  72171. */
  72172. multiplyAtIndex(index: number, value: number): Matrix;
  72173. /**
  72174. * Inserts the translation vector (using 3 floats) in the current matrix
  72175. * @param x defines the 1st component of the translation
  72176. * @param y defines the 2nd component of the translation
  72177. * @param z defines the 3rd component of the translation
  72178. * @returns the current updated matrix
  72179. */
  72180. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72181. /**
  72182. * Adds the translation vector (using 3 floats) in the current matrix
  72183. * @param x defines the 1st component of the translation
  72184. * @param y defines the 2nd component of the translation
  72185. * @param z defines the 3rd component of the translation
  72186. * @returns the current updated matrix
  72187. */
  72188. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  72189. /**
  72190. * Inserts the translation vector in the current matrix
  72191. * @param vector3 defines the translation to insert
  72192. * @returns the current updated matrix
  72193. */
  72194. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  72195. /**
  72196. * Gets the translation value of the current matrix
  72197. * @returns a new Vector3 as the extracted translation from the matrix
  72198. */
  72199. getTranslation(): Vector3;
  72200. /**
  72201. * Fill a Vector3 with the extracted translation from the matrix
  72202. * @param result defines the Vector3 where to store the translation
  72203. * @returns the current matrix
  72204. */
  72205. getTranslationToRef(result: Vector3): Matrix;
  72206. /**
  72207. * Remove rotation and scaling part from the matrix
  72208. * @returns the updated matrix
  72209. */
  72210. removeRotationAndScaling(): Matrix;
  72211. /**
  72212. * Multiply two matrices
  72213. * @param other defines the second operand
  72214. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  72215. */
  72216. multiply(other: DeepImmutable<Matrix>): Matrix;
  72217. /**
  72218. * Copy the current matrix from the given one
  72219. * @param other defines the source matrix
  72220. * @returns the current updated matrix
  72221. */
  72222. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72223. /**
  72224. * Populates the given array from the starting index with the current matrix values
  72225. * @param array defines the target array
  72226. * @param offset defines the offset in the target array where to start storing values
  72227. * @returns the current matrix
  72228. */
  72229. copyToArray(array: Float32Array, offset?: number): Matrix;
  72230. /**
  72231. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72232. * @param other defines the second operand
  72233. * @param result defines the matrix where to store the multiplication
  72234. * @returns the current matrix
  72235. */
  72236. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72237. /**
  72238. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72239. * @param other defines the second operand
  72240. * @param result defines the array where to store the multiplication
  72241. * @param offset defines the offset in the target array where to start storing values
  72242. * @returns the current matrix
  72243. */
  72244. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72245. /**
  72246. * Check equality between this matrix and a second one
  72247. * @param value defines the second matrix to compare
  72248. * @returns true is the current matrix and the given one values are strictly equal
  72249. */
  72250. equals(value: DeepImmutable<Matrix>): boolean;
  72251. /**
  72252. * Clone the current matrix
  72253. * @returns a new matrix from the current matrix
  72254. */
  72255. clone(): Matrix;
  72256. /**
  72257. * Returns the name of the current matrix class
  72258. * @returns the string "Matrix"
  72259. */
  72260. getClassName(): string;
  72261. /**
  72262. * Gets the hash code of the current matrix
  72263. * @returns the hash code
  72264. */
  72265. getHashCode(): number;
  72266. /**
  72267. * Decomposes the current Matrix into a translation, rotation and scaling components
  72268. * @param scale defines the scale vector3 given as a reference to update
  72269. * @param rotation defines the rotation quaternion given as a reference to update
  72270. * @param translation defines the translation vector3 given as a reference to update
  72271. * @returns true if operation was successful
  72272. */
  72273. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72274. /**
  72275. * Gets specific row of the matrix
  72276. * @param index defines the number of the row to get
  72277. * @returns the index-th row of the current matrix as a new Vector4
  72278. */
  72279. getRow(index: number): Nullable<Vector4>;
  72280. /**
  72281. * Sets the index-th row of the current matrix to the vector4 values
  72282. * @param index defines the number of the row to set
  72283. * @param row defines the target vector4
  72284. * @returns the updated current matrix
  72285. */
  72286. setRow(index: number, row: Vector4): Matrix;
  72287. /**
  72288. * Compute the transpose of the matrix
  72289. * @returns the new transposed matrix
  72290. */
  72291. transpose(): Matrix;
  72292. /**
  72293. * Compute the transpose of the matrix and store it in a given matrix
  72294. * @param result defines the target matrix
  72295. * @returns the current matrix
  72296. */
  72297. transposeToRef(result: Matrix): Matrix;
  72298. /**
  72299. * Sets the index-th row of the current matrix with the given 4 x float values
  72300. * @param index defines the row index
  72301. * @param x defines the x component to set
  72302. * @param y defines the y component to set
  72303. * @param z defines the z component to set
  72304. * @param w defines the w component to set
  72305. * @returns the updated current matrix
  72306. */
  72307. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72308. /**
  72309. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72310. * @param scale defines the scale factor
  72311. * @returns a new matrix
  72312. */
  72313. scale(scale: number): Matrix;
  72314. /**
  72315. * Scale the current matrix values by a factor to a given result matrix
  72316. * @param scale defines the scale factor
  72317. * @param result defines the matrix to store the result
  72318. * @returns the current matrix
  72319. */
  72320. scaleToRef(scale: number, result: Matrix): Matrix;
  72321. /**
  72322. * Scale the current matrix values by a factor and add the result to a given matrix
  72323. * @param scale defines the scale factor
  72324. * @param result defines the Matrix to store the result
  72325. * @returns the current matrix
  72326. */
  72327. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72328. /**
  72329. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72330. * @param ref matrix to store the result
  72331. */
  72332. toNormalMatrix(ref: Matrix): void;
  72333. /**
  72334. * Gets only rotation part of the current matrix
  72335. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72336. */
  72337. getRotationMatrix(): Matrix;
  72338. /**
  72339. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72340. * @param result defines the target matrix to store data to
  72341. * @returns the current matrix
  72342. */
  72343. getRotationMatrixToRef(result: Matrix): Matrix;
  72344. /**
  72345. * Toggles model matrix from being right handed to left handed in place and vice versa
  72346. */
  72347. toggleModelMatrixHandInPlace(): void;
  72348. /**
  72349. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72350. */
  72351. toggleProjectionMatrixHandInPlace(): void;
  72352. /**
  72353. * Creates a matrix from an array
  72354. * @param array defines the source array
  72355. * @param offset defines an offset in the source array
  72356. * @returns a new Matrix set from the starting index of the given array
  72357. */
  72358. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72359. /**
  72360. * Copy the content of an array into a given matrix
  72361. * @param array defines the source array
  72362. * @param offset defines an offset in the source array
  72363. * @param result defines the target matrix
  72364. */
  72365. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72366. /**
  72367. * Stores an array into a matrix after having multiplied each component by a given factor
  72368. * @param array defines the source array
  72369. * @param offset defines the offset in the source array
  72370. * @param scale defines the scaling factor
  72371. * @param result defines the target matrix
  72372. */
  72373. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72374. /**
  72375. * Gets an identity matrix that must not be updated
  72376. */
  72377. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72378. /**
  72379. * Stores a list of values (16) inside a given matrix
  72380. * @param initialM11 defines 1st value of 1st row
  72381. * @param initialM12 defines 2nd value of 1st row
  72382. * @param initialM13 defines 3rd value of 1st row
  72383. * @param initialM14 defines 4th value of 1st row
  72384. * @param initialM21 defines 1st value of 2nd row
  72385. * @param initialM22 defines 2nd value of 2nd row
  72386. * @param initialM23 defines 3rd value of 2nd row
  72387. * @param initialM24 defines 4th value of 2nd row
  72388. * @param initialM31 defines 1st value of 3rd row
  72389. * @param initialM32 defines 2nd value of 3rd row
  72390. * @param initialM33 defines 3rd value of 3rd row
  72391. * @param initialM34 defines 4th value of 3rd row
  72392. * @param initialM41 defines 1st value of 4th row
  72393. * @param initialM42 defines 2nd value of 4th row
  72394. * @param initialM43 defines 3rd value of 4th row
  72395. * @param initialM44 defines 4th value of 4th row
  72396. * @param result defines the target matrix
  72397. */
  72398. 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;
  72399. /**
  72400. * Creates new matrix from a list of values (16)
  72401. * @param initialM11 defines 1st value of 1st row
  72402. * @param initialM12 defines 2nd value of 1st row
  72403. * @param initialM13 defines 3rd value of 1st row
  72404. * @param initialM14 defines 4th value of 1st row
  72405. * @param initialM21 defines 1st value of 2nd row
  72406. * @param initialM22 defines 2nd value of 2nd row
  72407. * @param initialM23 defines 3rd value of 2nd row
  72408. * @param initialM24 defines 4th value of 2nd row
  72409. * @param initialM31 defines 1st value of 3rd row
  72410. * @param initialM32 defines 2nd value of 3rd row
  72411. * @param initialM33 defines 3rd value of 3rd row
  72412. * @param initialM34 defines 4th value of 3rd row
  72413. * @param initialM41 defines 1st value of 4th row
  72414. * @param initialM42 defines 2nd value of 4th row
  72415. * @param initialM43 defines 3rd value of 4th row
  72416. * @param initialM44 defines 4th value of 4th row
  72417. * @returns the new matrix
  72418. */
  72419. 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;
  72420. /**
  72421. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72422. * @param scale defines the scale vector3
  72423. * @param rotation defines the rotation quaternion
  72424. * @param translation defines the translation vector3
  72425. * @returns a new matrix
  72426. */
  72427. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72428. /**
  72429. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72430. * @param scale defines the scale vector3
  72431. * @param rotation defines the rotation quaternion
  72432. * @param translation defines the translation vector3
  72433. * @param result defines the target matrix
  72434. */
  72435. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72436. /**
  72437. * Creates a new identity matrix
  72438. * @returns a new identity matrix
  72439. */
  72440. static Identity(): Matrix;
  72441. /**
  72442. * Creates a new identity matrix and stores the result in a given matrix
  72443. * @param result defines the target matrix
  72444. */
  72445. static IdentityToRef(result: Matrix): void;
  72446. /**
  72447. * Creates a new zero matrix
  72448. * @returns a new zero matrix
  72449. */
  72450. static Zero(): Matrix;
  72451. /**
  72452. * Creates a new rotation matrix for "angle" radians around the X axis
  72453. * @param angle defines the angle (in radians) to use
  72454. * @return the new matrix
  72455. */
  72456. static RotationX(angle: number): Matrix;
  72457. /**
  72458. * Creates a new matrix as the invert of a given matrix
  72459. * @param source defines the source matrix
  72460. * @returns the new matrix
  72461. */
  72462. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72463. /**
  72464. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72465. * @param angle defines the angle (in radians) to use
  72466. * @param result defines the target matrix
  72467. */
  72468. static RotationXToRef(angle: number, result: Matrix): void;
  72469. /**
  72470. * Creates a new rotation matrix for "angle" radians around the Y axis
  72471. * @param angle defines the angle (in radians) to use
  72472. * @return the new matrix
  72473. */
  72474. static RotationY(angle: number): Matrix;
  72475. /**
  72476. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72477. * @param angle defines the angle (in radians) to use
  72478. * @param result defines the target matrix
  72479. */
  72480. static RotationYToRef(angle: number, result: Matrix): void;
  72481. /**
  72482. * Creates a new rotation matrix for "angle" radians around the Z axis
  72483. * @param angle defines the angle (in radians) to use
  72484. * @return the new matrix
  72485. */
  72486. static RotationZ(angle: number): Matrix;
  72487. /**
  72488. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72489. * @param angle defines the angle (in radians) to use
  72490. * @param result defines the target matrix
  72491. */
  72492. static RotationZToRef(angle: number, result: Matrix): void;
  72493. /**
  72494. * Creates a new rotation matrix for "angle" radians around the given axis
  72495. * @param axis defines the axis to use
  72496. * @param angle defines the angle (in radians) to use
  72497. * @return the new matrix
  72498. */
  72499. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72500. /**
  72501. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72502. * @param axis defines the axis to use
  72503. * @param angle defines the angle (in radians) to use
  72504. * @param result defines the target matrix
  72505. */
  72506. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72507. /**
  72508. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72509. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72510. * @param from defines the vector to align
  72511. * @param to defines the vector to align to
  72512. * @param result defines the target matrix
  72513. */
  72514. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72515. /**
  72516. * Creates a rotation matrix
  72517. * @param yaw defines the yaw angle in radians (Y axis)
  72518. * @param pitch defines the pitch angle in radians (X axis)
  72519. * @param roll defines the roll angle in radians (X axis)
  72520. * @returns the new rotation matrix
  72521. */
  72522. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72523. /**
  72524. * Creates a rotation matrix and stores it in a given matrix
  72525. * @param yaw defines the yaw angle in radians (Y axis)
  72526. * @param pitch defines the pitch angle in radians (X axis)
  72527. * @param roll defines the roll angle in radians (X axis)
  72528. * @param result defines the target matrix
  72529. */
  72530. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72531. /**
  72532. * Creates a scaling matrix
  72533. * @param x defines the scale factor on X axis
  72534. * @param y defines the scale factor on Y axis
  72535. * @param z defines the scale factor on Z axis
  72536. * @returns the new matrix
  72537. */
  72538. static Scaling(x: number, y: number, z: number): Matrix;
  72539. /**
  72540. * Creates a scaling matrix and stores it in a given matrix
  72541. * @param x defines the scale factor on X axis
  72542. * @param y defines the scale factor on Y axis
  72543. * @param z defines the scale factor on Z axis
  72544. * @param result defines the target matrix
  72545. */
  72546. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72547. /**
  72548. * Creates a translation matrix
  72549. * @param x defines the translation on X axis
  72550. * @param y defines the translation on Y axis
  72551. * @param z defines the translationon Z axis
  72552. * @returns the new matrix
  72553. */
  72554. static Translation(x: number, y: number, z: number): Matrix;
  72555. /**
  72556. * Creates a translation matrix and stores it in a given matrix
  72557. * @param x defines the translation on X axis
  72558. * @param y defines the translation on Y axis
  72559. * @param z defines the translationon Z axis
  72560. * @param result defines the target matrix
  72561. */
  72562. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72563. /**
  72564. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72565. * @param startValue defines the start value
  72566. * @param endValue defines the end value
  72567. * @param gradient defines the gradient factor
  72568. * @returns the new matrix
  72569. */
  72570. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72571. /**
  72572. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72573. * @param startValue defines the start value
  72574. * @param endValue defines the end value
  72575. * @param gradient defines the gradient factor
  72576. * @param result defines the Matrix object where to store data
  72577. */
  72578. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72579. /**
  72580. * Builds a new matrix whose values are computed by:
  72581. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72582. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72583. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72584. * @param startValue defines the first matrix
  72585. * @param endValue defines the second matrix
  72586. * @param gradient defines the gradient between the two matrices
  72587. * @returns the new matrix
  72588. */
  72589. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72590. /**
  72591. * Update a matrix to values which are computed by:
  72592. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72593. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72594. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72595. * @param startValue defines the first matrix
  72596. * @param endValue defines the second matrix
  72597. * @param gradient defines the gradient between the two matrices
  72598. * @param result defines the target matrix
  72599. */
  72600. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72601. /**
  72602. * 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"
  72603. * This function works in left handed mode
  72604. * @param eye defines the final position of the entity
  72605. * @param target defines where the entity should look at
  72606. * @param up defines the up vector for the entity
  72607. * @returns the new matrix
  72608. */
  72609. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72610. /**
  72611. * 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".
  72612. * This function works in left handed mode
  72613. * @param eye defines the final position of the entity
  72614. * @param target defines where the entity should look at
  72615. * @param up defines the up vector for the entity
  72616. * @param result defines the target matrix
  72617. */
  72618. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72619. /**
  72620. * 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"
  72621. * This function works in right handed mode
  72622. * @param eye defines the final position of the entity
  72623. * @param target defines where the entity should look at
  72624. * @param up defines the up vector for the entity
  72625. * @returns the new matrix
  72626. */
  72627. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72628. /**
  72629. * 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".
  72630. * This function works in right handed mode
  72631. * @param eye defines the final position of the entity
  72632. * @param target defines where the entity should look at
  72633. * @param up defines the up vector for the entity
  72634. * @param result defines the target matrix
  72635. */
  72636. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72637. /**
  72638. * Create a left-handed orthographic projection matrix
  72639. * @param width defines the viewport width
  72640. * @param height defines the viewport height
  72641. * @param znear defines the near clip plane
  72642. * @param zfar defines the far clip plane
  72643. * @returns a new matrix as a left-handed orthographic projection matrix
  72644. */
  72645. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72646. /**
  72647. * Store a left-handed orthographic projection to a given matrix
  72648. * @param width defines the viewport width
  72649. * @param height defines the viewport height
  72650. * @param znear defines the near clip plane
  72651. * @param zfar defines the far clip plane
  72652. * @param result defines the target matrix
  72653. */
  72654. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72655. /**
  72656. * Create a left-handed orthographic projection matrix
  72657. * @param left defines the viewport left coordinate
  72658. * @param right defines the viewport right coordinate
  72659. * @param bottom defines the viewport bottom coordinate
  72660. * @param top defines the viewport top coordinate
  72661. * @param znear defines the near clip plane
  72662. * @param zfar defines the far clip plane
  72663. * @returns a new matrix as a left-handed orthographic projection matrix
  72664. */
  72665. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72666. /**
  72667. * Stores a left-handed orthographic projection into a given matrix
  72668. * @param left defines the viewport left coordinate
  72669. * @param right defines the viewport right coordinate
  72670. * @param bottom defines the viewport bottom coordinate
  72671. * @param top defines the viewport top coordinate
  72672. * @param znear defines the near clip plane
  72673. * @param zfar defines the far clip plane
  72674. * @param result defines the target matrix
  72675. */
  72676. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72677. /**
  72678. * Creates a right-handed orthographic projection matrix
  72679. * @param left defines the viewport left coordinate
  72680. * @param right defines the viewport right coordinate
  72681. * @param bottom defines the viewport bottom coordinate
  72682. * @param top defines the viewport top coordinate
  72683. * @param znear defines the near clip plane
  72684. * @param zfar defines the far clip plane
  72685. * @returns a new matrix as a right-handed orthographic projection matrix
  72686. */
  72687. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72688. /**
  72689. * Stores a right-handed orthographic projection into a given matrix
  72690. * @param left defines the viewport left coordinate
  72691. * @param right defines the viewport right coordinate
  72692. * @param bottom defines the viewport bottom coordinate
  72693. * @param top defines the viewport top coordinate
  72694. * @param znear defines the near clip plane
  72695. * @param zfar defines the far clip plane
  72696. * @param result defines the target matrix
  72697. */
  72698. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72699. /**
  72700. * Creates a left-handed perspective projection matrix
  72701. * @param width defines the viewport width
  72702. * @param height defines the viewport height
  72703. * @param znear defines the near clip plane
  72704. * @param zfar defines the far clip plane
  72705. * @returns a new matrix as a left-handed perspective projection matrix
  72706. */
  72707. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72708. /**
  72709. * Creates a left-handed perspective projection matrix
  72710. * @param fov defines the horizontal field of view
  72711. * @param aspect defines the aspect ratio
  72712. * @param znear defines the near clip plane
  72713. * @param zfar defines the far clip plane
  72714. * @returns a new matrix as a left-handed perspective projection matrix
  72715. */
  72716. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72717. /**
  72718. * Stores a left-handed perspective projection into a given matrix
  72719. * @param fov defines the horizontal field of view
  72720. * @param aspect defines the aspect ratio
  72721. * @param znear defines the near clip plane
  72722. * @param zfar defines the far clip plane
  72723. * @param result defines the target matrix
  72724. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72725. */
  72726. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72727. /**
  72728. * Creates a right-handed perspective projection matrix
  72729. * @param fov defines the horizontal field of view
  72730. * @param aspect defines the aspect ratio
  72731. * @param znear defines the near clip plane
  72732. * @param zfar defines the far clip plane
  72733. * @returns a new matrix as a right-handed perspective projection matrix
  72734. */
  72735. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72736. /**
  72737. * Stores a right-handed perspective projection into a given matrix
  72738. * @param fov defines the horizontal field of view
  72739. * @param aspect defines the aspect ratio
  72740. * @param znear defines the near clip plane
  72741. * @param zfar defines the far clip plane
  72742. * @param result defines the target matrix
  72743. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72744. */
  72745. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72746. /**
  72747. * Stores a perspective projection for WebVR info a given matrix
  72748. * @param fov defines the field of view
  72749. * @param znear defines the near clip plane
  72750. * @param zfar defines the far clip plane
  72751. * @param result defines the target matrix
  72752. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72753. */
  72754. static PerspectiveFovWebVRToRef(fov: {
  72755. upDegrees: number;
  72756. downDegrees: number;
  72757. leftDegrees: number;
  72758. rightDegrees: number;
  72759. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72760. /**
  72761. * Computes a complete transformation matrix
  72762. * @param viewport defines the viewport to use
  72763. * @param world defines the world matrix
  72764. * @param view defines the view matrix
  72765. * @param projection defines the projection matrix
  72766. * @param zmin defines the near clip plane
  72767. * @param zmax defines the far clip plane
  72768. * @returns the transformation matrix
  72769. */
  72770. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72771. /**
  72772. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72773. * @param matrix defines the matrix to use
  72774. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72775. */
  72776. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72777. /**
  72778. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72779. * @param matrix defines the matrix to use
  72780. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72781. */
  72782. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72783. /**
  72784. * Compute the transpose of a given matrix
  72785. * @param matrix defines the matrix to transpose
  72786. * @returns the new matrix
  72787. */
  72788. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72789. /**
  72790. * Compute the transpose of a matrix and store it in a target matrix
  72791. * @param matrix defines the matrix to transpose
  72792. * @param result defines the target matrix
  72793. */
  72794. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72795. /**
  72796. * Computes a reflection matrix from a plane
  72797. * @param plane defines the reflection plane
  72798. * @returns a new matrix
  72799. */
  72800. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72801. /**
  72802. * Computes a reflection matrix from a plane
  72803. * @param plane defines the reflection plane
  72804. * @param result defines the target matrix
  72805. */
  72806. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72807. /**
  72808. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72809. * @param xaxis defines the value of the 1st axis
  72810. * @param yaxis defines the value of the 2nd axis
  72811. * @param zaxis defines the value of the 3rd axis
  72812. * @param result defines the target matrix
  72813. */
  72814. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72815. /**
  72816. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72817. * @param quat defines the quaternion to use
  72818. * @param result defines the target matrix
  72819. */
  72820. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72821. }
  72822. /**
  72823. * @hidden
  72824. */
  72825. export class TmpVectors {
  72826. static Vector2: Vector2[];
  72827. static Vector3: Vector3[];
  72828. static Vector4: Vector4[];
  72829. static Quaternion: Quaternion[];
  72830. static Matrix: Matrix[];
  72831. }
  72832. }
  72833. declare module BABYLON {
  72834. /**
  72835. * Defines potential orientation for back face culling
  72836. */
  72837. export enum Orientation {
  72838. /**
  72839. * Clockwise
  72840. */
  72841. CW = 0,
  72842. /** Counter clockwise */
  72843. CCW = 1
  72844. }
  72845. /** Class used to represent a Bezier curve */
  72846. export class BezierCurve {
  72847. /**
  72848. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72849. * @param t defines the time
  72850. * @param x1 defines the left coordinate on X axis
  72851. * @param y1 defines the left coordinate on Y axis
  72852. * @param x2 defines the right coordinate on X axis
  72853. * @param y2 defines the right coordinate on Y axis
  72854. * @returns the interpolated value
  72855. */
  72856. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72857. }
  72858. /**
  72859. * Defines angle representation
  72860. */
  72861. export class Angle {
  72862. private _radians;
  72863. /**
  72864. * Creates an Angle object of "radians" radians (float).
  72865. * @param radians the angle in radians
  72866. */
  72867. constructor(radians: number);
  72868. /**
  72869. * Get value in degrees
  72870. * @returns the Angle value in degrees (float)
  72871. */
  72872. degrees(): number;
  72873. /**
  72874. * Get value in radians
  72875. * @returns the Angle value in radians (float)
  72876. */
  72877. radians(): number;
  72878. /**
  72879. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72880. * @param a defines first vector
  72881. * @param b defines second vector
  72882. * @returns a new Angle
  72883. */
  72884. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72885. /**
  72886. * Gets a new Angle object from the given float in radians
  72887. * @param radians defines the angle value in radians
  72888. * @returns a new Angle
  72889. */
  72890. static FromRadians(radians: number): Angle;
  72891. /**
  72892. * Gets a new Angle object from the given float in degrees
  72893. * @param degrees defines the angle value in degrees
  72894. * @returns a new Angle
  72895. */
  72896. static FromDegrees(degrees: number): Angle;
  72897. }
  72898. /**
  72899. * This represents an arc in a 2d space.
  72900. */
  72901. export class Arc2 {
  72902. /** Defines the start point of the arc */
  72903. startPoint: Vector2;
  72904. /** Defines the mid point of the arc */
  72905. midPoint: Vector2;
  72906. /** Defines the end point of the arc */
  72907. endPoint: Vector2;
  72908. /**
  72909. * Defines the center point of the arc.
  72910. */
  72911. centerPoint: Vector2;
  72912. /**
  72913. * Defines the radius of the arc.
  72914. */
  72915. radius: number;
  72916. /**
  72917. * Defines the angle of the arc (from mid point to end point).
  72918. */
  72919. angle: Angle;
  72920. /**
  72921. * Defines the start angle of the arc (from start point to middle point).
  72922. */
  72923. startAngle: Angle;
  72924. /**
  72925. * Defines the orientation of the arc (clock wise/counter clock wise).
  72926. */
  72927. orientation: Orientation;
  72928. /**
  72929. * Creates an Arc object from the three given points : start, middle and end.
  72930. * @param startPoint Defines the start point of the arc
  72931. * @param midPoint Defines the midlle point of the arc
  72932. * @param endPoint Defines the end point of the arc
  72933. */
  72934. constructor(
  72935. /** Defines the start point of the arc */
  72936. startPoint: Vector2,
  72937. /** Defines the mid point of the arc */
  72938. midPoint: Vector2,
  72939. /** Defines the end point of the arc */
  72940. endPoint: Vector2);
  72941. }
  72942. /**
  72943. * Represents a 2D path made up of multiple 2D points
  72944. */
  72945. export class Path2 {
  72946. private _points;
  72947. private _length;
  72948. /**
  72949. * If the path start and end point are the same
  72950. */
  72951. closed: boolean;
  72952. /**
  72953. * Creates a Path2 object from the starting 2D coordinates x and y.
  72954. * @param x the starting points x value
  72955. * @param y the starting points y value
  72956. */
  72957. constructor(x: number, y: number);
  72958. /**
  72959. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72960. * @param x the added points x value
  72961. * @param y the added points y value
  72962. * @returns the updated Path2.
  72963. */
  72964. addLineTo(x: number, y: number): Path2;
  72965. /**
  72966. * 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.
  72967. * @param midX middle point x value
  72968. * @param midY middle point y value
  72969. * @param endX end point x value
  72970. * @param endY end point y value
  72971. * @param numberOfSegments (default: 36)
  72972. * @returns the updated Path2.
  72973. */
  72974. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72975. /**
  72976. * Closes the Path2.
  72977. * @returns the Path2.
  72978. */
  72979. close(): Path2;
  72980. /**
  72981. * Gets the sum of the distance between each sequential point in the path
  72982. * @returns the Path2 total length (float).
  72983. */
  72984. length(): number;
  72985. /**
  72986. * Gets the points which construct the path
  72987. * @returns the Path2 internal array of points.
  72988. */
  72989. getPoints(): Vector2[];
  72990. /**
  72991. * Retreives the point at the distance aways from the starting point
  72992. * @param normalizedLengthPosition the length along the path to retreive the point from
  72993. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72994. */
  72995. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72996. /**
  72997. * Creates a new path starting from an x and y position
  72998. * @param x starting x value
  72999. * @param y starting y value
  73000. * @returns a new Path2 starting at the coordinates (x, y).
  73001. */
  73002. static StartingAt(x: number, y: number): Path2;
  73003. }
  73004. /**
  73005. * Represents a 3D path made up of multiple 3D points
  73006. */
  73007. export class Path3D {
  73008. /**
  73009. * an array of Vector3, the curve axis of the Path3D
  73010. */
  73011. path: Vector3[];
  73012. private _curve;
  73013. private _distances;
  73014. private _tangents;
  73015. private _normals;
  73016. private _binormals;
  73017. private _raw;
  73018. private _alignTangentsWithPath;
  73019. private readonly _pointAtData;
  73020. /**
  73021. * new Path3D(path, normal, raw)
  73022. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  73023. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  73024. * @param path an array of Vector3, the curve axis of the Path3D
  73025. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  73026. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  73027. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  73028. */
  73029. constructor(
  73030. /**
  73031. * an array of Vector3, the curve axis of the Path3D
  73032. */
  73033. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  73034. /**
  73035. * Returns the Path3D array of successive Vector3 designing its curve.
  73036. * @returns the Path3D array of successive Vector3 designing its curve.
  73037. */
  73038. getCurve(): Vector3[];
  73039. /**
  73040. * Returns the Path3D array of successive Vector3 designing its curve.
  73041. * @returns the Path3D array of successive Vector3 designing its curve.
  73042. */
  73043. getPoints(): Vector3[];
  73044. /**
  73045. * @returns the computed length (float) of the path.
  73046. */
  73047. length(): number;
  73048. /**
  73049. * Returns an array populated with tangent vectors on each Path3D curve point.
  73050. * @returns an array populated with tangent vectors on each Path3D curve point.
  73051. */
  73052. getTangents(): Vector3[];
  73053. /**
  73054. * Returns an array populated with normal vectors on each Path3D curve point.
  73055. * @returns an array populated with normal vectors on each Path3D curve point.
  73056. */
  73057. getNormals(): Vector3[];
  73058. /**
  73059. * Returns an array populated with binormal vectors on each Path3D curve point.
  73060. * @returns an array populated with binormal vectors on each Path3D curve point.
  73061. */
  73062. getBinormals(): Vector3[];
  73063. /**
  73064. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  73065. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  73066. */
  73067. getDistances(): number[];
  73068. /**
  73069. * Returns an interpolated point along this path
  73070. * @param position the position of the point along this path, from 0.0 to 1.0
  73071. * @returns a new Vector3 as the point
  73072. */
  73073. getPointAt(position: number): Vector3;
  73074. /**
  73075. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73076. * @param position the position of the point along this path, from 0.0 to 1.0
  73077. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  73078. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  73079. */
  73080. getTangentAt(position: number, interpolated?: boolean): Vector3;
  73081. /**
  73082. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  73083. * @param position the position of the point along this path, from 0.0 to 1.0
  73084. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  73085. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  73086. */
  73087. getNormalAt(position: number, interpolated?: boolean): Vector3;
  73088. /**
  73089. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  73090. * @param position the position of the point along this path, from 0.0 to 1.0
  73091. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  73092. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  73093. */
  73094. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  73095. /**
  73096. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  73097. * @param position the position of the point along this path, from 0.0 to 1.0
  73098. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  73099. */
  73100. getDistanceAt(position: number): number;
  73101. /**
  73102. * Returns the array index of the previous point of an interpolated point along this path
  73103. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73104. * @returns the array index
  73105. */
  73106. getPreviousPointIndexAt(position: number): number;
  73107. /**
  73108. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  73109. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  73110. * @returns the sub position
  73111. */
  73112. getSubPositionAt(position: number): number;
  73113. /**
  73114. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  73115. * @param target the vector of which to get the closest position to
  73116. * @returns the position of the closest virtual point on this path to the target vector
  73117. */
  73118. getClosestPositionTo(target: Vector3): number;
  73119. /**
  73120. * Returns a sub path (slice) of this path
  73121. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73122. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  73123. * @returns a sub path (slice) of this path
  73124. */
  73125. slice(start?: number, end?: number): Path3D;
  73126. /**
  73127. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  73128. * @param path path which all values are copied into the curves points
  73129. * @param firstNormal which should be projected onto the curve
  73130. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  73131. * @returns the same object updated.
  73132. */
  73133. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  73134. private _compute;
  73135. private _getFirstNonNullVector;
  73136. private _getLastNonNullVector;
  73137. private _normalVector;
  73138. /**
  73139. * Updates the point at data for an interpolated point along this curve
  73140. * @param position the position of the point along this curve, from 0.0 to 1.0
  73141. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  73142. * @returns the (updated) point at data
  73143. */
  73144. private _updatePointAtData;
  73145. /**
  73146. * Updates the point at data from the specified parameters
  73147. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  73148. * @param point the interpolated point
  73149. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  73150. */
  73151. private _setPointAtData;
  73152. /**
  73153. * Updates the point at interpolation matrix for the tangents, normals and binormals
  73154. */
  73155. private _updateInterpolationMatrix;
  73156. }
  73157. /**
  73158. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73159. * A Curve3 is designed from a series of successive Vector3.
  73160. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  73161. */
  73162. export class Curve3 {
  73163. private _points;
  73164. private _length;
  73165. /**
  73166. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  73167. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  73168. * @param v1 (Vector3) the control point
  73169. * @param v2 (Vector3) the end point of the Quadratic Bezier
  73170. * @param nbPoints (integer) the wanted number of points in the curve
  73171. * @returns the created Curve3
  73172. */
  73173. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73174. /**
  73175. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  73176. * @param v0 (Vector3) the origin point of the Cubic Bezier
  73177. * @param v1 (Vector3) the first control point
  73178. * @param v2 (Vector3) the second control point
  73179. * @param v3 (Vector3) the end point of the Cubic Bezier
  73180. * @param nbPoints (integer) the wanted number of points in the curve
  73181. * @returns the created Curve3
  73182. */
  73183. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73184. /**
  73185. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  73186. * @param p1 (Vector3) the origin point of the Hermite Spline
  73187. * @param t1 (Vector3) the tangent vector at the origin point
  73188. * @param p2 (Vector3) the end point of the Hermite Spline
  73189. * @param t2 (Vector3) the tangent vector at the end point
  73190. * @param nbPoints (integer) the wanted number of points in the curve
  73191. * @returns the created Curve3
  73192. */
  73193. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  73194. /**
  73195. * Returns a Curve3 object along a CatmullRom Spline curve :
  73196. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  73197. * @param nbPoints (integer) the wanted number of points between each curve control points
  73198. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  73199. * @returns the created Curve3
  73200. */
  73201. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  73202. /**
  73203. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  73204. * A Curve3 is designed from a series of successive Vector3.
  73205. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  73206. * @param points points which make up the curve
  73207. */
  73208. constructor(points: Vector3[]);
  73209. /**
  73210. * @returns the Curve3 stored array of successive Vector3
  73211. */
  73212. getPoints(): Vector3[];
  73213. /**
  73214. * @returns the computed length (float) of the curve.
  73215. */
  73216. length(): number;
  73217. /**
  73218. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  73219. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  73220. * curveA and curveB keep unchanged.
  73221. * @param curve the curve to continue from this curve
  73222. * @returns the newly constructed curve
  73223. */
  73224. continue(curve: DeepImmutable<Curve3>): Curve3;
  73225. private _computeLength;
  73226. }
  73227. }
  73228. declare module BABYLON {
  73229. /**
  73230. * This represents the main contract an easing function should follow.
  73231. * Easing functions are used throughout the animation system.
  73232. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73233. */
  73234. export interface IEasingFunction {
  73235. /**
  73236. * Given an input gradient between 0 and 1, this returns the corrseponding value
  73237. * of the easing function.
  73238. * The link below provides some of the most common examples of easing functions.
  73239. * @see https://easings.net/
  73240. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73241. * @returns the corresponding value on the curve defined by the easing function
  73242. */
  73243. ease(gradient: number): number;
  73244. }
  73245. /**
  73246. * Base class used for every default easing function.
  73247. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73248. */
  73249. export class EasingFunction implements IEasingFunction {
  73250. /**
  73251. * Interpolation follows the mathematical formula associated with the easing function.
  73252. */
  73253. static readonly EASINGMODE_EASEIN: number;
  73254. /**
  73255. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  73256. */
  73257. static readonly EASINGMODE_EASEOUT: number;
  73258. /**
  73259. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  73260. */
  73261. static readonly EASINGMODE_EASEINOUT: number;
  73262. private _easingMode;
  73263. /**
  73264. * Sets the easing mode of the current function.
  73265. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  73266. */
  73267. setEasingMode(easingMode: number): void;
  73268. /**
  73269. * Gets the current easing mode.
  73270. * @returns the easing mode
  73271. */
  73272. getEasingMode(): number;
  73273. /**
  73274. * @hidden
  73275. */
  73276. easeInCore(gradient: number): number;
  73277. /**
  73278. * Given an input gradient between 0 and 1, this returns the corresponding value
  73279. * of the easing function.
  73280. * @param gradient Defines the value between 0 and 1 we want the easing value for
  73281. * @returns the corresponding value on the curve defined by the easing function
  73282. */
  73283. ease(gradient: number): number;
  73284. }
  73285. /**
  73286. * Easing function with a circle shape (see link below).
  73287. * @see https://easings.net/#easeInCirc
  73288. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73289. */
  73290. export class CircleEase extends EasingFunction implements IEasingFunction {
  73291. /** @hidden */
  73292. easeInCore(gradient: number): number;
  73293. }
  73294. /**
  73295. * Easing function with a ease back shape (see link below).
  73296. * @see https://easings.net/#easeInBack
  73297. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73298. */
  73299. export class BackEase extends EasingFunction implements IEasingFunction {
  73300. /** Defines the amplitude of the function */
  73301. amplitude: number;
  73302. /**
  73303. * Instantiates a back ease easing
  73304. * @see https://easings.net/#easeInBack
  73305. * @param amplitude Defines the amplitude of the function
  73306. */
  73307. constructor(
  73308. /** Defines the amplitude of the function */
  73309. amplitude?: number);
  73310. /** @hidden */
  73311. easeInCore(gradient: number): number;
  73312. }
  73313. /**
  73314. * Easing function with a bouncing shape (see link below).
  73315. * @see https://easings.net/#easeInBounce
  73316. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73317. */
  73318. export class BounceEase extends EasingFunction implements IEasingFunction {
  73319. /** Defines the number of bounces */
  73320. bounces: number;
  73321. /** Defines the amplitude of the bounce */
  73322. bounciness: number;
  73323. /**
  73324. * Instantiates a bounce easing
  73325. * @see https://easings.net/#easeInBounce
  73326. * @param bounces Defines the number of bounces
  73327. * @param bounciness Defines the amplitude of the bounce
  73328. */
  73329. constructor(
  73330. /** Defines the number of bounces */
  73331. bounces?: number,
  73332. /** Defines the amplitude of the bounce */
  73333. bounciness?: number);
  73334. /** @hidden */
  73335. easeInCore(gradient: number): number;
  73336. }
  73337. /**
  73338. * Easing function with a power of 3 shape (see link below).
  73339. * @see https://easings.net/#easeInCubic
  73340. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73341. */
  73342. export class CubicEase extends EasingFunction implements IEasingFunction {
  73343. /** @hidden */
  73344. easeInCore(gradient: number): number;
  73345. }
  73346. /**
  73347. * Easing function with an elastic shape (see link below).
  73348. * @see https://easings.net/#easeInElastic
  73349. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73350. */
  73351. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73352. /** Defines the number of oscillations*/
  73353. oscillations: number;
  73354. /** Defines the amplitude of the oscillations*/
  73355. springiness: number;
  73356. /**
  73357. * Instantiates an elastic easing function
  73358. * @see https://easings.net/#easeInElastic
  73359. * @param oscillations Defines the number of oscillations
  73360. * @param springiness Defines the amplitude of the oscillations
  73361. */
  73362. constructor(
  73363. /** Defines the number of oscillations*/
  73364. oscillations?: number,
  73365. /** Defines the amplitude of the oscillations*/
  73366. springiness?: number);
  73367. /** @hidden */
  73368. easeInCore(gradient: number): number;
  73369. }
  73370. /**
  73371. * Easing function with an exponential shape (see link below).
  73372. * @see https://easings.net/#easeInExpo
  73373. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73374. */
  73375. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73376. /** Defines the exponent of the function */
  73377. exponent: number;
  73378. /**
  73379. * Instantiates an exponential easing function
  73380. * @see https://easings.net/#easeInExpo
  73381. * @param exponent Defines the exponent of the function
  73382. */
  73383. constructor(
  73384. /** Defines the exponent of the function */
  73385. exponent?: number);
  73386. /** @hidden */
  73387. easeInCore(gradient: number): number;
  73388. }
  73389. /**
  73390. * Easing function with a power shape (see link below).
  73391. * @see https://easings.net/#easeInQuad
  73392. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73393. */
  73394. export class PowerEase extends EasingFunction implements IEasingFunction {
  73395. /** Defines the power of the function */
  73396. power: number;
  73397. /**
  73398. * Instantiates an power base easing function
  73399. * @see https://easings.net/#easeInQuad
  73400. * @param power Defines the power of the function
  73401. */
  73402. constructor(
  73403. /** Defines the power of the function */
  73404. power?: number);
  73405. /** @hidden */
  73406. easeInCore(gradient: number): number;
  73407. }
  73408. /**
  73409. * Easing function with a power of 2 shape (see link below).
  73410. * @see https://easings.net/#easeInQuad
  73411. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73412. */
  73413. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73414. /** @hidden */
  73415. easeInCore(gradient: number): number;
  73416. }
  73417. /**
  73418. * Easing function with a power of 4 shape (see link below).
  73419. * @see https://easings.net/#easeInQuart
  73420. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73421. */
  73422. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73423. /** @hidden */
  73424. easeInCore(gradient: number): number;
  73425. }
  73426. /**
  73427. * Easing function with a power of 5 shape (see link below).
  73428. * @see https://easings.net/#easeInQuint
  73429. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73430. */
  73431. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73432. /** @hidden */
  73433. easeInCore(gradient: number): number;
  73434. }
  73435. /**
  73436. * Easing function with a sin shape (see link below).
  73437. * @see https://easings.net/#easeInSine
  73438. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73439. */
  73440. export class SineEase extends EasingFunction implements IEasingFunction {
  73441. /** @hidden */
  73442. easeInCore(gradient: number): number;
  73443. }
  73444. /**
  73445. * Easing function with a bezier shape (see link below).
  73446. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73447. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73448. */
  73449. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73450. /** Defines the x component of the start tangent in the bezier curve */
  73451. x1: number;
  73452. /** Defines the y component of the start tangent in the bezier curve */
  73453. y1: number;
  73454. /** Defines the x component of the end tangent in the bezier curve */
  73455. x2: number;
  73456. /** Defines the y component of the end tangent in the bezier curve */
  73457. y2: number;
  73458. /**
  73459. * Instantiates a bezier function
  73460. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73461. * @param x1 Defines the x component of the start tangent in the bezier curve
  73462. * @param y1 Defines the y component of the start tangent in the bezier curve
  73463. * @param x2 Defines the x component of the end tangent in the bezier curve
  73464. * @param y2 Defines the y component of the end tangent in the bezier curve
  73465. */
  73466. constructor(
  73467. /** Defines the x component of the start tangent in the bezier curve */
  73468. x1?: number,
  73469. /** Defines the y component of the start tangent in the bezier curve */
  73470. y1?: number,
  73471. /** Defines the x component of the end tangent in the bezier curve */
  73472. x2?: number,
  73473. /** Defines the y component of the end tangent in the bezier curve */
  73474. y2?: number);
  73475. /** @hidden */
  73476. easeInCore(gradient: number): number;
  73477. }
  73478. }
  73479. declare module BABYLON {
  73480. /**
  73481. * Class used to hold a RBG color
  73482. */
  73483. export class Color3 {
  73484. /**
  73485. * Defines the red component (between 0 and 1, default is 0)
  73486. */
  73487. r: number;
  73488. /**
  73489. * Defines the green component (between 0 and 1, default is 0)
  73490. */
  73491. g: number;
  73492. /**
  73493. * Defines the blue component (between 0 and 1, default is 0)
  73494. */
  73495. b: number;
  73496. /**
  73497. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73498. * @param r defines the red component (between 0 and 1, default is 0)
  73499. * @param g defines the green component (between 0 and 1, default is 0)
  73500. * @param b defines the blue component (between 0 and 1, default is 0)
  73501. */
  73502. constructor(
  73503. /**
  73504. * Defines the red component (between 0 and 1, default is 0)
  73505. */
  73506. r?: number,
  73507. /**
  73508. * Defines the green component (between 0 and 1, default is 0)
  73509. */
  73510. g?: number,
  73511. /**
  73512. * Defines the blue component (between 0 and 1, default is 0)
  73513. */
  73514. b?: number);
  73515. /**
  73516. * Creates a string with the Color3 current values
  73517. * @returns the string representation of the Color3 object
  73518. */
  73519. toString(): string;
  73520. /**
  73521. * Returns the string "Color3"
  73522. * @returns "Color3"
  73523. */
  73524. getClassName(): string;
  73525. /**
  73526. * Compute the Color3 hash code
  73527. * @returns an unique number that can be used to hash Color3 objects
  73528. */
  73529. getHashCode(): number;
  73530. /**
  73531. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73532. * @param array defines the array where to store the r,g,b components
  73533. * @param index defines an optional index in the target array to define where to start storing values
  73534. * @returns the current Color3 object
  73535. */
  73536. toArray(array: FloatArray, index?: number): Color3;
  73537. /**
  73538. * Returns a new Color4 object from the current Color3 and the given alpha
  73539. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73540. * @returns a new Color4 object
  73541. */
  73542. toColor4(alpha?: number): Color4;
  73543. /**
  73544. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73545. * @returns the new array
  73546. */
  73547. asArray(): number[];
  73548. /**
  73549. * Returns the luminance value
  73550. * @returns a float value
  73551. */
  73552. toLuminance(): number;
  73553. /**
  73554. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73555. * @param otherColor defines the second operand
  73556. * @returns the new Color3 object
  73557. */
  73558. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73559. /**
  73560. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73561. * @param otherColor defines the second operand
  73562. * @param result defines the Color3 object where to store the result
  73563. * @returns the current Color3
  73564. */
  73565. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73566. /**
  73567. * Determines equality between Color3 objects
  73568. * @param otherColor defines the second operand
  73569. * @returns true if the rgb values are equal to the given ones
  73570. */
  73571. equals(otherColor: DeepImmutable<Color3>): boolean;
  73572. /**
  73573. * Determines equality between the current Color3 object and a set of r,b,g values
  73574. * @param r defines the red component to check
  73575. * @param g defines the green component to check
  73576. * @param b defines the blue component to check
  73577. * @returns true if the rgb values are equal to the given ones
  73578. */
  73579. equalsFloats(r: number, g: number, b: number): boolean;
  73580. /**
  73581. * Multiplies in place each rgb value by scale
  73582. * @param scale defines the scaling factor
  73583. * @returns the updated Color3
  73584. */
  73585. scale(scale: number): Color3;
  73586. /**
  73587. * Multiplies the rgb values by scale and stores the result into "result"
  73588. * @param scale defines the scaling factor
  73589. * @param result defines the Color3 object where to store the result
  73590. * @returns the unmodified current Color3
  73591. */
  73592. scaleToRef(scale: number, result: Color3): Color3;
  73593. /**
  73594. * Scale the current Color3 values by a factor and add the result to a given Color3
  73595. * @param scale defines the scale factor
  73596. * @param result defines color to store the result into
  73597. * @returns the unmodified current Color3
  73598. */
  73599. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73600. /**
  73601. * Clamps the rgb values by the min and max values and stores the result into "result"
  73602. * @param min defines minimum clamping value (default is 0)
  73603. * @param max defines maximum clamping value (default is 1)
  73604. * @param result defines color to store the result into
  73605. * @returns the original Color3
  73606. */
  73607. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73608. /**
  73609. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73610. * @param otherColor defines the second operand
  73611. * @returns the new Color3
  73612. */
  73613. add(otherColor: DeepImmutable<Color3>): Color3;
  73614. /**
  73615. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73616. * @param otherColor defines the second operand
  73617. * @param result defines Color3 object to store the result into
  73618. * @returns the unmodified current Color3
  73619. */
  73620. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73621. /**
  73622. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73623. * @param otherColor defines the second operand
  73624. * @returns the new Color3
  73625. */
  73626. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73627. /**
  73628. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73629. * @param otherColor defines the second operand
  73630. * @param result defines Color3 object to store the result into
  73631. * @returns the unmodified current Color3
  73632. */
  73633. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73634. /**
  73635. * Copy the current object
  73636. * @returns a new Color3 copied the current one
  73637. */
  73638. clone(): Color3;
  73639. /**
  73640. * Copies the rgb values from the source in the current Color3
  73641. * @param source defines the source Color3 object
  73642. * @returns the updated Color3 object
  73643. */
  73644. copyFrom(source: DeepImmutable<Color3>): Color3;
  73645. /**
  73646. * Updates the Color3 rgb values from the given floats
  73647. * @param r defines the red component to read from
  73648. * @param g defines the green component to read from
  73649. * @param b defines the blue component to read from
  73650. * @returns the current Color3 object
  73651. */
  73652. copyFromFloats(r: number, g: number, b: number): Color3;
  73653. /**
  73654. * Updates the Color3 rgb values from the given floats
  73655. * @param r defines the red component to read from
  73656. * @param g defines the green component to read from
  73657. * @param b defines the blue component to read from
  73658. * @returns the current Color3 object
  73659. */
  73660. set(r: number, g: number, b: number): Color3;
  73661. /**
  73662. * Compute the Color3 hexadecimal code as a string
  73663. * @returns a string containing the hexadecimal representation of the Color3 object
  73664. */
  73665. toHexString(): string;
  73666. /**
  73667. * Computes a new Color3 converted from the current one to linear space
  73668. * @returns a new Color3 object
  73669. */
  73670. toLinearSpace(): Color3;
  73671. /**
  73672. * Converts current color in rgb space to HSV values
  73673. * @returns a new color3 representing the HSV values
  73674. */
  73675. toHSV(): Color3;
  73676. /**
  73677. * Converts current color in rgb space to HSV values
  73678. * @param result defines the Color3 where to store the HSV values
  73679. */
  73680. toHSVToRef(result: Color3): void;
  73681. /**
  73682. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73683. * @param convertedColor defines the Color3 object where to store the linear space version
  73684. * @returns the unmodified Color3
  73685. */
  73686. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73687. /**
  73688. * Computes a new Color3 converted from the current one to gamma space
  73689. * @returns a new Color3 object
  73690. */
  73691. toGammaSpace(): Color3;
  73692. /**
  73693. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73694. * @param convertedColor defines the Color3 object where to store the gamma space version
  73695. * @returns the unmodified Color3
  73696. */
  73697. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73698. private static _BlackReadOnly;
  73699. /**
  73700. * Convert Hue, saturation and value to a Color3 (RGB)
  73701. * @param hue defines the hue
  73702. * @param saturation defines the saturation
  73703. * @param value defines the value
  73704. * @param result defines the Color3 where to store the RGB values
  73705. */
  73706. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73707. /**
  73708. * Creates a new Color3 from the string containing valid hexadecimal values
  73709. * @param hex defines a string containing valid hexadecimal values
  73710. * @returns a new Color3 object
  73711. */
  73712. static FromHexString(hex: string): Color3;
  73713. /**
  73714. * Creates a new Color3 from the starting index of the given array
  73715. * @param array defines the source array
  73716. * @param offset defines an offset in the source array
  73717. * @returns a new Color3 object
  73718. */
  73719. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73720. /**
  73721. * Creates a new Color3 from integer values (< 256)
  73722. * @param r defines the red component to read from (value between 0 and 255)
  73723. * @param g defines the green component to read from (value between 0 and 255)
  73724. * @param b defines the blue component to read from (value between 0 and 255)
  73725. * @returns a new Color3 object
  73726. */
  73727. static FromInts(r: number, g: number, b: number): Color3;
  73728. /**
  73729. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73730. * @param start defines the start Color3 value
  73731. * @param end defines the end Color3 value
  73732. * @param amount defines the gradient value between start and end
  73733. * @returns a new Color3 object
  73734. */
  73735. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73736. /**
  73737. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73738. * @param left defines the start value
  73739. * @param right defines the end value
  73740. * @param amount defines the gradient factor
  73741. * @param result defines the Color3 object where to store the result
  73742. */
  73743. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73744. /**
  73745. * Returns a Color3 value containing a red color
  73746. * @returns a new Color3 object
  73747. */
  73748. static Red(): Color3;
  73749. /**
  73750. * Returns a Color3 value containing a green color
  73751. * @returns a new Color3 object
  73752. */
  73753. static Green(): Color3;
  73754. /**
  73755. * Returns a Color3 value containing a blue color
  73756. * @returns a new Color3 object
  73757. */
  73758. static Blue(): Color3;
  73759. /**
  73760. * Returns a Color3 value containing a black color
  73761. * @returns a new Color3 object
  73762. */
  73763. static Black(): Color3;
  73764. /**
  73765. * Gets a Color3 value containing a black color that must not be updated
  73766. */
  73767. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73768. /**
  73769. * Returns a Color3 value containing a white color
  73770. * @returns a new Color3 object
  73771. */
  73772. static White(): Color3;
  73773. /**
  73774. * Returns a Color3 value containing a purple color
  73775. * @returns a new Color3 object
  73776. */
  73777. static Purple(): Color3;
  73778. /**
  73779. * Returns a Color3 value containing a magenta color
  73780. * @returns a new Color3 object
  73781. */
  73782. static Magenta(): Color3;
  73783. /**
  73784. * Returns a Color3 value containing a yellow color
  73785. * @returns a new Color3 object
  73786. */
  73787. static Yellow(): Color3;
  73788. /**
  73789. * Returns a Color3 value containing a gray color
  73790. * @returns a new Color3 object
  73791. */
  73792. static Gray(): Color3;
  73793. /**
  73794. * Returns a Color3 value containing a teal color
  73795. * @returns a new Color3 object
  73796. */
  73797. static Teal(): Color3;
  73798. /**
  73799. * Returns a Color3 value containing a random color
  73800. * @returns a new Color3 object
  73801. */
  73802. static Random(): Color3;
  73803. }
  73804. /**
  73805. * Class used to hold a RBGA color
  73806. */
  73807. export class Color4 {
  73808. /**
  73809. * Defines the red component (between 0 and 1, default is 0)
  73810. */
  73811. r: number;
  73812. /**
  73813. * Defines the green component (between 0 and 1, default is 0)
  73814. */
  73815. g: number;
  73816. /**
  73817. * Defines the blue component (between 0 and 1, default is 0)
  73818. */
  73819. b: number;
  73820. /**
  73821. * Defines the alpha component (between 0 and 1, default is 1)
  73822. */
  73823. a: number;
  73824. /**
  73825. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73826. * @param r defines the red component (between 0 and 1, default is 0)
  73827. * @param g defines the green component (between 0 and 1, default is 0)
  73828. * @param b defines the blue component (between 0 and 1, default is 0)
  73829. * @param a defines the alpha component (between 0 and 1, default is 1)
  73830. */
  73831. constructor(
  73832. /**
  73833. * Defines the red component (between 0 and 1, default is 0)
  73834. */
  73835. r?: number,
  73836. /**
  73837. * Defines the green component (between 0 and 1, default is 0)
  73838. */
  73839. g?: number,
  73840. /**
  73841. * Defines the blue component (between 0 and 1, default is 0)
  73842. */
  73843. b?: number,
  73844. /**
  73845. * Defines the alpha component (between 0 and 1, default is 1)
  73846. */
  73847. a?: number);
  73848. /**
  73849. * Adds in place the given Color4 values to the current Color4 object
  73850. * @param right defines the second operand
  73851. * @returns the current updated Color4 object
  73852. */
  73853. addInPlace(right: DeepImmutable<Color4>): Color4;
  73854. /**
  73855. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73856. * @returns the new array
  73857. */
  73858. asArray(): number[];
  73859. /**
  73860. * Stores from the starting index in the given array the Color4 successive values
  73861. * @param array defines the array where to store the r,g,b components
  73862. * @param index defines an optional index in the target array to define where to start storing values
  73863. * @returns the current Color4 object
  73864. */
  73865. toArray(array: number[], index?: number): Color4;
  73866. /**
  73867. * Determines equality between Color4 objects
  73868. * @param otherColor defines the second operand
  73869. * @returns true if the rgba values are equal to the given ones
  73870. */
  73871. equals(otherColor: DeepImmutable<Color4>): boolean;
  73872. /**
  73873. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73874. * @param right defines the second operand
  73875. * @returns a new Color4 object
  73876. */
  73877. add(right: DeepImmutable<Color4>): Color4;
  73878. /**
  73879. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73880. * @param right defines the second operand
  73881. * @returns a new Color4 object
  73882. */
  73883. subtract(right: DeepImmutable<Color4>): Color4;
  73884. /**
  73885. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73886. * @param right defines the second operand
  73887. * @param result defines the Color4 object where to store the result
  73888. * @returns the current Color4 object
  73889. */
  73890. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73891. /**
  73892. * Creates a new Color4 with the current Color4 values multiplied by scale
  73893. * @param scale defines the scaling factor to apply
  73894. * @returns a new Color4 object
  73895. */
  73896. scale(scale: number): Color4;
  73897. /**
  73898. * Multiplies the current Color4 values by scale and stores the result in "result"
  73899. * @param scale defines the scaling factor to apply
  73900. * @param result defines the Color4 object where to store the result
  73901. * @returns the current unmodified Color4
  73902. */
  73903. scaleToRef(scale: number, result: Color4): Color4;
  73904. /**
  73905. * Scale the current Color4 values by a factor and add the result to a given Color4
  73906. * @param scale defines the scale factor
  73907. * @param result defines the Color4 object where to store the result
  73908. * @returns the unmodified current Color4
  73909. */
  73910. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73911. /**
  73912. * Clamps the rgb values by the min and max values and stores the result into "result"
  73913. * @param min defines minimum clamping value (default is 0)
  73914. * @param max defines maximum clamping value (default is 1)
  73915. * @param result defines color to store the result into.
  73916. * @returns the cuurent Color4
  73917. */
  73918. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73919. /**
  73920. * Multipy an Color4 value by another and return a new Color4 object
  73921. * @param color defines the Color4 value to multiply by
  73922. * @returns a new Color4 object
  73923. */
  73924. multiply(color: Color4): Color4;
  73925. /**
  73926. * Multipy a Color4 value by another and push the result in a reference value
  73927. * @param color defines the Color4 value to multiply by
  73928. * @param result defines the Color4 to fill the result in
  73929. * @returns the result Color4
  73930. */
  73931. multiplyToRef(color: Color4, result: Color4): Color4;
  73932. /**
  73933. * Creates a string with the Color4 current values
  73934. * @returns the string representation of the Color4 object
  73935. */
  73936. toString(): string;
  73937. /**
  73938. * Returns the string "Color4"
  73939. * @returns "Color4"
  73940. */
  73941. getClassName(): string;
  73942. /**
  73943. * Compute the Color4 hash code
  73944. * @returns an unique number that can be used to hash Color4 objects
  73945. */
  73946. getHashCode(): number;
  73947. /**
  73948. * Creates a new Color4 copied from the current one
  73949. * @returns a new Color4 object
  73950. */
  73951. clone(): Color4;
  73952. /**
  73953. * Copies the given Color4 values into the current one
  73954. * @param source defines the source Color4 object
  73955. * @returns the current updated Color4 object
  73956. */
  73957. copyFrom(source: Color4): Color4;
  73958. /**
  73959. * Copies the given float values into the current one
  73960. * @param r defines the red component to read from
  73961. * @param g defines the green component to read from
  73962. * @param b defines the blue component to read from
  73963. * @param a defines the alpha component to read from
  73964. * @returns the current updated Color4 object
  73965. */
  73966. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73967. /**
  73968. * Copies the given float values into the current one
  73969. * @param r defines the red component to read from
  73970. * @param g defines the green component to read from
  73971. * @param b defines the blue component to read from
  73972. * @param a defines the alpha component to read from
  73973. * @returns the current updated Color4 object
  73974. */
  73975. set(r: number, g: number, b: number, a: number): Color4;
  73976. /**
  73977. * Compute the Color4 hexadecimal code as a string
  73978. * @returns a string containing the hexadecimal representation of the Color4 object
  73979. */
  73980. toHexString(): string;
  73981. /**
  73982. * Computes a new Color4 converted from the current one to linear space
  73983. * @returns a new Color4 object
  73984. */
  73985. toLinearSpace(): Color4;
  73986. /**
  73987. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73988. * @param convertedColor defines the Color4 object where to store the linear space version
  73989. * @returns the unmodified Color4
  73990. */
  73991. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73992. /**
  73993. * Computes a new Color4 converted from the current one to gamma space
  73994. * @returns a new Color4 object
  73995. */
  73996. toGammaSpace(): Color4;
  73997. /**
  73998. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73999. * @param convertedColor defines the Color4 object where to store the gamma space version
  74000. * @returns the unmodified Color4
  74001. */
  74002. toGammaSpaceToRef(convertedColor: Color4): Color4;
  74003. /**
  74004. * Creates a new Color4 from the string containing valid hexadecimal values
  74005. * @param hex defines a string containing valid hexadecimal values
  74006. * @returns a new Color4 object
  74007. */
  74008. static FromHexString(hex: string): Color4;
  74009. /**
  74010. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74011. * @param left defines the start value
  74012. * @param right defines the end value
  74013. * @param amount defines the gradient factor
  74014. * @returns a new Color4 object
  74015. */
  74016. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  74017. /**
  74018. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  74019. * @param left defines the start value
  74020. * @param right defines the end value
  74021. * @param amount defines the gradient factor
  74022. * @param result defines the Color4 object where to store data
  74023. */
  74024. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  74025. /**
  74026. * Creates a new Color4 from a Color3 and an alpha value
  74027. * @param color3 defines the source Color3 to read from
  74028. * @param alpha defines the alpha component (1.0 by default)
  74029. * @returns a new Color4 object
  74030. */
  74031. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  74032. /**
  74033. * Creates a new Color4 from the starting index element of the given array
  74034. * @param array defines the source array to read from
  74035. * @param offset defines the offset in the source array
  74036. * @returns a new Color4 object
  74037. */
  74038. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  74039. /**
  74040. * Creates a new Color3 from integer values (< 256)
  74041. * @param r defines the red component to read from (value between 0 and 255)
  74042. * @param g defines the green component to read from (value between 0 and 255)
  74043. * @param b defines the blue component to read from (value between 0 and 255)
  74044. * @param a defines the alpha component to read from (value between 0 and 255)
  74045. * @returns a new Color3 object
  74046. */
  74047. static FromInts(r: number, g: number, b: number, a: number): Color4;
  74048. /**
  74049. * Check the content of a given array and convert it to an array containing RGBA data
  74050. * If the original array was already containing count * 4 values then it is returned directly
  74051. * @param colors defines the array to check
  74052. * @param count defines the number of RGBA data to expect
  74053. * @returns an array containing count * 4 values (RGBA)
  74054. */
  74055. static CheckColors4(colors: number[], count: number): number[];
  74056. }
  74057. /**
  74058. * @hidden
  74059. */
  74060. export class TmpColors {
  74061. static Color3: Color3[];
  74062. static Color4: Color4[];
  74063. }
  74064. }
  74065. declare module BABYLON {
  74066. /**
  74067. * Defines an interface which represents an animation key frame
  74068. */
  74069. export interface IAnimationKey {
  74070. /**
  74071. * Frame of the key frame
  74072. */
  74073. frame: number;
  74074. /**
  74075. * Value at the specifies key frame
  74076. */
  74077. value: any;
  74078. /**
  74079. * The input tangent for the cubic hermite spline
  74080. */
  74081. inTangent?: any;
  74082. /**
  74083. * The output tangent for the cubic hermite spline
  74084. */
  74085. outTangent?: any;
  74086. /**
  74087. * The animation interpolation type
  74088. */
  74089. interpolation?: AnimationKeyInterpolation;
  74090. }
  74091. /**
  74092. * Enum for the animation key frame interpolation type
  74093. */
  74094. export enum AnimationKeyInterpolation {
  74095. /**
  74096. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  74097. */
  74098. STEP = 1
  74099. }
  74100. }
  74101. declare module BABYLON {
  74102. /**
  74103. * Represents the range of an animation
  74104. */
  74105. export class AnimationRange {
  74106. /**The name of the animation range**/
  74107. name: string;
  74108. /**The starting frame of the animation */
  74109. from: number;
  74110. /**The ending frame of the animation*/
  74111. to: number;
  74112. /**
  74113. * Initializes the range of an animation
  74114. * @param name The name of the animation range
  74115. * @param from The starting frame of the animation
  74116. * @param to The ending frame of the animation
  74117. */
  74118. constructor(
  74119. /**The name of the animation range**/
  74120. name: string,
  74121. /**The starting frame of the animation */
  74122. from: number,
  74123. /**The ending frame of the animation*/
  74124. to: number);
  74125. /**
  74126. * Makes a copy of the animation range
  74127. * @returns A copy of the animation range
  74128. */
  74129. clone(): AnimationRange;
  74130. }
  74131. }
  74132. declare module BABYLON {
  74133. /**
  74134. * Composed of a frame, and an action function
  74135. */
  74136. export class AnimationEvent {
  74137. /** The frame for which the event is triggered **/
  74138. frame: number;
  74139. /** The event to perform when triggered **/
  74140. action: (currentFrame: number) => void;
  74141. /** Specifies if the event should be triggered only once**/
  74142. onlyOnce?: boolean | undefined;
  74143. /**
  74144. * Specifies if the animation event is done
  74145. */
  74146. isDone: boolean;
  74147. /**
  74148. * Initializes the animation event
  74149. * @param frame The frame for which the event is triggered
  74150. * @param action The event to perform when triggered
  74151. * @param onlyOnce Specifies if the event should be triggered only once
  74152. */
  74153. constructor(
  74154. /** The frame for which the event is triggered **/
  74155. frame: number,
  74156. /** The event to perform when triggered **/
  74157. action: (currentFrame: number) => void,
  74158. /** Specifies if the event should be triggered only once**/
  74159. onlyOnce?: boolean | undefined);
  74160. /** @hidden */
  74161. _clone(): AnimationEvent;
  74162. }
  74163. }
  74164. declare module BABYLON {
  74165. /**
  74166. * Interface used to define a behavior
  74167. */
  74168. export interface Behavior<T> {
  74169. /** gets or sets behavior's name */
  74170. name: string;
  74171. /**
  74172. * Function called when the behavior needs to be initialized (after attaching it to a target)
  74173. */
  74174. init(): void;
  74175. /**
  74176. * Called when the behavior is attached to a target
  74177. * @param target defines the target where the behavior is attached to
  74178. */
  74179. attach(target: T): void;
  74180. /**
  74181. * Called when the behavior is detached from its target
  74182. */
  74183. detach(): void;
  74184. }
  74185. /**
  74186. * Interface implemented by classes supporting behaviors
  74187. */
  74188. export interface IBehaviorAware<T> {
  74189. /**
  74190. * Attach a behavior
  74191. * @param behavior defines the behavior to attach
  74192. * @returns the current host
  74193. */
  74194. addBehavior(behavior: Behavior<T>): T;
  74195. /**
  74196. * Remove a behavior from the current object
  74197. * @param behavior defines the behavior to detach
  74198. * @returns the current host
  74199. */
  74200. removeBehavior(behavior: Behavior<T>): T;
  74201. /**
  74202. * Gets a behavior using its name to search
  74203. * @param name defines the name to search
  74204. * @returns the behavior or null if not found
  74205. */
  74206. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  74207. }
  74208. }
  74209. declare module BABYLON {
  74210. /**
  74211. * Defines an array and its length.
  74212. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  74213. */
  74214. export interface ISmartArrayLike<T> {
  74215. /**
  74216. * The data of the array.
  74217. */
  74218. data: Array<T>;
  74219. /**
  74220. * The active length of the array.
  74221. */
  74222. length: number;
  74223. }
  74224. /**
  74225. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74226. */
  74227. export class SmartArray<T> implements ISmartArrayLike<T> {
  74228. /**
  74229. * The full set of data from the array.
  74230. */
  74231. data: Array<T>;
  74232. /**
  74233. * The active length of the array.
  74234. */
  74235. length: number;
  74236. protected _id: number;
  74237. /**
  74238. * Instantiates a Smart Array.
  74239. * @param capacity defines the default capacity of the array.
  74240. */
  74241. constructor(capacity: number);
  74242. /**
  74243. * Pushes a value at the end of the active data.
  74244. * @param value defines the object to push in the array.
  74245. */
  74246. push(value: T): void;
  74247. /**
  74248. * Iterates over the active data and apply the lambda to them.
  74249. * @param func defines the action to apply on each value.
  74250. */
  74251. forEach(func: (content: T) => void): void;
  74252. /**
  74253. * Sorts the full sets of data.
  74254. * @param compareFn defines the comparison function to apply.
  74255. */
  74256. sort(compareFn: (a: T, b: T) => number): void;
  74257. /**
  74258. * Resets the active data to an empty array.
  74259. */
  74260. reset(): void;
  74261. /**
  74262. * Releases all the data from the array as well as the array.
  74263. */
  74264. dispose(): void;
  74265. /**
  74266. * Concats the active data with a given array.
  74267. * @param array defines the data to concatenate with.
  74268. */
  74269. concat(array: any): void;
  74270. /**
  74271. * Returns the position of a value in the active data.
  74272. * @param value defines the value to find the index for
  74273. * @returns the index if found in the active data otherwise -1
  74274. */
  74275. indexOf(value: T): number;
  74276. /**
  74277. * Returns whether an element is part of the active data.
  74278. * @param value defines the value to look for
  74279. * @returns true if found in the active data otherwise false
  74280. */
  74281. contains(value: T): boolean;
  74282. private static _GlobalId;
  74283. }
  74284. /**
  74285. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  74286. * The data in this array can only be present once
  74287. */
  74288. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  74289. private _duplicateId;
  74290. /**
  74291. * Pushes a value at the end of the active data.
  74292. * THIS DOES NOT PREVENT DUPPLICATE DATA
  74293. * @param value defines the object to push in the array.
  74294. */
  74295. push(value: T): void;
  74296. /**
  74297. * Pushes a value at the end of the active data.
  74298. * If the data is already present, it won t be added again
  74299. * @param value defines the object to push in the array.
  74300. * @returns true if added false if it was already present
  74301. */
  74302. pushNoDuplicate(value: T): boolean;
  74303. /**
  74304. * Resets the active data to an empty array.
  74305. */
  74306. reset(): void;
  74307. /**
  74308. * Concats the active data with a given array.
  74309. * This ensures no dupplicate will be present in the result.
  74310. * @param array defines the data to concatenate with.
  74311. */
  74312. concatWithNoDuplicate(array: any): void;
  74313. }
  74314. }
  74315. declare module BABYLON {
  74316. /**
  74317. * @ignore
  74318. * This is a list of all the different input types that are available in the application.
  74319. * Fo instance: ArcRotateCameraGamepadInput...
  74320. */
  74321. export var CameraInputTypes: {};
  74322. /**
  74323. * This is the contract to implement in order to create a new input class.
  74324. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74325. */
  74326. export interface ICameraInput<TCamera extends Camera> {
  74327. /**
  74328. * Defines the camera the input is attached to.
  74329. */
  74330. camera: Nullable<TCamera>;
  74331. /**
  74332. * Gets the class name of the current intput.
  74333. * @returns the class name
  74334. */
  74335. getClassName(): string;
  74336. /**
  74337. * Get the friendly name associated with the input class.
  74338. * @returns the input friendly name
  74339. */
  74340. getSimpleName(): string;
  74341. /**
  74342. * Attach the input controls to a specific dom element to get the input from.
  74343. * @param element Defines the element the controls should be listened from
  74344. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74345. */
  74346. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74347. /**
  74348. * Detach the current controls from the specified dom element.
  74349. * @param element Defines the element to stop listening the inputs from
  74350. */
  74351. detachControl(element: Nullable<HTMLElement>): void;
  74352. /**
  74353. * Update the current camera state depending on the inputs that have been used this frame.
  74354. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74355. */
  74356. checkInputs?: () => void;
  74357. }
  74358. /**
  74359. * Represents a map of input types to input instance or input index to input instance.
  74360. */
  74361. export interface CameraInputsMap<TCamera extends Camera> {
  74362. /**
  74363. * Accessor to the input by input type.
  74364. */
  74365. [name: string]: ICameraInput<TCamera>;
  74366. /**
  74367. * Accessor to the input by input index.
  74368. */
  74369. [idx: number]: ICameraInput<TCamera>;
  74370. }
  74371. /**
  74372. * This represents the input manager used within a camera.
  74373. * It helps dealing with all the different kind of input attached to a camera.
  74374. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74375. */
  74376. export class CameraInputsManager<TCamera extends Camera> {
  74377. /**
  74378. * Defines the list of inputs attahed to the camera.
  74379. */
  74380. attached: CameraInputsMap<TCamera>;
  74381. /**
  74382. * Defines the dom element the camera is collecting inputs from.
  74383. * This is null if the controls have not been attached.
  74384. */
  74385. attachedElement: Nullable<HTMLElement>;
  74386. /**
  74387. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74388. */
  74389. noPreventDefault: boolean;
  74390. /**
  74391. * Defined the camera the input manager belongs to.
  74392. */
  74393. camera: TCamera;
  74394. /**
  74395. * Update the current camera state depending on the inputs that have been used this frame.
  74396. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74397. */
  74398. checkInputs: () => void;
  74399. /**
  74400. * Instantiate a new Camera Input Manager.
  74401. * @param camera Defines the camera the input manager blongs to
  74402. */
  74403. constructor(camera: TCamera);
  74404. /**
  74405. * Add an input method to a camera
  74406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74407. * @param input camera input method
  74408. */
  74409. add(input: ICameraInput<TCamera>): void;
  74410. /**
  74411. * Remove a specific input method from a camera
  74412. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74413. * @param inputToRemove camera input method
  74414. */
  74415. remove(inputToRemove: ICameraInput<TCamera>): void;
  74416. /**
  74417. * Remove a specific input type from a camera
  74418. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74419. * @param inputType the type of the input to remove
  74420. */
  74421. removeByType(inputType: string): void;
  74422. private _addCheckInputs;
  74423. /**
  74424. * Attach the input controls to the currently attached dom element to listen the events from.
  74425. * @param input Defines the input to attach
  74426. */
  74427. attachInput(input: ICameraInput<TCamera>): void;
  74428. /**
  74429. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74430. * @param element Defines the dom element to collect the events from
  74431. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74432. */
  74433. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74434. /**
  74435. * Detach the current manager inputs controls from a specific dom element.
  74436. * @param element Defines the dom element to collect the events from
  74437. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74438. */
  74439. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74440. /**
  74441. * Rebuild the dynamic inputCheck function from the current list of
  74442. * defined inputs in the manager.
  74443. */
  74444. rebuildInputCheck(): void;
  74445. /**
  74446. * Remove all attached input methods from a camera
  74447. */
  74448. clear(): void;
  74449. /**
  74450. * Serialize the current input manager attached to a camera.
  74451. * This ensures than once parsed,
  74452. * the input associated to the camera will be identical to the current ones
  74453. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74454. */
  74455. serialize(serializedCamera: any): void;
  74456. /**
  74457. * Parses an input manager serialized JSON to restore the previous list of inputs
  74458. * and states associated to a camera.
  74459. * @param parsedCamera Defines the JSON to parse
  74460. */
  74461. parse(parsedCamera: any): void;
  74462. }
  74463. }
  74464. declare module BABYLON {
  74465. /**
  74466. * Class used to store data that will be store in GPU memory
  74467. */
  74468. export class Buffer {
  74469. private _engine;
  74470. private _buffer;
  74471. /** @hidden */
  74472. _data: Nullable<DataArray>;
  74473. private _updatable;
  74474. private _instanced;
  74475. private _divisor;
  74476. /**
  74477. * Gets the byte stride.
  74478. */
  74479. readonly byteStride: number;
  74480. /**
  74481. * Constructor
  74482. * @param engine the engine
  74483. * @param data the data to use for this buffer
  74484. * @param updatable whether the data is updatable
  74485. * @param stride the stride (optional)
  74486. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74487. * @param instanced whether the buffer is instanced (optional)
  74488. * @param useBytes set to true if the stride in in bytes (optional)
  74489. * @param divisor sets an optional divisor for instances (1 by default)
  74490. */
  74491. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74492. /**
  74493. * Create a new VertexBuffer based on the current buffer
  74494. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74495. * @param offset defines offset in the buffer (0 by default)
  74496. * @param size defines the size in floats of attributes (position is 3 for instance)
  74497. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74498. * @param instanced defines if the vertex buffer contains indexed data
  74499. * @param useBytes defines if the offset and stride are in bytes *
  74500. * @param divisor sets an optional divisor for instances (1 by default)
  74501. * @returns the new vertex buffer
  74502. */
  74503. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74504. /**
  74505. * Gets a boolean indicating if the Buffer is updatable?
  74506. * @returns true if the buffer is updatable
  74507. */
  74508. isUpdatable(): boolean;
  74509. /**
  74510. * Gets current buffer's data
  74511. * @returns a DataArray or null
  74512. */
  74513. getData(): Nullable<DataArray>;
  74514. /**
  74515. * Gets underlying native buffer
  74516. * @returns underlying native buffer
  74517. */
  74518. getBuffer(): Nullable<DataBuffer>;
  74519. /**
  74520. * Gets the stride in float32 units (i.e. byte stride / 4).
  74521. * May not be an integer if the byte stride is not divisible by 4.
  74522. * DEPRECATED. Use byteStride instead.
  74523. * @returns the stride in float32 units
  74524. */
  74525. getStrideSize(): number;
  74526. /**
  74527. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74528. * @param data defines the data to store
  74529. */
  74530. create(data?: Nullable<DataArray>): void;
  74531. /** @hidden */
  74532. _rebuild(): void;
  74533. /**
  74534. * Update current buffer data
  74535. * @param data defines the data to store
  74536. */
  74537. update(data: DataArray): void;
  74538. /**
  74539. * Updates the data directly.
  74540. * @param data the new data
  74541. * @param offset the new offset
  74542. * @param vertexCount the vertex count (optional)
  74543. * @param useBytes set to true if the offset is in bytes
  74544. */
  74545. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74546. /**
  74547. * Release all resources
  74548. */
  74549. dispose(): void;
  74550. }
  74551. /**
  74552. * Specialized buffer used to store vertex data
  74553. */
  74554. export class VertexBuffer {
  74555. /** @hidden */
  74556. _buffer: Buffer;
  74557. private _kind;
  74558. private _size;
  74559. private _ownsBuffer;
  74560. private _instanced;
  74561. private _instanceDivisor;
  74562. /**
  74563. * The byte type.
  74564. */
  74565. static readonly BYTE: number;
  74566. /**
  74567. * The unsigned byte type.
  74568. */
  74569. static readonly UNSIGNED_BYTE: number;
  74570. /**
  74571. * The short type.
  74572. */
  74573. static readonly SHORT: number;
  74574. /**
  74575. * The unsigned short type.
  74576. */
  74577. static readonly UNSIGNED_SHORT: number;
  74578. /**
  74579. * The integer type.
  74580. */
  74581. static readonly INT: number;
  74582. /**
  74583. * The unsigned integer type.
  74584. */
  74585. static readonly UNSIGNED_INT: number;
  74586. /**
  74587. * The float type.
  74588. */
  74589. static readonly FLOAT: number;
  74590. /**
  74591. * Gets or sets the instance divisor when in instanced mode
  74592. */
  74593. instanceDivisor: number;
  74594. /**
  74595. * Gets the byte stride.
  74596. */
  74597. readonly byteStride: number;
  74598. /**
  74599. * Gets the byte offset.
  74600. */
  74601. readonly byteOffset: number;
  74602. /**
  74603. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74604. */
  74605. readonly normalized: boolean;
  74606. /**
  74607. * Gets the data type of each component in the array.
  74608. */
  74609. readonly type: number;
  74610. /**
  74611. * Constructor
  74612. * @param engine the engine
  74613. * @param data the data to use for this vertex buffer
  74614. * @param kind the vertex buffer kind
  74615. * @param updatable whether the data is updatable
  74616. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74617. * @param stride the stride (optional)
  74618. * @param instanced whether the buffer is instanced (optional)
  74619. * @param offset the offset of the data (optional)
  74620. * @param size the number of components (optional)
  74621. * @param type the type of the component (optional)
  74622. * @param normalized whether the data contains normalized data (optional)
  74623. * @param useBytes set to true if stride and offset are in bytes (optional)
  74624. * @param divisor defines the instance divisor to use (1 by default)
  74625. */
  74626. 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);
  74627. /** @hidden */
  74628. _rebuild(): void;
  74629. /**
  74630. * Returns the kind of the VertexBuffer (string)
  74631. * @returns a string
  74632. */
  74633. getKind(): string;
  74634. /**
  74635. * Gets a boolean indicating if the VertexBuffer is updatable?
  74636. * @returns true if the buffer is updatable
  74637. */
  74638. isUpdatable(): boolean;
  74639. /**
  74640. * Gets current buffer's data
  74641. * @returns a DataArray or null
  74642. */
  74643. getData(): Nullable<DataArray>;
  74644. /**
  74645. * Gets underlying native buffer
  74646. * @returns underlying native buffer
  74647. */
  74648. getBuffer(): Nullable<DataBuffer>;
  74649. /**
  74650. * Gets the stride in float32 units (i.e. byte stride / 4).
  74651. * May not be an integer if the byte stride is not divisible by 4.
  74652. * DEPRECATED. Use byteStride instead.
  74653. * @returns the stride in float32 units
  74654. */
  74655. getStrideSize(): number;
  74656. /**
  74657. * Returns the offset as a multiple of the type byte length.
  74658. * DEPRECATED. Use byteOffset instead.
  74659. * @returns the offset in bytes
  74660. */
  74661. getOffset(): number;
  74662. /**
  74663. * Returns the number of components per vertex attribute (integer)
  74664. * @returns the size in float
  74665. */
  74666. getSize(): number;
  74667. /**
  74668. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74669. * @returns true if this buffer is instanced
  74670. */
  74671. getIsInstanced(): boolean;
  74672. /**
  74673. * Returns the instancing divisor, zero for non-instanced (integer).
  74674. * @returns a number
  74675. */
  74676. getInstanceDivisor(): number;
  74677. /**
  74678. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74679. * @param data defines the data to store
  74680. */
  74681. create(data?: DataArray): void;
  74682. /**
  74683. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74684. * This function will create a new buffer if the current one is not updatable
  74685. * @param data defines the data to store
  74686. */
  74687. update(data: DataArray): void;
  74688. /**
  74689. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74690. * Returns the directly updated WebGLBuffer.
  74691. * @param data the new data
  74692. * @param offset the new offset
  74693. * @param useBytes set to true if the offset is in bytes
  74694. */
  74695. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74696. /**
  74697. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74698. */
  74699. dispose(): void;
  74700. /**
  74701. * Enumerates each value of this vertex buffer as numbers.
  74702. * @param count the number of values to enumerate
  74703. * @param callback the callback function called for each value
  74704. */
  74705. forEach(count: number, callback: (value: number, index: number) => void): void;
  74706. /**
  74707. * Positions
  74708. */
  74709. static readonly PositionKind: string;
  74710. /**
  74711. * Normals
  74712. */
  74713. static readonly NormalKind: string;
  74714. /**
  74715. * Tangents
  74716. */
  74717. static readonly TangentKind: string;
  74718. /**
  74719. * Texture coordinates
  74720. */
  74721. static readonly UVKind: string;
  74722. /**
  74723. * Texture coordinates 2
  74724. */
  74725. static readonly UV2Kind: string;
  74726. /**
  74727. * Texture coordinates 3
  74728. */
  74729. static readonly UV3Kind: string;
  74730. /**
  74731. * Texture coordinates 4
  74732. */
  74733. static readonly UV4Kind: string;
  74734. /**
  74735. * Texture coordinates 5
  74736. */
  74737. static readonly UV5Kind: string;
  74738. /**
  74739. * Texture coordinates 6
  74740. */
  74741. static readonly UV6Kind: string;
  74742. /**
  74743. * Colors
  74744. */
  74745. static readonly ColorKind: string;
  74746. /**
  74747. * Matrix indices (for bones)
  74748. */
  74749. static readonly MatricesIndicesKind: string;
  74750. /**
  74751. * Matrix weights (for bones)
  74752. */
  74753. static readonly MatricesWeightsKind: string;
  74754. /**
  74755. * Additional matrix indices (for bones)
  74756. */
  74757. static readonly MatricesIndicesExtraKind: string;
  74758. /**
  74759. * Additional matrix weights (for bones)
  74760. */
  74761. static readonly MatricesWeightsExtraKind: string;
  74762. /**
  74763. * Deduces the stride given a kind.
  74764. * @param kind The kind string to deduce
  74765. * @returns The deduced stride
  74766. */
  74767. static DeduceStride(kind: string): number;
  74768. /**
  74769. * Gets the byte length of the given type.
  74770. * @param type the type
  74771. * @returns the number of bytes
  74772. */
  74773. static GetTypeByteLength(type: number): number;
  74774. /**
  74775. * Enumerates each value of the given parameters as numbers.
  74776. * @param data the data to enumerate
  74777. * @param byteOffset the byte offset of the data
  74778. * @param byteStride the byte stride of the data
  74779. * @param componentCount the number of components per element
  74780. * @param componentType the type of the component
  74781. * @param count the number of values to enumerate
  74782. * @param normalized whether the data is normalized
  74783. * @param callback the callback function called for each value
  74784. */
  74785. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74786. private static _GetFloatValue;
  74787. }
  74788. }
  74789. declare module BABYLON {
  74790. /**
  74791. * @hidden
  74792. */
  74793. export class IntersectionInfo {
  74794. bu: Nullable<number>;
  74795. bv: Nullable<number>;
  74796. distance: number;
  74797. faceId: number;
  74798. subMeshId: number;
  74799. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74800. }
  74801. }
  74802. declare module BABYLON {
  74803. /**
  74804. * Represens a plane by the equation ax + by + cz + d = 0
  74805. */
  74806. export class Plane {
  74807. private static _TmpMatrix;
  74808. /**
  74809. * Normal of the plane (a,b,c)
  74810. */
  74811. normal: Vector3;
  74812. /**
  74813. * d component of the plane
  74814. */
  74815. d: number;
  74816. /**
  74817. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74818. * @param a a component of the plane
  74819. * @param b b component of the plane
  74820. * @param c c component of the plane
  74821. * @param d d component of the plane
  74822. */
  74823. constructor(a: number, b: number, c: number, d: number);
  74824. /**
  74825. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74826. */
  74827. asArray(): number[];
  74828. /**
  74829. * @returns a new plane copied from the current Plane.
  74830. */
  74831. clone(): Plane;
  74832. /**
  74833. * @returns the string "Plane".
  74834. */
  74835. getClassName(): string;
  74836. /**
  74837. * @returns the Plane hash code.
  74838. */
  74839. getHashCode(): number;
  74840. /**
  74841. * Normalize the current Plane in place.
  74842. * @returns the updated Plane.
  74843. */
  74844. normalize(): Plane;
  74845. /**
  74846. * Applies a transformation the plane and returns the result
  74847. * @param transformation the transformation matrix to be applied to the plane
  74848. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74849. */
  74850. transform(transformation: DeepImmutable<Matrix>): Plane;
  74851. /**
  74852. * Calcualtte the dot product between the point and the plane normal
  74853. * @param point point to calculate the dot product with
  74854. * @returns the dot product (float) of the point coordinates and the plane normal.
  74855. */
  74856. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74857. /**
  74858. * Updates the current Plane from the plane defined by the three given points.
  74859. * @param point1 one of the points used to contruct the plane
  74860. * @param point2 one of the points used to contruct the plane
  74861. * @param point3 one of the points used to contruct the plane
  74862. * @returns the updated Plane.
  74863. */
  74864. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74865. /**
  74866. * Checks if the plane is facing a given direction
  74867. * @param direction the direction to check if the plane is facing
  74868. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74869. * @returns True is the vector "direction" is the same side than the plane normal.
  74870. */
  74871. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74872. /**
  74873. * Calculates the distance to a point
  74874. * @param point point to calculate distance to
  74875. * @returns the signed distance (float) from the given point to the Plane.
  74876. */
  74877. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74878. /**
  74879. * Creates a plane from an array
  74880. * @param array the array to create a plane from
  74881. * @returns a new Plane from the given array.
  74882. */
  74883. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74884. /**
  74885. * Creates a plane from three points
  74886. * @param point1 point used to create the plane
  74887. * @param point2 point used to create the plane
  74888. * @param point3 point used to create the plane
  74889. * @returns a new Plane defined by the three given points.
  74890. */
  74891. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74892. /**
  74893. * Creates a plane from an origin point and a normal
  74894. * @param origin origin of the plane to be constructed
  74895. * @param normal normal of the plane to be constructed
  74896. * @returns a new Plane the normal vector to this plane at the given origin point.
  74897. * Note : the vector "normal" is updated because normalized.
  74898. */
  74899. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74900. /**
  74901. * Calculates the distance from a plane and a point
  74902. * @param origin origin of the plane to be constructed
  74903. * @param normal normal of the plane to be constructed
  74904. * @param point point to calculate distance to
  74905. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74906. */
  74907. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74908. }
  74909. }
  74910. declare module BABYLON {
  74911. /**
  74912. * Class used to store bounding sphere information
  74913. */
  74914. export class BoundingSphere {
  74915. /**
  74916. * Gets the center of the bounding sphere in local space
  74917. */
  74918. readonly center: Vector3;
  74919. /**
  74920. * Radius of the bounding sphere in local space
  74921. */
  74922. radius: number;
  74923. /**
  74924. * Gets the center of the bounding sphere in world space
  74925. */
  74926. readonly centerWorld: Vector3;
  74927. /**
  74928. * Radius of the bounding sphere in world space
  74929. */
  74930. radiusWorld: number;
  74931. /**
  74932. * Gets the minimum vector in local space
  74933. */
  74934. readonly minimum: Vector3;
  74935. /**
  74936. * Gets the maximum vector in local space
  74937. */
  74938. readonly maximum: Vector3;
  74939. private _worldMatrix;
  74940. private static readonly TmpVector3;
  74941. /**
  74942. * Creates a new bounding sphere
  74943. * @param min defines the minimum vector (in local space)
  74944. * @param max defines the maximum vector (in local space)
  74945. * @param worldMatrix defines the new world matrix
  74946. */
  74947. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74948. /**
  74949. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74950. * @param min defines the new minimum vector (in local space)
  74951. * @param max defines the new maximum vector (in local space)
  74952. * @param worldMatrix defines the new world matrix
  74953. */
  74954. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74955. /**
  74956. * Scale the current bounding sphere by applying a scale factor
  74957. * @param factor defines the scale factor to apply
  74958. * @returns the current bounding box
  74959. */
  74960. scale(factor: number): BoundingSphere;
  74961. /**
  74962. * Gets the world matrix of the bounding box
  74963. * @returns a matrix
  74964. */
  74965. getWorldMatrix(): DeepImmutable<Matrix>;
  74966. /** @hidden */
  74967. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74968. /**
  74969. * Tests if the bounding sphere is intersecting the frustum planes
  74970. * @param frustumPlanes defines the frustum planes to test
  74971. * @returns true if there is an intersection
  74972. */
  74973. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74974. /**
  74975. * Tests if the bounding sphere center is in between the frustum planes.
  74976. * Used for optimistic fast inclusion.
  74977. * @param frustumPlanes defines the frustum planes to test
  74978. * @returns true if the sphere center is in between the frustum planes
  74979. */
  74980. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74981. /**
  74982. * Tests if a point is inside the bounding sphere
  74983. * @param point defines the point to test
  74984. * @returns true if the point is inside the bounding sphere
  74985. */
  74986. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74987. /**
  74988. * Checks if two sphere intersct
  74989. * @param sphere0 sphere 0
  74990. * @param sphere1 sphere 1
  74991. * @returns true if the speres intersect
  74992. */
  74993. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74994. }
  74995. }
  74996. declare module BABYLON {
  74997. /**
  74998. * Class used to store bounding box information
  74999. */
  75000. export class BoundingBox implements ICullable {
  75001. /**
  75002. * Gets the 8 vectors representing the bounding box in local space
  75003. */
  75004. readonly vectors: Vector3[];
  75005. /**
  75006. * Gets the center of the bounding box in local space
  75007. */
  75008. readonly center: Vector3;
  75009. /**
  75010. * Gets the center of the bounding box in world space
  75011. */
  75012. readonly centerWorld: Vector3;
  75013. /**
  75014. * Gets the extend size in local space
  75015. */
  75016. readonly extendSize: Vector3;
  75017. /**
  75018. * Gets the extend size in world space
  75019. */
  75020. readonly extendSizeWorld: Vector3;
  75021. /**
  75022. * Gets the OBB (object bounding box) directions
  75023. */
  75024. readonly directions: Vector3[];
  75025. /**
  75026. * Gets the 8 vectors representing the bounding box in world space
  75027. */
  75028. readonly vectorsWorld: Vector3[];
  75029. /**
  75030. * Gets the minimum vector in world space
  75031. */
  75032. readonly minimumWorld: Vector3;
  75033. /**
  75034. * Gets the maximum vector in world space
  75035. */
  75036. readonly maximumWorld: Vector3;
  75037. /**
  75038. * Gets the minimum vector in local space
  75039. */
  75040. readonly minimum: Vector3;
  75041. /**
  75042. * Gets the maximum vector in local space
  75043. */
  75044. readonly maximum: Vector3;
  75045. private _worldMatrix;
  75046. private static readonly TmpVector3;
  75047. /**
  75048. * @hidden
  75049. */
  75050. _tag: number;
  75051. /**
  75052. * Creates a new bounding box
  75053. * @param min defines the minimum vector (in local space)
  75054. * @param max defines the maximum vector (in local space)
  75055. * @param worldMatrix defines the new world matrix
  75056. */
  75057. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75058. /**
  75059. * Recreates the entire bounding box from scratch as if we call the constructor in place
  75060. * @param min defines the new minimum vector (in local space)
  75061. * @param max defines the new maximum vector (in local space)
  75062. * @param worldMatrix defines the new world matrix
  75063. */
  75064. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75065. /**
  75066. * Scale the current bounding box by applying a scale factor
  75067. * @param factor defines the scale factor to apply
  75068. * @returns the current bounding box
  75069. */
  75070. scale(factor: number): BoundingBox;
  75071. /**
  75072. * Gets the world matrix of the bounding box
  75073. * @returns a matrix
  75074. */
  75075. getWorldMatrix(): DeepImmutable<Matrix>;
  75076. /** @hidden */
  75077. _update(world: DeepImmutable<Matrix>): void;
  75078. /**
  75079. * Tests if the bounding box is intersecting the frustum planes
  75080. * @param frustumPlanes defines the frustum planes to test
  75081. * @returns true if there is an intersection
  75082. */
  75083. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75084. /**
  75085. * Tests if the bounding box is entirely inside the frustum planes
  75086. * @param frustumPlanes defines the frustum planes to test
  75087. * @returns true if there is an inclusion
  75088. */
  75089. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75090. /**
  75091. * Tests if a point is inside the bounding box
  75092. * @param point defines the point to test
  75093. * @returns true if the point is inside the bounding box
  75094. */
  75095. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75096. /**
  75097. * Tests if the bounding box intersects with a bounding sphere
  75098. * @param sphere defines the sphere to test
  75099. * @returns true if there is an intersection
  75100. */
  75101. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  75102. /**
  75103. * Tests if the bounding box intersects with a box defined by a min and max vectors
  75104. * @param min defines the min vector to use
  75105. * @param max defines the max vector to use
  75106. * @returns true if there is an intersection
  75107. */
  75108. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  75109. /**
  75110. * Tests if two bounding boxes are intersections
  75111. * @param box0 defines the first box to test
  75112. * @param box1 defines the second box to test
  75113. * @returns true if there is an intersection
  75114. */
  75115. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  75116. /**
  75117. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  75118. * @param minPoint defines the minimum vector of the bounding box
  75119. * @param maxPoint defines the maximum vector of the bounding box
  75120. * @param sphereCenter defines the sphere center
  75121. * @param sphereRadius defines the sphere radius
  75122. * @returns true if there is an intersection
  75123. */
  75124. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  75125. /**
  75126. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  75127. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75128. * @param frustumPlanes defines the frustum planes to test
  75129. * @return true if there is an inclusion
  75130. */
  75131. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75132. /**
  75133. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  75134. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  75135. * @param frustumPlanes defines the frustum planes to test
  75136. * @return true if there is an intersection
  75137. */
  75138. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75139. }
  75140. }
  75141. declare module BABYLON {
  75142. /** @hidden */
  75143. export class Collider {
  75144. /** Define if a collision was found */
  75145. collisionFound: boolean;
  75146. /**
  75147. * Define last intersection point in local space
  75148. */
  75149. intersectionPoint: Vector3;
  75150. /**
  75151. * Define last collided mesh
  75152. */
  75153. collidedMesh: Nullable<AbstractMesh>;
  75154. private _collisionPoint;
  75155. private _planeIntersectionPoint;
  75156. private _tempVector;
  75157. private _tempVector2;
  75158. private _tempVector3;
  75159. private _tempVector4;
  75160. private _edge;
  75161. private _baseToVertex;
  75162. private _destinationPoint;
  75163. private _slidePlaneNormal;
  75164. private _displacementVector;
  75165. /** @hidden */
  75166. _radius: Vector3;
  75167. /** @hidden */
  75168. _retry: number;
  75169. private _velocity;
  75170. private _basePoint;
  75171. private _epsilon;
  75172. /** @hidden */
  75173. _velocityWorldLength: number;
  75174. /** @hidden */
  75175. _basePointWorld: Vector3;
  75176. private _velocityWorld;
  75177. private _normalizedVelocity;
  75178. /** @hidden */
  75179. _initialVelocity: Vector3;
  75180. /** @hidden */
  75181. _initialPosition: Vector3;
  75182. private _nearestDistance;
  75183. private _collisionMask;
  75184. collisionMask: number;
  75185. /**
  75186. * Gets the plane normal used to compute the sliding response (in local space)
  75187. */
  75188. readonly slidePlaneNormal: Vector3;
  75189. /** @hidden */
  75190. _initialize(source: Vector3, dir: Vector3, e: number): void;
  75191. /** @hidden */
  75192. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  75193. /** @hidden */
  75194. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  75195. /** @hidden */
  75196. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75197. /** @hidden */
  75198. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  75199. /** @hidden */
  75200. _getResponse(pos: Vector3, vel: Vector3): void;
  75201. }
  75202. }
  75203. declare module BABYLON {
  75204. /**
  75205. * Interface for cullable objects
  75206. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  75207. */
  75208. export interface ICullable {
  75209. /**
  75210. * Checks if the object or part of the object is in the frustum
  75211. * @param frustumPlanes Camera near/planes
  75212. * @returns true if the object is in frustum otherwise false
  75213. */
  75214. isInFrustum(frustumPlanes: Plane[]): boolean;
  75215. /**
  75216. * Checks if a cullable object (mesh...) is in the camera frustum
  75217. * Unlike isInFrustum this cheks the full bounding box
  75218. * @param frustumPlanes Camera near/planes
  75219. * @returns true if the object is in frustum otherwise false
  75220. */
  75221. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  75222. }
  75223. /**
  75224. * Info for a bounding data of a mesh
  75225. */
  75226. export class BoundingInfo implements ICullable {
  75227. /**
  75228. * Bounding box for the mesh
  75229. */
  75230. readonly boundingBox: BoundingBox;
  75231. /**
  75232. * Bounding sphere for the mesh
  75233. */
  75234. readonly boundingSphere: BoundingSphere;
  75235. private _isLocked;
  75236. private static readonly TmpVector3;
  75237. /**
  75238. * Constructs bounding info
  75239. * @param minimum min vector of the bounding box/sphere
  75240. * @param maximum max vector of the bounding box/sphere
  75241. * @param worldMatrix defines the new world matrix
  75242. */
  75243. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  75244. /**
  75245. * Recreates the entire bounding info from scratch as if we call the constructor in place
  75246. * @param min defines the new minimum vector (in local space)
  75247. * @param max defines the new maximum vector (in local space)
  75248. * @param worldMatrix defines the new world matrix
  75249. */
  75250. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  75251. /**
  75252. * min vector of the bounding box/sphere
  75253. */
  75254. readonly minimum: Vector3;
  75255. /**
  75256. * max vector of the bounding box/sphere
  75257. */
  75258. readonly maximum: Vector3;
  75259. /**
  75260. * If the info is locked and won't be updated to avoid perf overhead
  75261. */
  75262. isLocked: boolean;
  75263. /**
  75264. * Updates the bounding sphere and box
  75265. * @param world world matrix to be used to update
  75266. */
  75267. update(world: DeepImmutable<Matrix>): void;
  75268. /**
  75269. * Recreate the bounding info to be centered around a specific point given a specific extend.
  75270. * @param center New center of the bounding info
  75271. * @param extend New extend of the bounding info
  75272. * @returns the current bounding info
  75273. */
  75274. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  75275. /**
  75276. * Scale the current bounding info by applying a scale factor
  75277. * @param factor defines the scale factor to apply
  75278. * @returns the current bounding info
  75279. */
  75280. scale(factor: number): BoundingInfo;
  75281. /**
  75282. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  75283. * @param frustumPlanes defines the frustum to test
  75284. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  75285. * @returns true if the bounding info is in the frustum planes
  75286. */
  75287. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  75288. /**
  75289. * Gets the world distance between the min and max points of the bounding box
  75290. */
  75291. readonly diagonalLength: number;
  75292. /**
  75293. * Checks if a cullable object (mesh...) is in the camera frustum
  75294. * Unlike isInFrustum this cheks the full bounding box
  75295. * @param frustumPlanes Camera near/planes
  75296. * @returns true if the object is in frustum otherwise false
  75297. */
  75298. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  75299. /** @hidden */
  75300. _checkCollision(collider: Collider): boolean;
  75301. /**
  75302. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  75303. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75304. * @param point the point to check intersection with
  75305. * @returns if the point intersects
  75306. */
  75307. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  75308. /**
  75309. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  75310. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  75311. * @param boundingInfo the bounding info to check intersection with
  75312. * @param precise if the intersection should be done using OBB
  75313. * @returns if the bounding info intersects
  75314. */
  75315. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75316. }
  75317. }
  75318. declare module BABYLON {
  75319. /**
  75320. * Extracts minimum and maximum values from a list of indexed positions
  75321. * @param positions defines the positions to use
  75322. * @param indices defines the indices to the positions
  75323. * @param indexStart defines the start index
  75324. * @param indexCount defines the end index
  75325. * @param bias defines bias value to add to the result
  75326. * @return minimum and maximum values
  75327. */
  75328. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75329. minimum: Vector3;
  75330. maximum: Vector3;
  75331. };
  75332. /**
  75333. * Extracts minimum and maximum values from a list of positions
  75334. * @param positions defines the positions to use
  75335. * @param start defines the start index in the positions array
  75336. * @param count defines the number of positions to handle
  75337. * @param bias defines bias value to add to the result
  75338. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75339. * @return minimum and maximum values
  75340. */
  75341. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75342. minimum: Vector3;
  75343. maximum: Vector3;
  75344. };
  75345. }
  75346. declare module BABYLON {
  75347. /** @hidden */
  75348. export class WebGLDataBuffer extends DataBuffer {
  75349. private _buffer;
  75350. constructor(resource: WebGLBuffer);
  75351. readonly underlyingResource: any;
  75352. }
  75353. }
  75354. declare module BABYLON {
  75355. /** @hidden */
  75356. export class WebGLPipelineContext implements IPipelineContext {
  75357. engine: ThinEngine;
  75358. program: Nullable<WebGLProgram>;
  75359. context?: WebGLRenderingContext;
  75360. vertexShader?: WebGLShader;
  75361. fragmentShader?: WebGLShader;
  75362. isParallelCompiled: boolean;
  75363. onCompiled?: () => void;
  75364. transformFeedback?: WebGLTransformFeedback | null;
  75365. readonly isAsync: boolean;
  75366. readonly isReady: boolean;
  75367. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75368. }
  75369. }
  75370. declare module BABYLON {
  75371. interface ThinEngine {
  75372. /**
  75373. * Create an uniform buffer
  75374. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75375. * @param elements defines the content of the uniform buffer
  75376. * @returns the webGL uniform buffer
  75377. */
  75378. createUniformBuffer(elements: FloatArray): DataBuffer;
  75379. /**
  75380. * Create a dynamic uniform buffer
  75381. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75382. * @param elements defines the content of the uniform buffer
  75383. * @returns the webGL uniform buffer
  75384. */
  75385. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75386. /**
  75387. * Update an existing uniform buffer
  75388. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75389. * @param uniformBuffer defines the target uniform buffer
  75390. * @param elements defines the content to update
  75391. * @param offset defines the offset in the uniform buffer where update should start
  75392. * @param count defines the size of the data to update
  75393. */
  75394. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75395. /**
  75396. * Bind an uniform buffer to the current webGL context
  75397. * @param buffer defines the buffer to bind
  75398. */
  75399. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75400. /**
  75401. * Bind a buffer to the current webGL context at a given location
  75402. * @param buffer defines the buffer to bind
  75403. * @param location defines the index where to bind the buffer
  75404. */
  75405. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75406. /**
  75407. * Bind a specific block at a given index in a specific shader program
  75408. * @param pipelineContext defines the pipeline context to use
  75409. * @param blockName defines the block name
  75410. * @param index defines the index where to bind the block
  75411. */
  75412. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75413. }
  75414. }
  75415. declare module BABYLON {
  75416. /**
  75417. * Uniform buffer objects.
  75418. *
  75419. * Handles blocks of uniform on the GPU.
  75420. *
  75421. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75422. *
  75423. * For more information, please refer to :
  75424. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75425. */
  75426. export class UniformBuffer {
  75427. private _engine;
  75428. private _buffer;
  75429. private _data;
  75430. private _bufferData;
  75431. private _dynamic?;
  75432. private _uniformLocations;
  75433. private _uniformSizes;
  75434. private _uniformLocationPointer;
  75435. private _needSync;
  75436. private _noUBO;
  75437. private _currentEffect;
  75438. /** @hidden */
  75439. _alreadyBound: boolean;
  75440. private static _MAX_UNIFORM_SIZE;
  75441. private static _tempBuffer;
  75442. /**
  75443. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75444. * This is dynamic to allow compat with webgl 1 and 2.
  75445. * You will need to pass the name of the uniform as well as the value.
  75446. */
  75447. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75448. /**
  75449. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75450. * This is dynamic to allow compat with webgl 1 and 2.
  75451. * You will need to pass the name of the uniform as well as the value.
  75452. */
  75453. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75454. /**
  75455. * Lambda to Update a single float in a uniform buffer.
  75456. * This is dynamic to allow compat with webgl 1 and 2.
  75457. * You will need to pass the name of the uniform as well as the value.
  75458. */
  75459. updateFloat: (name: string, x: number) => void;
  75460. /**
  75461. * Lambda to Update a vec2 of float in a uniform buffer.
  75462. * This is dynamic to allow compat with webgl 1 and 2.
  75463. * You will need to pass the name of the uniform as well as the value.
  75464. */
  75465. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75466. /**
  75467. * Lambda to Update a vec3 of float in a uniform buffer.
  75468. * This is dynamic to allow compat with webgl 1 and 2.
  75469. * You will need to pass the name of the uniform as well as the value.
  75470. */
  75471. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75472. /**
  75473. * Lambda to Update a vec4 of float in a uniform buffer.
  75474. * This is dynamic to allow compat with webgl 1 and 2.
  75475. * You will need to pass the name of the uniform as well as the value.
  75476. */
  75477. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75478. /**
  75479. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75480. * This is dynamic to allow compat with webgl 1 and 2.
  75481. * You will need to pass the name of the uniform as well as the value.
  75482. */
  75483. updateMatrix: (name: string, mat: Matrix) => void;
  75484. /**
  75485. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75486. * This is dynamic to allow compat with webgl 1 and 2.
  75487. * You will need to pass the name of the uniform as well as the value.
  75488. */
  75489. updateVector3: (name: string, vector: Vector3) => void;
  75490. /**
  75491. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75492. * This is dynamic to allow compat with webgl 1 and 2.
  75493. * You will need to pass the name of the uniform as well as the value.
  75494. */
  75495. updateVector4: (name: string, vector: Vector4) => void;
  75496. /**
  75497. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75498. * This is dynamic to allow compat with webgl 1 and 2.
  75499. * You will need to pass the name of the uniform as well as the value.
  75500. */
  75501. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75502. /**
  75503. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75504. * This is dynamic to allow compat with webgl 1 and 2.
  75505. * You will need to pass the name of the uniform as well as the value.
  75506. */
  75507. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75508. /**
  75509. * Instantiates a new Uniform buffer objects.
  75510. *
  75511. * Handles blocks of uniform on the GPU.
  75512. *
  75513. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75514. *
  75515. * For more information, please refer to :
  75516. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75517. * @param engine Define the engine the buffer is associated with
  75518. * @param data Define the data contained in the buffer
  75519. * @param dynamic Define if the buffer is updatable
  75520. */
  75521. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75522. /**
  75523. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75524. * or just falling back on setUniformXXX calls.
  75525. */
  75526. readonly useUbo: boolean;
  75527. /**
  75528. * Indicates if the WebGL underlying uniform buffer is in sync
  75529. * with the javascript cache data.
  75530. */
  75531. readonly isSync: boolean;
  75532. /**
  75533. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75534. * Also, a dynamic UniformBuffer will disable cache verification and always
  75535. * update the underlying WebGL uniform buffer to the GPU.
  75536. * @returns if Dynamic, otherwise false
  75537. */
  75538. isDynamic(): boolean;
  75539. /**
  75540. * The data cache on JS side.
  75541. * @returns the underlying data as a float array
  75542. */
  75543. getData(): Float32Array;
  75544. /**
  75545. * The underlying WebGL Uniform buffer.
  75546. * @returns the webgl buffer
  75547. */
  75548. getBuffer(): Nullable<DataBuffer>;
  75549. /**
  75550. * std140 layout specifies how to align data within an UBO structure.
  75551. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75552. * for specs.
  75553. */
  75554. private _fillAlignment;
  75555. /**
  75556. * Adds an uniform in the buffer.
  75557. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75558. * for the layout to be correct !
  75559. * @param name Name of the uniform, as used in the uniform block in the shader.
  75560. * @param size Data size, or data directly.
  75561. */
  75562. addUniform(name: string, size: number | number[]): void;
  75563. /**
  75564. * Adds a Matrix 4x4 to the uniform buffer.
  75565. * @param name Name of the uniform, as used in the uniform block in the shader.
  75566. * @param mat A 4x4 matrix.
  75567. */
  75568. addMatrix(name: string, mat: Matrix): void;
  75569. /**
  75570. * Adds a vec2 to the uniform buffer.
  75571. * @param name Name of the uniform, as used in the uniform block in the shader.
  75572. * @param x Define the x component value of the vec2
  75573. * @param y Define the y component value of the vec2
  75574. */
  75575. addFloat2(name: string, x: number, y: number): void;
  75576. /**
  75577. * Adds a vec3 to the uniform buffer.
  75578. * @param name Name of the uniform, as used in the uniform block in the shader.
  75579. * @param x Define the x component value of the vec3
  75580. * @param y Define the y component value of the vec3
  75581. * @param z Define the z component value of the vec3
  75582. */
  75583. addFloat3(name: string, x: number, y: number, z: number): void;
  75584. /**
  75585. * Adds a vec3 to the uniform buffer.
  75586. * @param name Name of the uniform, as used in the uniform block in the shader.
  75587. * @param color Define the vec3 from a Color
  75588. */
  75589. addColor3(name: string, color: Color3): void;
  75590. /**
  75591. * Adds a vec4 to the uniform buffer.
  75592. * @param name Name of the uniform, as used in the uniform block in the shader.
  75593. * @param color Define the rgb components from a Color
  75594. * @param alpha Define the a component of the vec4
  75595. */
  75596. addColor4(name: string, color: Color3, alpha: number): void;
  75597. /**
  75598. * Adds a vec3 to the uniform buffer.
  75599. * @param name Name of the uniform, as used in the uniform block in the shader.
  75600. * @param vector Define the vec3 components from a Vector
  75601. */
  75602. addVector3(name: string, vector: Vector3): void;
  75603. /**
  75604. * Adds a Matrix 3x3 to the uniform buffer.
  75605. * @param name Name of the uniform, as used in the uniform block in the shader.
  75606. */
  75607. addMatrix3x3(name: string): void;
  75608. /**
  75609. * Adds a Matrix 2x2 to the uniform buffer.
  75610. * @param name Name of the uniform, as used in the uniform block in the shader.
  75611. */
  75612. addMatrix2x2(name: string): void;
  75613. /**
  75614. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75615. */
  75616. create(): void;
  75617. /** @hidden */
  75618. _rebuild(): void;
  75619. /**
  75620. * Updates the WebGL Uniform Buffer on the GPU.
  75621. * If the `dynamic` flag is set to true, no cache comparison is done.
  75622. * Otherwise, the buffer will be updated only if the cache differs.
  75623. */
  75624. update(): void;
  75625. /**
  75626. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75627. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75628. * @param data Define the flattened data
  75629. * @param size Define the size of the data.
  75630. */
  75631. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75632. private _valueCache;
  75633. private _cacheMatrix;
  75634. private _updateMatrix3x3ForUniform;
  75635. private _updateMatrix3x3ForEffect;
  75636. private _updateMatrix2x2ForEffect;
  75637. private _updateMatrix2x2ForUniform;
  75638. private _updateFloatForEffect;
  75639. private _updateFloatForUniform;
  75640. private _updateFloat2ForEffect;
  75641. private _updateFloat2ForUniform;
  75642. private _updateFloat3ForEffect;
  75643. private _updateFloat3ForUniform;
  75644. private _updateFloat4ForEffect;
  75645. private _updateFloat4ForUniform;
  75646. private _updateMatrixForEffect;
  75647. private _updateMatrixForUniform;
  75648. private _updateVector3ForEffect;
  75649. private _updateVector3ForUniform;
  75650. private _updateVector4ForEffect;
  75651. private _updateVector4ForUniform;
  75652. private _updateColor3ForEffect;
  75653. private _updateColor3ForUniform;
  75654. private _updateColor4ForEffect;
  75655. private _updateColor4ForUniform;
  75656. /**
  75657. * Sets a sampler uniform on the effect.
  75658. * @param name Define the name of the sampler.
  75659. * @param texture Define the texture to set in the sampler
  75660. */
  75661. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75662. /**
  75663. * Directly updates the value of the uniform in the cache AND on the GPU.
  75664. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75665. * @param data Define the flattened data
  75666. */
  75667. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75668. /**
  75669. * Binds this uniform buffer to an effect.
  75670. * @param effect Define the effect to bind the buffer to
  75671. * @param name Name of the uniform block in the shader.
  75672. */
  75673. bindToEffect(effect: Effect, name: string): void;
  75674. /**
  75675. * Disposes the uniform buffer.
  75676. */
  75677. dispose(): void;
  75678. }
  75679. }
  75680. declare module BABYLON {
  75681. /**
  75682. * Enum that determines the text-wrapping mode to use.
  75683. */
  75684. export enum InspectableType {
  75685. /**
  75686. * Checkbox for booleans
  75687. */
  75688. Checkbox = 0,
  75689. /**
  75690. * Sliders for numbers
  75691. */
  75692. Slider = 1,
  75693. /**
  75694. * Vector3
  75695. */
  75696. Vector3 = 2,
  75697. /**
  75698. * Quaternions
  75699. */
  75700. Quaternion = 3,
  75701. /**
  75702. * Color3
  75703. */
  75704. Color3 = 4,
  75705. /**
  75706. * String
  75707. */
  75708. String = 5
  75709. }
  75710. /**
  75711. * Interface used to define custom inspectable properties.
  75712. * This interface is used by the inspector to display custom property grids
  75713. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75714. */
  75715. export interface IInspectable {
  75716. /**
  75717. * Gets the label to display
  75718. */
  75719. label: string;
  75720. /**
  75721. * Gets the name of the property to edit
  75722. */
  75723. propertyName: string;
  75724. /**
  75725. * Gets the type of the editor to use
  75726. */
  75727. type: InspectableType;
  75728. /**
  75729. * Gets the minimum value of the property when using in "slider" mode
  75730. */
  75731. min?: number;
  75732. /**
  75733. * Gets the maximum value of the property when using in "slider" mode
  75734. */
  75735. max?: number;
  75736. /**
  75737. * Gets the setp to use when using in "slider" mode
  75738. */
  75739. step?: number;
  75740. }
  75741. }
  75742. declare module BABYLON {
  75743. /**
  75744. * Class used to provide helper for timing
  75745. */
  75746. export class TimingTools {
  75747. /**
  75748. * Polyfill for setImmediate
  75749. * @param action defines the action to execute after the current execution block
  75750. */
  75751. static SetImmediate(action: () => void): void;
  75752. }
  75753. }
  75754. declare module BABYLON {
  75755. /**
  75756. * Class used to enable instatition of objects by class name
  75757. */
  75758. export class InstantiationTools {
  75759. /**
  75760. * Use this object to register external classes like custom textures or material
  75761. * to allow the laoders to instantiate them
  75762. */
  75763. static RegisteredExternalClasses: {
  75764. [key: string]: Object;
  75765. };
  75766. /**
  75767. * Tries to instantiate a new object from a given class name
  75768. * @param className defines the class name to instantiate
  75769. * @returns the new object or null if the system was not able to do the instantiation
  75770. */
  75771. static Instantiate(className: string): any;
  75772. }
  75773. }
  75774. declare module BABYLON {
  75775. /**
  75776. * Define options used to create a depth texture
  75777. */
  75778. export class DepthTextureCreationOptions {
  75779. /** Specifies whether or not a stencil should be allocated in the texture */
  75780. generateStencil?: boolean;
  75781. /** Specifies whether or not bilinear filtering is enable on the texture */
  75782. bilinearFiltering?: boolean;
  75783. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75784. comparisonFunction?: number;
  75785. /** Specifies if the created texture is a cube texture */
  75786. isCube?: boolean;
  75787. }
  75788. }
  75789. declare module BABYLON {
  75790. interface ThinEngine {
  75791. /**
  75792. * Creates a depth stencil cube texture.
  75793. * This is only available in WebGL 2.
  75794. * @param size The size of face edge in the cube texture.
  75795. * @param options The options defining the cube texture.
  75796. * @returns The cube texture
  75797. */
  75798. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75799. /**
  75800. * Creates a cube texture
  75801. * @param rootUrl defines the url where the files to load is located
  75802. * @param scene defines the current scene
  75803. * @param files defines the list of files to load (1 per face)
  75804. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75805. * @param onLoad defines an optional callback raised when the texture is loaded
  75806. * @param onError defines an optional callback raised if there is an issue to load the texture
  75807. * @param format defines the format of the data
  75808. * @param forcedExtension defines the extension to use to pick the right loader
  75809. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75810. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75811. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75812. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75813. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75814. * @returns the cube texture as an InternalTexture
  75815. */
  75816. 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;
  75817. /**
  75818. * Creates a cube texture
  75819. * @param rootUrl defines the url where the files to load is located
  75820. * @param scene defines the current scene
  75821. * @param files defines the list of files to load (1 per face)
  75822. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75823. * @param onLoad defines an optional callback raised when the texture is loaded
  75824. * @param onError defines an optional callback raised if there is an issue to load the texture
  75825. * @param format defines the format of the data
  75826. * @param forcedExtension defines the extension to use to pick the right loader
  75827. * @returns the cube texture as an InternalTexture
  75828. */
  75829. 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;
  75830. /**
  75831. * Creates a cube texture
  75832. * @param rootUrl defines the url where the files to load is located
  75833. * @param scene defines the current scene
  75834. * @param files defines the list of files to load (1 per face)
  75835. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75836. * @param onLoad defines an optional callback raised when the texture is loaded
  75837. * @param onError defines an optional callback raised if there is an issue to load the texture
  75838. * @param format defines the format of the data
  75839. * @param forcedExtension defines the extension to use to pick the right loader
  75840. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75841. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75842. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75843. * @returns the cube texture as an InternalTexture
  75844. */
  75845. 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;
  75846. /** @hidden */
  75847. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75848. /** @hidden */
  75849. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75850. /** @hidden */
  75851. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75852. /** @hidden */
  75853. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75854. /**
  75855. * @hidden
  75856. */
  75857. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75858. }
  75859. }
  75860. declare module BABYLON {
  75861. /**
  75862. * Class for creating a cube texture
  75863. */
  75864. export class CubeTexture extends BaseTexture {
  75865. private _delayedOnLoad;
  75866. /**
  75867. * The url of the texture
  75868. */
  75869. url: string;
  75870. /**
  75871. * Gets or sets the center of the bounding box associated with the cube texture.
  75872. * It must define where the camera used to render the texture was set
  75873. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75874. */
  75875. boundingBoxPosition: Vector3;
  75876. private _boundingBoxSize;
  75877. /**
  75878. * Gets or sets the size of the bounding box associated with the cube texture
  75879. * When defined, the cubemap will switch to local mode
  75880. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75881. * @example https://www.babylonjs-playground.com/#RNASML
  75882. */
  75883. /**
  75884. * Returns the bounding box size
  75885. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75886. */
  75887. boundingBoxSize: Vector3;
  75888. protected _rotationY: number;
  75889. /**
  75890. * Sets texture matrix rotation angle around Y axis in radians.
  75891. */
  75892. /**
  75893. * Gets texture matrix rotation angle around Y axis radians.
  75894. */
  75895. rotationY: number;
  75896. /**
  75897. * Are mip maps generated for this texture or not.
  75898. */
  75899. readonly noMipmap: boolean;
  75900. private _noMipmap;
  75901. private _files;
  75902. protected _forcedExtension: Nullable<string>;
  75903. private _extensions;
  75904. private _textureMatrix;
  75905. private _format;
  75906. private _createPolynomials;
  75907. /** @hidden */
  75908. _prefiltered: boolean;
  75909. /**
  75910. * Creates a cube texture from an array of image urls
  75911. * @param files defines an array of image urls
  75912. * @param scene defines the hosting scene
  75913. * @param noMipmap specifies if mip maps are not used
  75914. * @returns a cube texture
  75915. */
  75916. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75917. /**
  75918. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75919. * @param url defines the url of the prefiltered texture
  75920. * @param scene defines the scene the texture is attached to
  75921. * @param forcedExtension defines the extension of the file if different from the url
  75922. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75923. * @return the prefiltered texture
  75924. */
  75925. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75926. /**
  75927. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75928. * as prefiltered data.
  75929. * @param rootUrl defines the url of the texture or the root name of the six images
  75930. * @param scene defines the scene the texture is attached to
  75931. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75932. * @param noMipmap defines if mipmaps should be created or not
  75933. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75934. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75935. * @param onError defines a callback triggered in case of error during load
  75936. * @param format defines the internal format to use for the texture once loaded
  75937. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75938. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75939. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75940. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75941. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75942. * @return the cube texture
  75943. */
  75944. 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);
  75945. /**
  75946. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75947. */
  75948. readonly isPrefiltered: boolean;
  75949. /**
  75950. * Get the current class name of the texture useful for serialization or dynamic coding.
  75951. * @returns "CubeTexture"
  75952. */
  75953. getClassName(): string;
  75954. /**
  75955. * Update the url (and optional buffer) of this texture if url was null during construction.
  75956. * @param url the url of the texture
  75957. * @param forcedExtension defines the extension to use
  75958. * @param onLoad callback called when the texture is loaded (defaults to null)
  75959. */
  75960. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75961. /**
  75962. * Delays loading of the cube texture
  75963. * @param forcedExtension defines the extension to use
  75964. */
  75965. delayLoad(forcedExtension?: string): void;
  75966. /**
  75967. * Returns the reflection texture matrix
  75968. * @returns the reflection texture matrix
  75969. */
  75970. getReflectionTextureMatrix(): Matrix;
  75971. /**
  75972. * Sets the reflection texture matrix
  75973. * @param value Reflection texture matrix
  75974. */
  75975. setReflectionTextureMatrix(value: Matrix): void;
  75976. /**
  75977. * Parses text to create a cube texture
  75978. * @param parsedTexture define the serialized text to read from
  75979. * @param scene defines the hosting scene
  75980. * @param rootUrl defines the root url of the cube texture
  75981. * @returns a cube texture
  75982. */
  75983. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75984. /**
  75985. * Makes a clone, or deep copy, of the cube texture
  75986. * @returns a new cube texture
  75987. */
  75988. clone(): CubeTexture;
  75989. }
  75990. }
  75991. declare module BABYLON {
  75992. /**
  75993. * Manages the defines for the Material
  75994. */
  75995. export class MaterialDefines {
  75996. /** @hidden */
  75997. protected _keys: string[];
  75998. private _isDirty;
  75999. /** @hidden */
  76000. _renderId: number;
  76001. /** @hidden */
  76002. _areLightsDirty: boolean;
  76003. /** @hidden */
  76004. _areLightsDisposed: boolean;
  76005. /** @hidden */
  76006. _areAttributesDirty: boolean;
  76007. /** @hidden */
  76008. _areTexturesDirty: boolean;
  76009. /** @hidden */
  76010. _areFresnelDirty: boolean;
  76011. /** @hidden */
  76012. _areMiscDirty: boolean;
  76013. /** @hidden */
  76014. _areImageProcessingDirty: boolean;
  76015. /** @hidden */
  76016. _normals: boolean;
  76017. /** @hidden */
  76018. _uvs: boolean;
  76019. /** @hidden */
  76020. _needNormals: boolean;
  76021. /** @hidden */
  76022. _needUVs: boolean;
  76023. [id: string]: any;
  76024. /**
  76025. * Specifies if the material needs to be re-calculated
  76026. */
  76027. readonly isDirty: boolean;
  76028. /**
  76029. * Marks the material to indicate that it has been re-calculated
  76030. */
  76031. markAsProcessed(): void;
  76032. /**
  76033. * Marks the material to indicate that it needs to be re-calculated
  76034. */
  76035. markAsUnprocessed(): void;
  76036. /**
  76037. * Marks the material to indicate all of its defines need to be re-calculated
  76038. */
  76039. markAllAsDirty(): void;
  76040. /**
  76041. * Marks the material to indicate that image processing needs to be re-calculated
  76042. */
  76043. markAsImageProcessingDirty(): void;
  76044. /**
  76045. * Marks the material to indicate the lights need to be re-calculated
  76046. * @param disposed Defines whether the light is dirty due to dispose or not
  76047. */
  76048. markAsLightDirty(disposed?: boolean): void;
  76049. /**
  76050. * Marks the attribute state as changed
  76051. */
  76052. markAsAttributesDirty(): void;
  76053. /**
  76054. * Marks the texture state as changed
  76055. */
  76056. markAsTexturesDirty(): void;
  76057. /**
  76058. * Marks the fresnel state as changed
  76059. */
  76060. markAsFresnelDirty(): void;
  76061. /**
  76062. * Marks the misc state as changed
  76063. */
  76064. markAsMiscDirty(): void;
  76065. /**
  76066. * Rebuilds the material defines
  76067. */
  76068. rebuild(): void;
  76069. /**
  76070. * Specifies if two material defines are equal
  76071. * @param other - A material define instance to compare to
  76072. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  76073. */
  76074. isEqual(other: MaterialDefines): boolean;
  76075. /**
  76076. * Clones this instance's defines to another instance
  76077. * @param other - material defines to clone values to
  76078. */
  76079. cloneTo(other: MaterialDefines): void;
  76080. /**
  76081. * Resets the material define values
  76082. */
  76083. reset(): void;
  76084. /**
  76085. * Converts the material define values to a string
  76086. * @returns - String of material define information
  76087. */
  76088. toString(): string;
  76089. }
  76090. }
  76091. declare module BABYLON {
  76092. /**
  76093. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  76094. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  76095. * 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;
  76096. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  76097. */
  76098. export class ColorCurves {
  76099. private _dirty;
  76100. private _tempColor;
  76101. private _globalCurve;
  76102. private _highlightsCurve;
  76103. private _midtonesCurve;
  76104. private _shadowsCurve;
  76105. private _positiveCurve;
  76106. private _negativeCurve;
  76107. private _globalHue;
  76108. private _globalDensity;
  76109. private _globalSaturation;
  76110. private _globalExposure;
  76111. /**
  76112. * Gets the global Hue value.
  76113. * 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).
  76114. */
  76115. /**
  76116. * Sets the global Hue value.
  76117. * 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).
  76118. */
  76119. globalHue: number;
  76120. /**
  76121. * Gets the global Density value.
  76122. * 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.
  76123. * Values less than zero provide a filter of opposite hue.
  76124. */
  76125. /**
  76126. * Sets the global Density value.
  76127. * 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.
  76128. * Values less than zero provide a filter of opposite hue.
  76129. */
  76130. globalDensity: number;
  76131. /**
  76132. * Gets the global Saturation value.
  76133. * 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.
  76134. */
  76135. /**
  76136. * Sets the global Saturation value.
  76137. * 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.
  76138. */
  76139. globalSaturation: number;
  76140. /**
  76141. * Gets the global Exposure value.
  76142. * 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.
  76143. */
  76144. /**
  76145. * Sets the global Exposure value.
  76146. * 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.
  76147. */
  76148. globalExposure: number;
  76149. private _highlightsHue;
  76150. private _highlightsDensity;
  76151. private _highlightsSaturation;
  76152. private _highlightsExposure;
  76153. /**
  76154. * Gets the highlights Hue value.
  76155. * 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).
  76156. */
  76157. /**
  76158. * Sets the highlights Hue value.
  76159. * 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).
  76160. */
  76161. highlightsHue: number;
  76162. /**
  76163. * Gets the highlights Density value.
  76164. * 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.
  76165. * Values less than zero provide a filter of opposite hue.
  76166. */
  76167. /**
  76168. * Sets the highlights Density value.
  76169. * 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.
  76170. * Values less than zero provide a filter of opposite hue.
  76171. */
  76172. highlightsDensity: number;
  76173. /**
  76174. * Gets the highlights Saturation value.
  76175. * 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.
  76176. */
  76177. /**
  76178. * Sets the highlights Saturation value.
  76179. * 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.
  76180. */
  76181. highlightsSaturation: number;
  76182. /**
  76183. * Gets the highlights Exposure value.
  76184. * 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.
  76185. */
  76186. /**
  76187. * Sets the highlights Exposure value.
  76188. * 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.
  76189. */
  76190. highlightsExposure: number;
  76191. private _midtonesHue;
  76192. private _midtonesDensity;
  76193. private _midtonesSaturation;
  76194. private _midtonesExposure;
  76195. /**
  76196. * Gets the midtones Hue value.
  76197. * 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).
  76198. */
  76199. /**
  76200. * Sets the midtones Hue value.
  76201. * 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).
  76202. */
  76203. midtonesHue: number;
  76204. /**
  76205. * Gets the midtones Density value.
  76206. * 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.
  76207. * Values less than zero provide a filter of opposite hue.
  76208. */
  76209. /**
  76210. * Sets the midtones Density value.
  76211. * 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.
  76212. * Values less than zero provide a filter of opposite hue.
  76213. */
  76214. midtonesDensity: number;
  76215. /**
  76216. * Gets the midtones Saturation value.
  76217. * 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.
  76218. */
  76219. /**
  76220. * Sets the midtones Saturation value.
  76221. * 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.
  76222. */
  76223. midtonesSaturation: number;
  76224. /**
  76225. * Gets the midtones Exposure value.
  76226. * 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.
  76227. */
  76228. /**
  76229. * Sets the midtones Exposure value.
  76230. * 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.
  76231. */
  76232. midtonesExposure: number;
  76233. private _shadowsHue;
  76234. private _shadowsDensity;
  76235. private _shadowsSaturation;
  76236. private _shadowsExposure;
  76237. /**
  76238. * Gets the shadows Hue value.
  76239. * 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).
  76240. */
  76241. /**
  76242. * Sets the shadows Hue value.
  76243. * 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).
  76244. */
  76245. shadowsHue: number;
  76246. /**
  76247. * Gets the shadows Density value.
  76248. * 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.
  76249. * Values less than zero provide a filter of opposite hue.
  76250. */
  76251. /**
  76252. * Sets the shadows Density value.
  76253. * 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.
  76254. * Values less than zero provide a filter of opposite hue.
  76255. */
  76256. shadowsDensity: number;
  76257. /**
  76258. * Gets the shadows Saturation value.
  76259. * 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.
  76260. */
  76261. /**
  76262. * Sets the shadows Saturation value.
  76263. * 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.
  76264. */
  76265. shadowsSaturation: number;
  76266. /**
  76267. * Gets the shadows Exposure value.
  76268. * 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.
  76269. */
  76270. /**
  76271. * Sets the shadows Exposure value.
  76272. * 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.
  76273. */
  76274. shadowsExposure: number;
  76275. /**
  76276. * Returns the class name
  76277. * @returns The class name
  76278. */
  76279. getClassName(): string;
  76280. /**
  76281. * Binds the color curves to the shader.
  76282. * @param colorCurves The color curve to bind
  76283. * @param effect The effect to bind to
  76284. * @param positiveUniform The positive uniform shader parameter
  76285. * @param neutralUniform The neutral uniform shader parameter
  76286. * @param negativeUniform The negative uniform shader parameter
  76287. */
  76288. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  76289. /**
  76290. * Prepare the list of uniforms associated with the ColorCurves effects.
  76291. * @param uniformsList The list of uniforms used in the effect
  76292. */
  76293. static PrepareUniforms(uniformsList: string[]): void;
  76294. /**
  76295. * Returns color grading data based on a hue, density, saturation and exposure value.
  76296. * @param filterHue The hue of the color filter.
  76297. * @param filterDensity The density of the color filter.
  76298. * @param saturation The saturation.
  76299. * @param exposure The exposure.
  76300. * @param result The result data container.
  76301. */
  76302. private getColorGradingDataToRef;
  76303. /**
  76304. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  76305. * @param value The input slider value in range [-100,100].
  76306. * @returns Adjusted value.
  76307. */
  76308. private static applyColorGradingSliderNonlinear;
  76309. /**
  76310. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  76311. * @param hue The hue (H) input.
  76312. * @param saturation The saturation (S) input.
  76313. * @param brightness The brightness (B) input.
  76314. * @result An RGBA color represented as Vector4.
  76315. */
  76316. private static fromHSBToRef;
  76317. /**
  76318. * Returns a value clamped between min and max
  76319. * @param value The value to clamp
  76320. * @param min The minimum of value
  76321. * @param max The maximum of value
  76322. * @returns The clamped value.
  76323. */
  76324. private static clamp;
  76325. /**
  76326. * Clones the current color curve instance.
  76327. * @return The cloned curves
  76328. */
  76329. clone(): ColorCurves;
  76330. /**
  76331. * Serializes the current color curve instance to a json representation.
  76332. * @return a JSON representation
  76333. */
  76334. serialize(): any;
  76335. /**
  76336. * Parses the color curve from a json representation.
  76337. * @param source the JSON source to parse
  76338. * @return The parsed curves
  76339. */
  76340. static Parse(source: any): ColorCurves;
  76341. }
  76342. }
  76343. declare module BABYLON {
  76344. /**
  76345. * Interface to follow in your material defines to integrate easily the
  76346. * Image proccessing functions.
  76347. * @hidden
  76348. */
  76349. export interface IImageProcessingConfigurationDefines {
  76350. IMAGEPROCESSING: boolean;
  76351. VIGNETTE: boolean;
  76352. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76353. VIGNETTEBLENDMODEOPAQUE: boolean;
  76354. TONEMAPPING: boolean;
  76355. TONEMAPPING_ACES: boolean;
  76356. CONTRAST: boolean;
  76357. EXPOSURE: boolean;
  76358. COLORCURVES: boolean;
  76359. COLORGRADING: boolean;
  76360. COLORGRADING3D: boolean;
  76361. SAMPLER3DGREENDEPTH: boolean;
  76362. SAMPLER3DBGRMAP: boolean;
  76363. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76364. }
  76365. /**
  76366. * @hidden
  76367. */
  76368. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76369. IMAGEPROCESSING: boolean;
  76370. VIGNETTE: boolean;
  76371. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76372. VIGNETTEBLENDMODEOPAQUE: boolean;
  76373. TONEMAPPING: boolean;
  76374. TONEMAPPING_ACES: boolean;
  76375. CONTRAST: boolean;
  76376. COLORCURVES: boolean;
  76377. COLORGRADING: boolean;
  76378. COLORGRADING3D: boolean;
  76379. SAMPLER3DGREENDEPTH: boolean;
  76380. SAMPLER3DBGRMAP: boolean;
  76381. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76382. EXPOSURE: boolean;
  76383. constructor();
  76384. }
  76385. /**
  76386. * This groups together the common properties used for image processing either in direct forward pass
  76387. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76388. * or not.
  76389. */
  76390. export class ImageProcessingConfiguration {
  76391. /**
  76392. * Default tone mapping applied in BabylonJS.
  76393. */
  76394. static readonly TONEMAPPING_STANDARD: number;
  76395. /**
  76396. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76397. * to other engines rendering to increase portability.
  76398. */
  76399. static readonly TONEMAPPING_ACES: number;
  76400. /**
  76401. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76402. */
  76403. colorCurves: Nullable<ColorCurves>;
  76404. private _colorCurvesEnabled;
  76405. /**
  76406. * Gets wether the color curves effect is enabled.
  76407. */
  76408. /**
  76409. * Sets wether the color curves effect is enabled.
  76410. */
  76411. colorCurvesEnabled: boolean;
  76412. private _colorGradingTexture;
  76413. /**
  76414. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76415. */
  76416. /**
  76417. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76418. */
  76419. colorGradingTexture: Nullable<BaseTexture>;
  76420. private _colorGradingEnabled;
  76421. /**
  76422. * Gets wether the color grading effect is enabled.
  76423. */
  76424. /**
  76425. * Sets wether the color grading effect is enabled.
  76426. */
  76427. colorGradingEnabled: boolean;
  76428. private _colorGradingWithGreenDepth;
  76429. /**
  76430. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76431. */
  76432. /**
  76433. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76434. */
  76435. colorGradingWithGreenDepth: boolean;
  76436. private _colorGradingBGR;
  76437. /**
  76438. * Gets wether the color grading texture contains BGR values.
  76439. */
  76440. /**
  76441. * Sets wether the color grading texture contains BGR values.
  76442. */
  76443. colorGradingBGR: boolean;
  76444. /** @hidden */
  76445. _exposure: number;
  76446. /**
  76447. * Gets the Exposure used in the effect.
  76448. */
  76449. /**
  76450. * Sets the Exposure used in the effect.
  76451. */
  76452. exposure: number;
  76453. private _toneMappingEnabled;
  76454. /**
  76455. * Gets wether the tone mapping effect is enabled.
  76456. */
  76457. /**
  76458. * Sets wether the tone mapping effect is enabled.
  76459. */
  76460. toneMappingEnabled: boolean;
  76461. private _toneMappingType;
  76462. /**
  76463. * Gets the type of tone mapping effect.
  76464. */
  76465. /**
  76466. * Sets the type of tone mapping effect used in BabylonJS.
  76467. */
  76468. toneMappingType: number;
  76469. protected _contrast: number;
  76470. /**
  76471. * Gets the contrast used in the effect.
  76472. */
  76473. /**
  76474. * Sets the contrast used in the effect.
  76475. */
  76476. contrast: number;
  76477. /**
  76478. * Vignette stretch size.
  76479. */
  76480. vignetteStretch: number;
  76481. /**
  76482. * Vignette centre X Offset.
  76483. */
  76484. vignetteCentreX: number;
  76485. /**
  76486. * Vignette centre Y Offset.
  76487. */
  76488. vignetteCentreY: number;
  76489. /**
  76490. * Vignette weight or intensity of the vignette effect.
  76491. */
  76492. vignetteWeight: number;
  76493. /**
  76494. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76495. * if vignetteEnabled is set to true.
  76496. */
  76497. vignetteColor: Color4;
  76498. /**
  76499. * Camera field of view used by the Vignette effect.
  76500. */
  76501. vignetteCameraFov: number;
  76502. private _vignetteBlendMode;
  76503. /**
  76504. * Gets the vignette blend mode allowing different kind of effect.
  76505. */
  76506. /**
  76507. * Sets the vignette blend mode allowing different kind of effect.
  76508. */
  76509. vignetteBlendMode: number;
  76510. private _vignetteEnabled;
  76511. /**
  76512. * Gets wether the vignette effect is enabled.
  76513. */
  76514. /**
  76515. * Sets wether the vignette effect is enabled.
  76516. */
  76517. vignetteEnabled: boolean;
  76518. private _applyByPostProcess;
  76519. /**
  76520. * Gets wether the image processing is applied through a post process or not.
  76521. */
  76522. /**
  76523. * Sets wether the image processing is applied through a post process or not.
  76524. */
  76525. applyByPostProcess: boolean;
  76526. private _isEnabled;
  76527. /**
  76528. * Gets wether the image processing is enabled or not.
  76529. */
  76530. /**
  76531. * Sets wether the image processing is enabled or not.
  76532. */
  76533. isEnabled: boolean;
  76534. /**
  76535. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76536. */
  76537. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76538. /**
  76539. * Method called each time the image processing information changes requires to recompile the effect.
  76540. */
  76541. protected _updateParameters(): void;
  76542. /**
  76543. * Gets the current class name.
  76544. * @return "ImageProcessingConfiguration"
  76545. */
  76546. getClassName(): string;
  76547. /**
  76548. * Prepare the list of uniforms associated with the Image Processing effects.
  76549. * @param uniforms The list of uniforms used in the effect
  76550. * @param defines the list of defines currently in use
  76551. */
  76552. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76553. /**
  76554. * Prepare the list of samplers associated with the Image Processing effects.
  76555. * @param samplersList The list of uniforms used in the effect
  76556. * @param defines the list of defines currently in use
  76557. */
  76558. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76559. /**
  76560. * Prepare the list of defines associated to the shader.
  76561. * @param defines the list of defines to complete
  76562. * @param forPostProcess Define if we are currently in post process mode or not
  76563. */
  76564. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76565. /**
  76566. * Returns true if all the image processing information are ready.
  76567. * @returns True if ready, otherwise, false
  76568. */
  76569. isReady(): boolean;
  76570. /**
  76571. * Binds the image processing to the shader.
  76572. * @param effect The effect to bind to
  76573. * @param overrideAspectRatio Override the aspect ratio of the effect
  76574. */
  76575. bind(effect: Effect, overrideAspectRatio?: number): void;
  76576. /**
  76577. * Clones the current image processing instance.
  76578. * @return The cloned image processing
  76579. */
  76580. clone(): ImageProcessingConfiguration;
  76581. /**
  76582. * Serializes the current image processing instance to a json representation.
  76583. * @return a JSON representation
  76584. */
  76585. serialize(): any;
  76586. /**
  76587. * Parses the image processing from a json representation.
  76588. * @param source the JSON source to parse
  76589. * @return The parsed image processing
  76590. */
  76591. static Parse(source: any): ImageProcessingConfiguration;
  76592. private static _VIGNETTEMODE_MULTIPLY;
  76593. private static _VIGNETTEMODE_OPAQUE;
  76594. /**
  76595. * Used to apply the vignette as a mix with the pixel color.
  76596. */
  76597. static readonly VIGNETTEMODE_MULTIPLY: number;
  76598. /**
  76599. * Used to apply the vignette as a replacement of the pixel color.
  76600. */
  76601. static readonly VIGNETTEMODE_OPAQUE: number;
  76602. }
  76603. }
  76604. declare module BABYLON {
  76605. /** @hidden */
  76606. export var postprocessVertexShader: {
  76607. name: string;
  76608. shader: string;
  76609. };
  76610. }
  76611. declare module BABYLON {
  76612. interface ThinEngine {
  76613. /**
  76614. * Creates a new render target texture
  76615. * @param size defines the size of the texture
  76616. * @param options defines the options used to create the texture
  76617. * @returns a new render target texture stored in an InternalTexture
  76618. */
  76619. createRenderTargetTexture(size: number | {
  76620. width: number;
  76621. height: number;
  76622. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76623. /**
  76624. * Creates a depth stencil texture.
  76625. * This is only available in WebGL 2 or with the depth texture extension available.
  76626. * @param size The size of face edge in the texture.
  76627. * @param options The options defining the texture.
  76628. * @returns The texture
  76629. */
  76630. createDepthStencilTexture(size: number | {
  76631. width: number;
  76632. height: number;
  76633. }, options: DepthTextureCreationOptions): InternalTexture;
  76634. /** @hidden */
  76635. _createDepthStencilTexture(size: number | {
  76636. width: number;
  76637. height: number;
  76638. }, options: DepthTextureCreationOptions): InternalTexture;
  76639. }
  76640. }
  76641. declare module BABYLON {
  76642. /** Defines supported spaces */
  76643. export enum Space {
  76644. /** Local (object) space */
  76645. LOCAL = 0,
  76646. /** World space */
  76647. WORLD = 1,
  76648. /** Bone space */
  76649. BONE = 2
  76650. }
  76651. /** Defines the 3 main axes */
  76652. export class Axis {
  76653. /** X axis */
  76654. static X: Vector3;
  76655. /** Y axis */
  76656. static Y: Vector3;
  76657. /** Z axis */
  76658. static Z: Vector3;
  76659. }
  76660. }
  76661. declare module BABYLON {
  76662. /**
  76663. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76664. * This is the base of the follow, arc rotate cameras and Free camera
  76665. * @see http://doc.babylonjs.com/features/cameras
  76666. */
  76667. export class TargetCamera extends Camera {
  76668. private static _RigCamTransformMatrix;
  76669. private static _TargetTransformMatrix;
  76670. private static _TargetFocalPoint;
  76671. /**
  76672. * Define the current direction the camera is moving to
  76673. */
  76674. cameraDirection: Vector3;
  76675. /**
  76676. * Define the current rotation the camera is rotating to
  76677. */
  76678. cameraRotation: Vector2;
  76679. /**
  76680. * When set, the up vector of the camera will be updated by the rotation of the camera
  76681. */
  76682. updateUpVectorFromRotation: boolean;
  76683. private _tmpQuaternion;
  76684. /**
  76685. * Define the current rotation of the camera
  76686. */
  76687. rotation: Vector3;
  76688. /**
  76689. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76690. */
  76691. rotationQuaternion: Quaternion;
  76692. /**
  76693. * Define the current speed of the camera
  76694. */
  76695. speed: number;
  76696. /**
  76697. * Add constraint to the camera to prevent it to move freely in all directions and
  76698. * around all axis.
  76699. */
  76700. noRotationConstraint: boolean;
  76701. /**
  76702. * Define the current target of the camera as an object or a position.
  76703. */
  76704. lockedTarget: any;
  76705. /** @hidden */
  76706. _currentTarget: Vector3;
  76707. /** @hidden */
  76708. _initialFocalDistance: number;
  76709. /** @hidden */
  76710. _viewMatrix: Matrix;
  76711. /** @hidden */
  76712. _camMatrix: Matrix;
  76713. /** @hidden */
  76714. _cameraTransformMatrix: Matrix;
  76715. /** @hidden */
  76716. _cameraRotationMatrix: Matrix;
  76717. /** @hidden */
  76718. _referencePoint: Vector3;
  76719. /** @hidden */
  76720. _transformedReferencePoint: Vector3;
  76721. protected _globalCurrentTarget: Vector3;
  76722. protected _globalCurrentUpVector: Vector3;
  76723. /** @hidden */
  76724. _reset: () => void;
  76725. private _defaultUp;
  76726. /**
  76727. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76728. * This is the base of the follow, arc rotate cameras and Free camera
  76729. * @see http://doc.babylonjs.com/features/cameras
  76730. * @param name Defines the name of the camera in the scene
  76731. * @param position Defines the start position of the camera in the scene
  76732. * @param scene Defines the scene the camera belongs to
  76733. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76734. */
  76735. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76736. /**
  76737. * Gets the position in front of the camera at a given distance.
  76738. * @param distance The distance from the camera we want the position to be
  76739. * @returns the position
  76740. */
  76741. getFrontPosition(distance: number): Vector3;
  76742. /** @hidden */
  76743. _getLockedTargetPosition(): Nullable<Vector3>;
  76744. private _storedPosition;
  76745. private _storedRotation;
  76746. private _storedRotationQuaternion;
  76747. /**
  76748. * Store current camera state of the camera (fov, position, rotation, etc..)
  76749. * @returns the camera
  76750. */
  76751. storeState(): Camera;
  76752. /**
  76753. * Restored camera state. You must call storeState() first
  76754. * @returns whether it was successful or not
  76755. * @hidden
  76756. */
  76757. _restoreStateValues(): boolean;
  76758. /** @hidden */
  76759. _initCache(): void;
  76760. /** @hidden */
  76761. _updateCache(ignoreParentClass?: boolean): void;
  76762. /** @hidden */
  76763. _isSynchronizedViewMatrix(): boolean;
  76764. /** @hidden */
  76765. _computeLocalCameraSpeed(): number;
  76766. /**
  76767. * Defines the target the camera should look at.
  76768. * @param target Defines the new target as a Vector or a mesh
  76769. */
  76770. setTarget(target: Vector3): void;
  76771. /**
  76772. * Return the current target position of the camera. This value is expressed in local space.
  76773. * @returns the target position
  76774. */
  76775. getTarget(): Vector3;
  76776. /** @hidden */
  76777. _decideIfNeedsToMove(): boolean;
  76778. /** @hidden */
  76779. _updatePosition(): void;
  76780. /** @hidden */
  76781. _checkInputs(): void;
  76782. protected _updateCameraRotationMatrix(): void;
  76783. /**
  76784. * 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)
  76785. * @returns the current camera
  76786. */
  76787. private _rotateUpVectorWithCameraRotationMatrix;
  76788. private _cachedRotationZ;
  76789. private _cachedQuaternionRotationZ;
  76790. /** @hidden */
  76791. _getViewMatrix(): Matrix;
  76792. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76793. /**
  76794. * @hidden
  76795. */
  76796. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76797. /**
  76798. * @hidden
  76799. */
  76800. _updateRigCameras(): void;
  76801. private _getRigCamPositionAndTarget;
  76802. /**
  76803. * Gets the current object class name.
  76804. * @return the class name
  76805. */
  76806. getClassName(): string;
  76807. }
  76808. }
  76809. declare module BABYLON {
  76810. /**
  76811. * Gather the list of keyboard event types as constants.
  76812. */
  76813. export class KeyboardEventTypes {
  76814. /**
  76815. * The keydown event is fired when a key becomes active (pressed).
  76816. */
  76817. static readonly KEYDOWN: number;
  76818. /**
  76819. * The keyup event is fired when a key has been released.
  76820. */
  76821. static readonly KEYUP: number;
  76822. }
  76823. /**
  76824. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76825. */
  76826. export class KeyboardInfo {
  76827. /**
  76828. * Defines the type of event (KeyboardEventTypes)
  76829. */
  76830. type: number;
  76831. /**
  76832. * Defines the related dom event
  76833. */
  76834. event: KeyboardEvent;
  76835. /**
  76836. * Instantiates a new keyboard info.
  76837. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76838. * @param type Defines the type of event (KeyboardEventTypes)
  76839. * @param event Defines the related dom event
  76840. */
  76841. constructor(
  76842. /**
  76843. * Defines the type of event (KeyboardEventTypes)
  76844. */
  76845. type: number,
  76846. /**
  76847. * Defines the related dom event
  76848. */
  76849. event: KeyboardEvent);
  76850. }
  76851. /**
  76852. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76853. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76854. */
  76855. export class KeyboardInfoPre extends KeyboardInfo {
  76856. /**
  76857. * Defines the type of event (KeyboardEventTypes)
  76858. */
  76859. type: number;
  76860. /**
  76861. * Defines the related dom event
  76862. */
  76863. event: KeyboardEvent;
  76864. /**
  76865. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76866. */
  76867. skipOnPointerObservable: boolean;
  76868. /**
  76869. * Instantiates a new keyboard pre info.
  76870. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76871. * @param type Defines the type of event (KeyboardEventTypes)
  76872. * @param event Defines the related dom event
  76873. */
  76874. constructor(
  76875. /**
  76876. * Defines the type of event (KeyboardEventTypes)
  76877. */
  76878. type: number,
  76879. /**
  76880. * Defines the related dom event
  76881. */
  76882. event: KeyboardEvent);
  76883. }
  76884. }
  76885. declare module BABYLON {
  76886. /**
  76887. * Manage the keyboard inputs to control the movement of a free camera.
  76888. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76889. */
  76890. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76891. /**
  76892. * Defines the camera the input is attached to.
  76893. */
  76894. camera: FreeCamera;
  76895. /**
  76896. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76897. */
  76898. keysUp: number[];
  76899. /**
  76900. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76901. */
  76902. keysDown: number[];
  76903. /**
  76904. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76905. */
  76906. keysLeft: number[];
  76907. /**
  76908. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76909. */
  76910. keysRight: number[];
  76911. private _keys;
  76912. private _onCanvasBlurObserver;
  76913. private _onKeyboardObserver;
  76914. private _engine;
  76915. private _scene;
  76916. /**
  76917. * Attach the input controls to a specific dom element to get the input from.
  76918. * @param element Defines the element the controls should be listened from
  76919. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76920. */
  76921. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76922. /**
  76923. * Detach the current controls from the specified dom element.
  76924. * @param element Defines the element to stop listening the inputs from
  76925. */
  76926. detachControl(element: Nullable<HTMLElement>): void;
  76927. /**
  76928. * Update the current camera state depending on the inputs that have been used this frame.
  76929. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76930. */
  76931. checkInputs(): void;
  76932. /**
  76933. * Gets the class name of the current intput.
  76934. * @returns the class name
  76935. */
  76936. getClassName(): string;
  76937. /** @hidden */
  76938. _onLostFocus(): void;
  76939. /**
  76940. * Get the friendly name associated with the input class.
  76941. * @returns the input friendly name
  76942. */
  76943. getSimpleName(): string;
  76944. }
  76945. }
  76946. declare module BABYLON {
  76947. /**
  76948. * Interface describing all the common properties and methods a shadow light needs to implement.
  76949. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76950. * as well as binding the different shadow properties to the effects.
  76951. */
  76952. export interface IShadowLight extends Light {
  76953. /**
  76954. * The light id in the scene (used in scene.findLighById for instance)
  76955. */
  76956. id: string;
  76957. /**
  76958. * The position the shdow will be casted from.
  76959. */
  76960. position: Vector3;
  76961. /**
  76962. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76963. */
  76964. direction: Vector3;
  76965. /**
  76966. * The transformed position. Position of the light in world space taking parenting in account.
  76967. */
  76968. transformedPosition: Vector3;
  76969. /**
  76970. * The transformed direction. Direction of the light in world space taking parenting in account.
  76971. */
  76972. transformedDirection: Vector3;
  76973. /**
  76974. * The friendly name of the light in the scene.
  76975. */
  76976. name: string;
  76977. /**
  76978. * Defines the shadow projection clipping minimum z value.
  76979. */
  76980. shadowMinZ: number;
  76981. /**
  76982. * Defines the shadow projection clipping maximum z value.
  76983. */
  76984. shadowMaxZ: number;
  76985. /**
  76986. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76987. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76988. */
  76989. computeTransformedInformation(): boolean;
  76990. /**
  76991. * Gets the scene the light belongs to.
  76992. * @returns The scene
  76993. */
  76994. getScene(): Scene;
  76995. /**
  76996. * Callback defining a custom Projection Matrix Builder.
  76997. * This can be used to override the default projection matrix computation.
  76998. */
  76999. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77000. /**
  77001. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77002. * @param matrix The materix to updated with the projection information
  77003. * @param viewMatrix The transform matrix of the light
  77004. * @param renderList The list of mesh to render in the map
  77005. * @returns The current light
  77006. */
  77007. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77008. /**
  77009. * Gets the current depth scale used in ESM.
  77010. * @returns The scale
  77011. */
  77012. getDepthScale(): number;
  77013. /**
  77014. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77015. * @returns true if a cube texture needs to be use
  77016. */
  77017. needCube(): boolean;
  77018. /**
  77019. * Detects if the projection matrix requires to be recomputed this frame.
  77020. * @returns true if it requires to be recomputed otherwise, false.
  77021. */
  77022. needProjectionMatrixCompute(): boolean;
  77023. /**
  77024. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77025. */
  77026. forceProjectionMatrixCompute(): void;
  77027. /**
  77028. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77029. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77030. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77031. */
  77032. getShadowDirection(faceIndex?: number): Vector3;
  77033. /**
  77034. * Gets the minZ used for shadow according to both the scene and the light.
  77035. * @param activeCamera The camera we are returning the min for
  77036. * @returns the depth min z
  77037. */
  77038. getDepthMinZ(activeCamera: Camera): number;
  77039. /**
  77040. * Gets the maxZ used for shadow according to both the scene and the light.
  77041. * @param activeCamera The camera we are returning the max for
  77042. * @returns the depth max z
  77043. */
  77044. getDepthMaxZ(activeCamera: Camera): number;
  77045. }
  77046. /**
  77047. * Base implementation IShadowLight
  77048. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  77049. */
  77050. export abstract class ShadowLight extends Light implements IShadowLight {
  77051. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  77052. protected _position: Vector3;
  77053. protected _setPosition(value: Vector3): void;
  77054. /**
  77055. * Sets the position the shadow will be casted from. Also use as the light position for both
  77056. * point and spot lights.
  77057. */
  77058. /**
  77059. * Sets the position the shadow will be casted from. Also use as the light position for both
  77060. * point and spot lights.
  77061. */
  77062. position: Vector3;
  77063. protected _direction: Vector3;
  77064. protected _setDirection(value: Vector3): void;
  77065. /**
  77066. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  77067. * Also use as the light direction on spot and directional lights.
  77068. */
  77069. /**
  77070. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  77071. * Also use as the light direction on spot and directional lights.
  77072. */
  77073. direction: Vector3;
  77074. private _shadowMinZ;
  77075. /**
  77076. * Gets the shadow projection clipping minimum z value.
  77077. */
  77078. /**
  77079. * Sets the shadow projection clipping minimum z value.
  77080. */
  77081. shadowMinZ: number;
  77082. private _shadowMaxZ;
  77083. /**
  77084. * Sets the shadow projection clipping maximum z value.
  77085. */
  77086. /**
  77087. * Gets the shadow projection clipping maximum z value.
  77088. */
  77089. shadowMaxZ: number;
  77090. /**
  77091. * Callback defining a custom Projection Matrix Builder.
  77092. * This can be used to override the default projection matrix computation.
  77093. */
  77094. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  77095. /**
  77096. * The transformed position. Position of the light in world space taking parenting in account.
  77097. */
  77098. transformedPosition: Vector3;
  77099. /**
  77100. * The transformed direction. Direction of the light in world space taking parenting in account.
  77101. */
  77102. transformedDirection: Vector3;
  77103. private _needProjectionMatrixCompute;
  77104. /**
  77105. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  77106. * @returns true if the information has been computed, false if it does not need to (no parenting)
  77107. */
  77108. computeTransformedInformation(): boolean;
  77109. /**
  77110. * Return the depth scale used for the shadow map.
  77111. * @returns the depth scale.
  77112. */
  77113. getDepthScale(): number;
  77114. /**
  77115. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  77116. * @param faceIndex The index of the face we are computed the direction to generate shadow
  77117. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  77118. */
  77119. getShadowDirection(faceIndex?: number): Vector3;
  77120. /**
  77121. * Returns the ShadowLight absolute position in the World.
  77122. * @returns the position vector in world space
  77123. */
  77124. getAbsolutePosition(): Vector3;
  77125. /**
  77126. * Sets the ShadowLight direction toward the passed target.
  77127. * @param target The point to target in local space
  77128. * @returns the updated ShadowLight direction
  77129. */
  77130. setDirectionToTarget(target: Vector3): Vector3;
  77131. /**
  77132. * Returns the light rotation in euler definition.
  77133. * @returns the x y z rotation in local space.
  77134. */
  77135. getRotation(): Vector3;
  77136. /**
  77137. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  77138. * @returns true if a cube texture needs to be use
  77139. */
  77140. needCube(): boolean;
  77141. /**
  77142. * Detects if the projection matrix requires to be recomputed this frame.
  77143. * @returns true if it requires to be recomputed otherwise, false.
  77144. */
  77145. needProjectionMatrixCompute(): boolean;
  77146. /**
  77147. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  77148. */
  77149. forceProjectionMatrixCompute(): void;
  77150. /** @hidden */
  77151. _initCache(): void;
  77152. /** @hidden */
  77153. _isSynchronized(): boolean;
  77154. /**
  77155. * Computes the world matrix of the node
  77156. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77157. * @returns the world matrix
  77158. */
  77159. computeWorldMatrix(force?: boolean): Matrix;
  77160. /**
  77161. * Gets the minZ used for shadow according to both the scene and the light.
  77162. * @param activeCamera The camera we are returning the min for
  77163. * @returns the depth min z
  77164. */
  77165. getDepthMinZ(activeCamera: Camera): number;
  77166. /**
  77167. * Gets the maxZ used for shadow according to both the scene and the light.
  77168. * @param activeCamera The camera we are returning the max for
  77169. * @returns the depth max z
  77170. */
  77171. getDepthMaxZ(activeCamera: Camera): number;
  77172. /**
  77173. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  77174. * @param matrix The materix to updated with the projection information
  77175. * @param viewMatrix The transform matrix of the light
  77176. * @param renderList The list of mesh to render in the map
  77177. * @returns The current light
  77178. */
  77179. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  77180. }
  77181. }
  77182. declare module BABYLON {
  77183. /**
  77184. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  77185. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  77186. */
  77187. export class EffectFallbacks implements IEffectFallbacks {
  77188. private _defines;
  77189. private _currentRank;
  77190. private _maxRank;
  77191. private _mesh;
  77192. /**
  77193. * Removes the fallback from the bound mesh.
  77194. */
  77195. unBindMesh(): void;
  77196. /**
  77197. * Adds a fallback on the specified property.
  77198. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77199. * @param define The name of the define in the shader
  77200. */
  77201. addFallback(rank: number, define: string): void;
  77202. /**
  77203. * Sets the mesh to use CPU skinning when needing to fallback.
  77204. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  77205. * @param mesh The mesh to use the fallbacks.
  77206. */
  77207. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  77208. /**
  77209. * Checks to see if more fallbacks are still availible.
  77210. */
  77211. readonly hasMoreFallbacks: boolean;
  77212. /**
  77213. * Removes the defines that should be removed when falling back.
  77214. * @param currentDefines defines the current define statements for the shader.
  77215. * @param effect defines the current effect we try to compile
  77216. * @returns The resulting defines with defines of the current rank removed.
  77217. */
  77218. reduce(currentDefines: string, effect: Effect): string;
  77219. }
  77220. }
  77221. declare module BABYLON {
  77222. /**
  77223. * "Static Class" containing the most commonly used helper while dealing with material for
  77224. * rendering purpose.
  77225. *
  77226. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  77227. *
  77228. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  77229. */
  77230. export class MaterialHelper {
  77231. /**
  77232. * Bind the current view position to an effect.
  77233. * @param effect The effect to be bound
  77234. * @param scene The scene the eyes position is used from
  77235. */
  77236. static BindEyePosition(effect: Effect, scene: Scene): void;
  77237. /**
  77238. * Helps preparing the defines values about the UVs in used in the effect.
  77239. * UVs are shared as much as we can accross channels in the shaders.
  77240. * @param texture The texture we are preparing the UVs for
  77241. * @param defines The defines to update
  77242. * @param key The channel key "diffuse", "specular"... used in the shader
  77243. */
  77244. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  77245. /**
  77246. * Binds a texture matrix value to its corrsponding uniform
  77247. * @param texture The texture to bind the matrix for
  77248. * @param uniformBuffer The uniform buffer receivin the data
  77249. * @param key The channel key "diffuse", "specular"... used in the shader
  77250. */
  77251. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  77252. /**
  77253. * Gets the current status of the fog (should it be enabled?)
  77254. * @param mesh defines the mesh to evaluate for fog support
  77255. * @param scene defines the hosting scene
  77256. * @returns true if fog must be enabled
  77257. */
  77258. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  77259. /**
  77260. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  77261. * @param mesh defines the current mesh
  77262. * @param scene defines the current scene
  77263. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  77264. * @param pointsCloud defines if point cloud rendering has to be turned on
  77265. * @param fogEnabled defines if fog has to be turned on
  77266. * @param alphaTest defines if alpha testing has to be turned on
  77267. * @param defines defines the current list of defines
  77268. */
  77269. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  77270. /**
  77271. * Helper used to prepare the list of defines associated with frame values for shader compilation
  77272. * @param scene defines the current scene
  77273. * @param engine defines the current engine
  77274. * @param defines specifies the list of active defines
  77275. * @param useInstances defines if instances have to be turned on
  77276. * @param useClipPlane defines if clip plane have to be turned on
  77277. */
  77278. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  77279. /**
  77280. * Prepares the defines for bones
  77281. * @param mesh The mesh containing the geometry data we will draw
  77282. * @param defines The defines to update
  77283. */
  77284. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  77285. /**
  77286. * Prepares the defines for morph targets
  77287. * @param mesh The mesh containing the geometry data we will draw
  77288. * @param defines The defines to update
  77289. */
  77290. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  77291. /**
  77292. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  77293. * @param mesh The mesh containing the geometry data we will draw
  77294. * @param defines The defines to update
  77295. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  77296. * @param useBones Precise whether bones should be used or not (override mesh info)
  77297. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  77298. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  77299. * @returns false if defines are considered not dirty and have not been checked
  77300. */
  77301. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  77302. /**
  77303. * Prepares the defines related to multiview
  77304. * @param scene The scene we are intending to draw
  77305. * @param defines The defines to update
  77306. */
  77307. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  77308. /**
  77309. * Prepares the defines related to the light information passed in parameter
  77310. * @param scene The scene we are intending to draw
  77311. * @param mesh The mesh the effect is compiling for
  77312. * @param light The light the effect is compiling for
  77313. * @param lightIndex The index of the light
  77314. * @param defines The defines to update
  77315. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77316. * @param state Defines the current state regarding what is needed (normals, etc...)
  77317. */
  77318. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77319. needNormals: boolean;
  77320. needRebuild: boolean;
  77321. shadowEnabled: boolean;
  77322. specularEnabled: boolean;
  77323. lightmapMode: boolean;
  77324. }): void;
  77325. /**
  77326. * Prepares the defines related to the light information passed in parameter
  77327. * @param scene The scene we are intending to draw
  77328. * @param mesh The mesh the effect is compiling for
  77329. * @param defines The defines to update
  77330. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77331. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77332. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77333. * @returns true if normals will be required for the rest of the effect
  77334. */
  77335. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77336. /**
  77337. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77338. * @param lightIndex defines the light index
  77339. * @param uniformsList The uniform list
  77340. * @param samplersList The sampler list
  77341. * @param projectedLightTexture defines if projected texture must be used
  77342. * @param uniformBuffersList defines an optional list of uniform buffers
  77343. */
  77344. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77345. /**
  77346. * Prepares the uniforms and samplers list to be used in the effect
  77347. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77348. * @param samplersList The sampler list
  77349. * @param defines The defines helping in the list generation
  77350. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77351. */
  77352. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77353. /**
  77354. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77355. * @param defines The defines to update while falling back
  77356. * @param fallbacks The authorized effect fallbacks
  77357. * @param maxSimultaneousLights The maximum number of lights allowed
  77358. * @param rank the current rank of the Effect
  77359. * @returns The newly affected rank
  77360. */
  77361. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77362. private static _TmpMorphInfluencers;
  77363. /**
  77364. * Prepares the list of attributes required for morph targets according to the effect defines.
  77365. * @param attribs The current list of supported attribs
  77366. * @param mesh The mesh to prepare the morph targets attributes for
  77367. * @param influencers The number of influencers
  77368. */
  77369. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77370. /**
  77371. * Prepares the list of attributes required for morph targets according to the effect defines.
  77372. * @param attribs The current list of supported attribs
  77373. * @param mesh The mesh to prepare the morph targets attributes for
  77374. * @param defines The current Defines of the effect
  77375. */
  77376. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77377. /**
  77378. * Prepares the list of attributes required for bones according to the effect defines.
  77379. * @param attribs The current list of supported attribs
  77380. * @param mesh The mesh to prepare the bones attributes for
  77381. * @param defines The current Defines of the effect
  77382. * @param fallbacks The current efffect fallback strategy
  77383. */
  77384. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77385. /**
  77386. * Check and prepare the list of attributes required for instances according to the effect defines.
  77387. * @param attribs The current list of supported attribs
  77388. * @param defines The current MaterialDefines of the effect
  77389. */
  77390. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77391. /**
  77392. * Add the list of attributes required for instances to the attribs array.
  77393. * @param attribs The current list of supported attribs
  77394. */
  77395. static PushAttributesForInstances(attribs: string[]): void;
  77396. /**
  77397. * Binds the light information to the effect.
  77398. * @param light The light containing the generator
  77399. * @param effect The effect we are binding the data to
  77400. * @param lightIndex The light index in the effect used to render
  77401. */
  77402. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77403. /**
  77404. * Binds the lights information from the scene to the effect for the given mesh.
  77405. * @param light Light to bind
  77406. * @param lightIndex Light index
  77407. * @param scene The scene where the light belongs to
  77408. * @param effect The effect we are binding the data to
  77409. * @param useSpecular Defines if specular is supported
  77410. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77411. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77412. */
  77413. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77414. /**
  77415. * Binds the lights information from the scene to the effect for the given mesh.
  77416. * @param scene The scene the lights belongs to
  77417. * @param mesh The mesh we are binding the information to render
  77418. * @param effect The effect we are binding the data to
  77419. * @param defines The generated defines for the effect
  77420. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77421. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77422. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77423. */
  77424. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77425. private static _tempFogColor;
  77426. /**
  77427. * Binds the fog information from the scene to the effect for the given mesh.
  77428. * @param scene The scene the lights belongs to
  77429. * @param mesh The mesh we are binding the information to render
  77430. * @param effect The effect we are binding the data to
  77431. * @param linearSpace Defines if the fog effect is applied in linear space
  77432. */
  77433. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77434. /**
  77435. * Binds the bones information from the mesh to the effect.
  77436. * @param mesh The mesh we are binding the information to render
  77437. * @param effect The effect we are binding the data to
  77438. */
  77439. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77440. /**
  77441. * Binds the morph targets information from the mesh to the effect.
  77442. * @param abstractMesh The mesh we are binding the information to render
  77443. * @param effect The effect we are binding the data to
  77444. */
  77445. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77446. /**
  77447. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77448. * @param defines The generated defines used in the effect
  77449. * @param effect The effect we are binding the data to
  77450. * @param scene The scene we are willing to render with logarithmic scale for
  77451. */
  77452. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77453. /**
  77454. * Binds the clip plane information from the scene to the effect.
  77455. * @param scene The scene the clip plane information are extracted from
  77456. * @param effect The effect we are binding the data to
  77457. */
  77458. static BindClipPlane(effect: Effect, scene: Scene): void;
  77459. }
  77460. }
  77461. declare module BABYLON {
  77462. /** @hidden */
  77463. export var packingFunctions: {
  77464. name: string;
  77465. shader: string;
  77466. };
  77467. }
  77468. declare module BABYLON {
  77469. /** @hidden */
  77470. export var shadowMapPixelShader: {
  77471. name: string;
  77472. shader: string;
  77473. };
  77474. }
  77475. declare module BABYLON {
  77476. /** @hidden */
  77477. export var bonesDeclaration: {
  77478. name: string;
  77479. shader: string;
  77480. };
  77481. }
  77482. declare module BABYLON {
  77483. /** @hidden */
  77484. export var morphTargetsVertexGlobalDeclaration: {
  77485. name: string;
  77486. shader: string;
  77487. };
  77488. }
  77489. declare module BABYLON {
  77490. /** @hidden */
  77491. export var morphTargetsVertexDeclaration: {
  77492. name: string;
  77493. shader: string;
  77494. };
  77495. }
  77496. declare module BABYLON {
  77497. /** @hidden */
  77498. export var instancesDeclaration: {
  77499. name: string;
  77500. shader: string;
  77501. };
  77502. }
  77503. declare module BABYLON {
  77504. /** @hidden */
  77505. export var helperFunctions: {
  77506. name: string;
  77507. shader: string;
  77508. };
  77509. }
  77510. declare module BABYLON {
  77511. /** @hidden */
  77512. export var morphTargetsVertex: {
  77513. name: string;
  77514. shader: string;
  77515. };
  77516. }
  77517. declare module BABYLON {
  77518. /** @hidden */
  77519. export var instancesVertex: {
  77520. name: string;
  77521. shader: string;
  77522. };
  77523. }
  77524. declare module BABYLON {
  77525. /** @hidden */
  77526. export var bonesVertex: {
  77527. name: string;
  77528. shader: string;
  77529. };
  77530. }
  77531. declare module BABYLON {
  77532. /** @hidden */
  77533. export var shadowMapVertexShader: {
  77534. name: string;
  77535. shader: string;
  77536. };
  77537. }
  77538. declare module BABYLON {
  77539. /** @hidden */
  77540. export var depthBoxBlurPixelShader: {
  77541. name: string;
  77542. shader: string;
  77543. };
  77544. }
  77545. declare module BABYLON {
  77546. /**
  77547. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77548. */
  77549. export interface ICustomShaderOptions {
  77550. /**
  77551. * Gets or sets the custom shader name to use
  77552. */
  77553. shaderName: string;
  77554. /**
  77555. * The list of attribute names used in the shader
  77556. */
  77557. attributes?: string[];
  77558. /**
  77559. * The list of unifrom names used in the shader
  77560. */
  77561. uniforms?: string[];
  77562. /**
  77563. * The list of sampler names used in the shader
  77564. */
  77565. samplers?: string[];
  77566. /**
  77567. * The list of defines used in the shader
  77568. */
  77569. defines?: string[];
  77570. }
  77571. /**
  77572. * Interface to implement to create a shadow generator compatible with BJS.
  77573. */
  77574. export interface IShadowGenerator {
  77575. /**
  77576. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77577. * @returns The render target texture if present otherwise, null
  77578. */
  77579. getShadowMap(): Nullable<RenderTargetTexture>;
  77580. /**
  77581. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77582. * @returns The render target texture if the shadow map is present otherwise, null
  77583. */
  77584. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77585. /**
  77586. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77587. * @param subMesh The submesh we want to render in the shadow map
  77588. * @param useInstances Defines wether will draw in the map using instances
  77589. * @returns true if ready otherwise, false
  77590. */
  77591. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77592. /**
  77593. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77594. * @param defines Defines of the material we want to update
  77595. * @param lightIndex Index of the light in the enabled light list of the material
  77596. */
  77597. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77598. /**
  77599. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77600. * defined in the generator but impacting the effect).
  77601. * It implies the unifroms available on the materials are the standard BJS ones.
  77602. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77603. * @param effect The effect we are binfing the information for
  77604. */
  77605. bindShadowLight(lightIndex: string, effect: Effect): void;
  77606. /**
  77607. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77608. * (eq to shadow prjection matrix * light transform matrix)
  77609. * @returns The transform matrix used to create the shadow map
  77610. */
  77611. getTransformMatrix(): Matrix;
  77612. /**
  77613. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77614. * Cube and 2D textures for instance.
  77615. */
  77616. recreateShadowMap(): void;
  77617. /**
  77618. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77619. * @param onCompiled Callback triggered at the and of the effects compilation
  77620. * @param options Sets of optional options forcing the compilation with different modes
  77621. */
  77622. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77623. useInstances: boolean;
  77624. }>): void;
  77625. /**
  77626. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77627. * @param options Sets of optional options forcing the compilation with different modes
  77628. * @returns A promise that resolves when the compilation completes
  77629. */
  77630. forceCompilationAsync(options?: Partial<{
  77631. useInstances: boolean;
  77632. }>): Promise<void>;
  77633. /**
  77634. * Serializes the shadow generator setup to a json object.
  77635. * @returns The serialized JSON object
  77636. */
  77637. serialize(): any;
  77638. /**
  77639. * Disposes the Shadow map and related Textures and effects.
  77640. */
  77641. dispose(): void;
  77642. }
  77643. /**
  77644. * Default implementation IShadowGenerator.
  77645. * This is the main object responsible of generating shadows in the framework.
  77646. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77647. */
  77648. export class ShadowGenerator implements IShadowGenerator {
  77649. /**
  77650. * Shadow generator mode None: no filtering applied.
  77651. */
  77652. static readonly FILTER_NONE: number;
  77653. /**
  77654. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77655. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77656. */
  77657. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77658. /**
  77659. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77660. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77661. */
  77662. static readonly FILTER_POISSONSAMPLING: number;
  77663. /**
  77664. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77665. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77666. */
  77667. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77668. /**
  77669. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77670. * edge artifacts on steep falloff.
  77671. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77672. */
  77673. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77674. /**
  77675. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77676. * edge artifacts on steep falloff.
  77677. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77678. */
  77679. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77680. /**
  77681. * Shadow generator mode PCF: Percentage Closer Filtering
  77682. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77683. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77684. */
  77685. static readonly FILTER_PCF: number;
  77686. /**
  77687. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77688. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77689. * Contact Hardening
  77690. */
  77691. static readonly FILTER_PCSS: number;
  77692. /**
  77693. * Reserved for PCF and PCSS
  77694. * Highest Quality.
  77695. *
  77696. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77697. *
  77698. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77699. */
  77700. static readonly QUALITY_HIGH: number;
  77701. /**
  77702. * Reserved for PCF and PCSS
  77703. * Good tradeoff for quality/perf cross devices
  77704. *
  77705. * Execute PCF on a 3*3 kernel.
  77706. *
  77707. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77708. */
  77709. static readonly QUALITY_MEDIUM: number;
  77710. /**
  77711. * Reserved for PCF and PCSS
  77712. * The lowest quality but the fastest.
  77713. *
  77714. * Execute PCF on a 1*1 kernel.
  77715. *
  77716. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77717. */
  77718. static readonly QUALITY_LOW: number;
  77719. /** Gets or sets the custom shader name to use */
  77720. customShaderOptions: ICustomShaderOptions;
  77721. /**
  77722. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77723. */
  77724. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77725. /**
  77726. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77727. */
  77728. onAfterShadowMapRenderObservable: Observable<Effect>;
  77729. /**
  77730. * Observable triggered before a mesh is rendered in the shadow map.
  77731. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77732. */
  77733. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77734. /**
  77735. * Observable triggered after a mesh is rendered in the shadow map.
  77736. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77737. */
  77738. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77739. private _bias;
  77740. /**
  77741. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77742. */
  77743. /**
  77744. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77745. */
  77746. bias: number;
  77747. private _normalBias;
  77748. /**
  77749. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77750. */
  77751. /**
  77752. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77753. */
  77754. normalBias: number;
  77755. private _blurBoxOffset;
  77756. /**
  77757. * Gets the blur box offset: offset applied during the blur pass.
  77758. * Only useful if useKernelBlur = false
  77759. */
  77760. /**
  77761. * Sets the blur box offset: offset applied during the blur pass.
  77762. * Only useful if useKernelBlur = false
  77763. */
  77764. blurBoxOffset: number;
  77765. private _blurScale;
  77766. /**
  77767. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77768. * 2 means half of the size.
  77769. */
  77770. /**
  77771. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77772. * 2 means half of the size.
  77773. */
  77774. blurScale: number;
  77775. private _blurKernel;
  77776. /**
  77777. * Gets the blur kernel: kernel size of the blur pass.
  77778. * Only useful if useKernelBlur = true
  77779. */
  77780. /**
  77781. * Sets the blur kernel: kernel size of the blur pass.
  77782. * Only useful if useKernelBlur = true
  77783. */
  77784. blurKernel: number;
  77785. private _useKernelBlur;
  77786. /**
  77787. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77788. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77789. */
  77790. /**
  77791. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77792. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77793. */
  77794. useKernelBlur: boolean;
  77795. private _depthScale;
  77796. /**
  77797. * Gets the depth scale used in ESM mode.
  77798. */
  77799. /**
  77800. * Sets the depth scale used in ESM mode.
  77801. * This can override the scale stored on the light.
  77802. */
  77803. depthScale: number;
  77804. private _filter;
  77805. /**
  77806. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77807. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77808. */
  77809. /**
  77810. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77811. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77812. */
  77813. filter: number;
  77814. /**
  77815. * Gets if the current filter is set to Poisson Sampling.
  77816. */
  77817. /**
  77818. * Sets the current filter to Poisson Sampling.
  77819. */
  77820. usePoissonSampling: boolean;
  77821. /**
  77822. * Gets if the current filter is set to ESM.
  77823. */
  77824. /**
  77825. * Sets the current filter is to ESM.
  77826. */
  77827. useExponentialShadowMap: boolean;
  77828. /**
  77829. * Gets if the current filter is set to filtered ESM.
  77830. */
  77831. /**
  77832. * Gets if the current filter is set to filtered ESM.
  77833. */
  77834. useBlurExponentialShadowMap: boolean;
  77835. /**
  77836. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77837. * exponential to prevent steep falloff artifacts).
  77838. */
  77839. /**
  77840. * Sets the current filter to "close ESM" (using the inverse of the
  77841. * exponential to prevent steep falloff artifacts).
  77842. */
  77843. useCloseExponentialShadowMap: boolean;
  77844. /**
  77845. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77846. * exponential to prevent steep falloff artifacts).
  77847. */
  77848. /**
  77849. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77850. * exponential to prevent steep falloff artifacts).
  77851. */
  77852. useBlurCloseExponentialShadowMap: boolean;
  77853. /**
  77854. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77855. */
  77856. /**
  77857. * Sets the current filter to "PCF" (percentage closer filtering).
  77858. */
  77859. usePercentageCloserFiltering: boolean;
  77860. private _filteringQuality;
  77861. /**
  77862. * Gets the PCF or PCSS Quality.
  77863. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77864. */
  77865. /**
  77866. * Sets the PCF or PCSS Quality.
  77867. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77868. */
  77869. filteringQuality: number;
  77870. /**
  77871. * Gets if the current filter is set to "PCSS" (contact hardening).
  77872. */
  77873. /**
  77874. * Sets the current filter to "PCSS" (contact hardening).
  77875. */
  77876. useContactHardeningShadow: boolean;
  77877. private _contactHardeningLightSizeUVRatio;
  77878. /**
  77879. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77880. * Using a ratio helps keeping shape stability independently of the map size.
  77881. *
  77882. * It does not account for the light projection as it was having too much
  77883. * instability during the light setup or during light position changes.
  77884. *
  77885. * Only valid if useContactHardeningShadow is true.
  77886. */
  77887. /**
  77888. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77889. * Using a ratio helps keeping shape stability independently of the map size.
  77890. *
  77891. * It does not account for the light projection as it was having too much
  77892. * instability during the light setup or during light position changes.
  77893. *
  77894. * Only valid if useContactHardeningShadow is true.
  77895. */
  77896. contactHardeningLightSizeUVRatio: number;
  77897. private _darkness;
  77898. /** Gets or sets the actual darkness of a shadow */
  77899. darkness: number;
  77900. /**
  77901. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77902. * 0 means strongest and 1 would means no shadow.
  77903. * @returns the darkness.
  77904. */
  77905. getDarkness(): number;
  77906. /**
  77907. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77908. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77909. * @returns the shadow generator allowing fluent coding.
  77910. */
  77911. setDarkness(darkness: number): ShadowGenerator;
  77912. private _transparencyShadow;
  77913. /** Gets or sets the ability to have transparent shadow */
  77914. transparencyShadow: boolean;
  77915. /**
  77916. * Sets the ability to have transparent shadow (boolean).
  77917. * @param transparent True if transparent else False
  77918. * @returns the shadow generator allowing fluent coding
  77919. */
  77920. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77921. private _shadowMap;
  77922. private _shadowMap2;
  77923. /**
  77924. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77925. * @returns The render target texture if present otherwise, null
  77926. */
  77927. getShadowMap(): Nullable<RenderTargetTexture>;
  77928. /**
  77929. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77930. * @returns The render target texture if the shadow map is present otherwise, null
  77931. */
  77932. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77933. /**
  77934. * Gets the class name of that object
  77935. * @returns "ShadowGenerator"
  77936. */
  77937. getClassName(): string;
  77938. /**
  77939. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77940. * @param mesh Mesh to add
  77941. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77942. * @returns the Shadow Generator itself
  77943. */
  77944. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77945. /**
  77946. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77947. * @param mesh Mesh to remove
  77948. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77949. * @returns the Shadow Generator itself
  77950. */
  77951. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77952. /**
  77953. * Controls the extent to which the shadows fade out at the edge of the frustum
  77954. * Used only by directionals and spots
  77955. */
  77956. frustumEdgeFalloff: number;
  77957. private _light;
  77958. /**
  77959. * Returns the associated light object.
  77960. * @returns the light generating the shadow
  77961. */
  77962. getLight(): IShadowLight;
  77963. /**
  77964. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77965. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77966. * It might on the other hand introduce peter panning.
  77967. */
  77968. forceBackFacesOnly: boolean;
  77969. private _scene;
  77970. private _lightDirection;
  77971. private _effect;
  77972. private _viewMatrix;
  77973. private _projectionMatrix;
  77974. private _transformMatrix;
  77975. private _cachedPosition;
  77976. private _cachedDirection;
  77977. private _cachedDefines;
  77978. private _currentRenderID;
  77979. private _boxBlurPostprocess;
  77980. private _kernelBlurXPostprocess;
  77981. private _kernelBlurYPostprocess;
  77982. private _blurPostProcesses;
  77983. private _mapSize;
  77984. private _currentFaceIndex;
  77985. private _currentFaceIndexCache;
  77986. private _textureType;
  77987. private _defaultTextureMatrix;
  77988. private _storedUniqueId;
  77989. /** @hidden */
  77990. static _SceneComponentInitialization: (scene: Scene) => void;
  77991. /**
  77992. * Creates a ShadowGenerator object.
  77993. * A ShadowGenerator is the required tool to use the shadows.
  77994. * Each light casting shadows needs to use its own ShadowGenerator.
  77995. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77996. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77997. * @param light The light object generating the shadows.
  77998. * @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.
  77999. */
  78000. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  78001. private _initializeGenerator;
  78002. private _initializeShadowMap;
  78003. private _initializeBlurRTTAndPostProcesses;
  78004. private _renderForShadowMap;
  78005. private _renderSubMeshForShadowMap;
  78006. private _applyFilterValues;
  78007. /**
  78008. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78009. * @param onCompiled Callback triggered at the and of the effects compilation
  78010. * @param options Sets of optional options forcing the compilation with different modes
  78011. */
  78012. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  78013. useInstances: boolean;
  78014. }>): void;
  78015. /**
  78016. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  78017. * @param options Sets of optional options forcing the compilation with different modes
  78018. * @returns A promise that resolves when the compilation completes
  78019. */
  78020. forceCompilationAsync(options?: Partial<{
  78021. useInstances: boolean;
  78022. }>): Promise<void>;
  78023. /**
  78024. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  78025. * @param subMesh The submesh we want to render in the shadow map
  78026. * @param useInstances Defines wether will draw in the map using instances
  78027. * @returns true if ready otherwise, false
  78028. */
  78029. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  78030. /**
  78031. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  78032. * @param defines Defines of the material we want to update
  78033. * @param lightIndex Index of the light in the enabled light list of the material
  78034. */
  78035. prepareDefines(defines: any, lightIndex: number): void;
  78036. /**
  78037. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  78038. * defined in the generator but impacting the effect).
  78039. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  78040. * @param effect The effect we are binfing the information for
  78041. */
  78042. bindShadowLight(lightIndex: string, effect: Effect): void;
  78043. /**
  78044. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  78045. * (eq to shadow prjection matrix * light transform matrix)
  78046. * @returns The transform matrix used to create the shadow map
  78047. */
  78048. getTransformMatrix(): Matrix;
  78049. /**
  78050. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  78051. * Cube and 2D textures for instance.
  78052. */
  78053. recreateShadowMap(): void;
  78054. private _disposeBlurPostProcesses;
  78055. private _disposeRTTandPostProcesses;
  78056. /**
  78057. * Disposes the ShadowGenerator.
  78058. * Returns nothing.
  78059. */
  78060. dispose(): void;
  78061. /**
  78062. * Serializes the shadow generator setup to a json object.
  78063. * @returns The serialized JSON object
  78064. */
  78065. serialize(): any;
  78066. /**
  78067. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  78068. * @param parsedShadowGenerator The JSON object to parse
  78069. * @param scene The scene to create the shadow map for
  78070. * @returns The parsed shadow generator
  78071. */
  78072. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  78073. }
  78074. }
  78075. declare module BABYLON {
  78076. /**
  78077. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  78078. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  78079. * 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.
  78080. */
  78081. export abstract class Light extends Node {
  78082. /**
  78083. * Falloff Default: light is falling off following the material specification:
  78084. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  78085. */
  78086. static readonly FALLOFF_DEFAULT: number;
  78087. /**
  78088. * Falloff Physical: light is falling off following the inverse squared distance law.
  78089. */
  78090. static readonly FALLOFF_PHYSICAL: number;
  78091. /**
  78092. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  78093. * to enhance interoperability with other engines.
  78094. */
  78095. static readonly FALLOFF_GLTF: number;
  78096. /**
  78097. * Falloff Standard: light is falling off like in the standard material
  78098. * to enhance interoperability with other materials.
  78099. */
  78100. static readonly FALLOFF_STANDARD: number;
  78101. /**
  78102. * If every light affecting the material is in this lightmapMode,
  78103. * material.lightmapTexture adds or multiplies
  78104. * (depends on material.useLightmapAsShadowmap)
  78105. * after every other light calculations.
  78106. */
  78107. static readonly LIGHTMAP_DEFAULT: number;
  78108. /**
  78109. * material.lightmapTexture as only diffuse lighting from this light
  78110. * adds only specular lighting from this light
  78111. * adds dynamic shadows
  78112. */
  78113. static readonly LIGHTMAP_SPECULAR: number;
  78114. /**
  78115. * material.lightmapTexture as only lighting
  78116. * no light calculation from this light
  78117. * only adds dynamic shadows from this light
  78118. */
  78119. static readonly LIGHTMAP_SHADOWSONLY: number;
  78120. /**
  78121. * Each light type uses the default quantity according to its type:
  78122. * point/spot lights use luminous intensity
  78123. * directional lights use illuminance
  78124. */
  78125. static readonly INTENSITYMODE_AUTOMATIC: number;
  78126. /**
  78127. * lumen (lm)
  78128. */
  78129. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  78130. /**
  78131. * candela (lm/sr)
  78132. */
  78133. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  78134. /**
  78135. * lux (lm/m^2)
  78136. */
  78137. static readonly INTENSITYMODE_ILLUMINANCE: number;
  78138. /**
  78139. * nit (cd/m^2)
  78140. */
  78141. static readonly INTENSITYMODE_LUMINANCE: number;
  78142. /**
  78143. * Light type const id of the point light.
  78144. */
  78145. static readonly LIGHTTYPEID_POINTLIGHT: number;
  78146. /**
  78147. * Light type const id of the directional light.
  78148. */
  78149. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  78150. /**
  78151. * Light type const id of the spot light.
  78152. */
  78153. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  78154. /**
  78155. * Light type const id of the hemispheric light.
  78156. */
  78157. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  78158. /**
  78159. * Diffuse gives the basic color to an object.
  78160. */
  78161. diffuse: Color3;
  78162. /**
  78163. * Specular produces a highlight color on an object.
  78164. * Note: This is note affecting PBR materials.
  78165. */
  78166. specular: Color3;
  78167. /**
  78168. * Defines the falloff type for this light. This lets overrriding how punctual light are
  78169. * falling off base on range or angle.
  78170. * This can be set to any values in Light.FALLOFF_x.
  78171. *
  78172. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  78173. * other types of materials.
  78174. */
  78175. falloffType: number;
  78176. /**
  78177. * Strength of the light.
  78178. * Note: By default it is define in the framework own unit.
  78179. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  78180. */
  78181. intensity: number;
  78182. private _range;
  78183. protected _inverseSquaredRange: number;
  78184. /**
  78185. * Defines how far from the source the light is impacting in scene units.
  78186. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78187. */
  78188. /**
  78189. * Defines how far from the source the light is impacting in scene units.
  78190. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  78191. */
  78192. range: number;
  78193. /**
  78194. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  78195. * of light.
  78196. */
  78197. private _photometricScale;
  78198. private _intensityMode;
  78199. /**
  78200. * Gets the photometric scale used to interpret the intensity.
  78201. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78202. */
  78203. /**
  78204. * Sets the photometric scale used to interpret the intensity.
  78205. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  78206. */
  78207. intensityMode: number;
  78208. private _radius;
  78209. /**
  78210. * Gets the light radius used by PBR Materials to simulate soft area lights.
  78211. */
  78212. /**
  78213. * sets the light radius used by PBR Materials to simulate soft area lights.
  78214. */
  78215. radius: number;
  78216. private _renderPriority;
  78217. /**
  78218. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  78219. * exceeding the number allowed of the materials.
  78220. */
  78221. renderPriority: number;
  78222. private _shadowEnabled;
  78223. /**
  78224. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78225. * the current shadow generator.
  78226. */
  78227. /**
  78228. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  78229. * the current shadow generator.
  78230. */
  78231. shadowEnabled: boolean;
  78232. private _includedOnlyMeshes;
  78233. /**
  78234. * Gets the only meshes impacted by this light.
  78235. */
  78236. /**
  78237. * Sets the only meshes impacted by this light.
  78238. */
  78239. includedOnlyMeshes: AbstractMesh[];
  78240. private _excludedMeshes;
  78241. /**
  78242. * Gets the meshes not impacted by this light.
  78243. */
  78244. /**
  78245. * Sets the meshes not impacted by this light.
  78246. */
  78247. excludedMeshes: AbstractMesh[];
  78248. private _excludeWithLayerMask;
  78249. /**
  78250. * Gets the layer id use to find what meshes are not impacted by the light.
  78251. * Inactive if 0
  78252. */
  78253. /**
  78254. * Sets the layer id use to find what meshes are not impacted by the light.
  78255. * Inactive if 0
  78256. */
  78257. excludeWithLayerMask: number;
  78258. private _includeOnlyWithLayerMask;
  78259. /**
  78260. * Gets the layer id use to find what meshes are impacted by the light.
  78261. * Inactive if 0
  78262. */
  78263. /**
  78264. * Sets the layer id use to find what meshes are impacted by the light.
  78265. * Inactive if 0
  78266. */
  78267. includeOnlyWithLayerMask: number;
  78268. private _lightmapMode;
  78269. /**
  78270. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78271. */
  78272. /**
  78273. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  78274. */
  78275. lightmapMode: number;
  78276. /**
  78277. * Shadow generator associted to the light.
  78278. * @hidden Internal use only.
  78279. */
  78280. _shadowGenerator: Nullable<IShadowGenerator>;
  78281. /**
  78282. * @hidden Internal use only.
  78283. */
  78284. _excludedMeshesIds: string[];
  78285. /**
  78286. * @hidden Internal use only.
  78287. */
  78288. _includedOnlyMeshesIds: string[];
  78289. /**
  78290. * The current light unifom buffer.
  78291. * @hidden Internal use only.
  78292. */
  78293. _uniformBuffer: UniformBuffer;
  78294. /** @hidden */
  78295. _renderId: number;
  78296. /**
  78297. * Creates a Light object in the scene.
  78298. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78299. * @param name The firendly name of the light
  78300. * @param scene The scene the light belongs too
  78301. */
  78302. constructor(name: string, scene: Scene);
  78303. protected abstract _buildUniformLayout(): void;
  78304. /**
  78305. * Sets the passed Effect "effect" with the Light information.
  78306. * @param effect The effect to update
  78307. * @param lightIndex The index of the light in the effect to update
  78308. * @returns The light
  78309. */
  78310. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  78311. /**
  78312. * Sets the passed Effect "effect" with the Light information.
  78313. * @param effect The effect to update
  78314. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78315. * @returns The light
  78316. */
  78317. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78318. /**
  78319. * Returns the string "Light".
  78320. * @returns the class name
  78321. */
  78322. getClassName(): string;
  78323. /** @hidden */
  78324. readonly _isLight: boolean;
  78325. /**
  78326. * Converts the light information to a readable string for debug purpose.
  78327. * @param fullDetails Supports for multiple levels of logging within scene loading
  78328. * @returns the human readable light info
  78329. */
  78330. toString(fullDetails?: boolean): string;
  78331. /** @hidden */
  78332. protected _syncParentEnabledState(): void;
  78333. /**
  78334. * Set the enabled state of this node.
  78335. * @param value - the new enabled state
  78336. */
  78337. setEnabled(value: boolean): void;
  78338. /**
  78339. * Returns the Light associated shadow generator if any.
  78340. * @return the associated shadow generator.
  78341. */
  78342. getShadowGenerator(): Nullable<IShadowGenerator>;
  78343. /**
  78344. * Returns a Vector3, the absolute light position in the World.
  78345. * @returns the world space position of the light
  78346. */
  78347. getAbsolutePosition(): Vector3;
  78348. /**
  78349. * Specifies if the light will affect the passed mesh.
  78350. * @param mesh The mesh to test against the light
  78351. * @return true the mesh is affected otherwise, false.
  78352. */
  78353. canAffectMesh(mesh: AbstractMesh): boolean;
  78354. /**
  78355. * Sort function to order lights for rendering.
  78356. * @param a First Light object to compare to second.
  78357. * @param b Second Light object to compare first.
  78358. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78359. */
  78360. static CompareLightsPriority(a: Light, b: Light): number;
  78361. /**
  78362. * Releases resources associated with this node.
  78363. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78364. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78365. */
  78366. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78367. /**
  78368. * Returns the light type ID (integer).
  78369. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78370. */
  78371. getTypeID(): number;
  78372. /**
  78373. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78374. * @returns the scaled intensity in intensity mode unit
  78375. */
  78376. getScaledIntensity(): number;
  78377. /**
  78378. * Returns a new Light object, named "name", from the current one.
  78379. * @param name The name of the cloned light
  78380. * @returns the new created light
  78381. */
  78382. clone(name: string): Nullable<Light>;
  78383. /**
  78384. * Serializes the current light into a Serialization object.
  78385. * @returns the serialized object.
  78386. */
  78387. serialize(): any;
  78388. /**
  78389. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78390. * This new light is named "name" and added to the passed scene.
  78391. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78392. * @param name The friendly name of the light
  78393. * @param scene The scene the new light will belong to
  78394. * @returns the constructor function
  78395. */
  78396. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78397. /**
  78398. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78399. * @param parsedLight The JSON representation of the light
  78400. * @param scene The scene to create the parsed light in
  78401. * @returns the created light after parsing
  78402. */
  78403. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78404. private _hookArrayForExcluded;
  78405. private _hookArrayForIncludedOnly;
  78406. private _resyncMeshes;
  78407. /**
  78408. * Forces the meshes to update their light related information in their rendering used effects
  78409. * @hidden Internal Use Only
  78410. */
  78411. _markMeshesAsLightDirty(): void;
  78412. /**
  78413. * Recomputes the cached photometric scale if needed.
  78414. */
  78415. private _computePhotometricScale;
  78416. /**
  78417. * Returns the Photometric Scale according to the light type and intensity mode.
  78418. */
  78419. private _getPhotometricScale;
  78420. /**
  78421. * Reorder the light in the scene according to their defined priority.
  78422. * @hidden Internal Use Only
  78423. */
  78424. _reorderLightsInScene(): void;
  78425. /**
  78426. * Prepares the list of defines specific to the light type.
  78427. * @param defines the list of defines
  78428. * @param lightIndex defines the index of the light for the effect
  78429. */
  78430. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78431. }
  78432. }
  78433. declare module BABYLON {
  78434. /**
  78435. * Interface used to define Action
  78436. */
  78437. export interface IAction {
  78438. /**
  78439. * Trigger for the action
  78440. */
  78441. trigger: number;
  78442. /** Options of the trigger */
  78443. triggerOptions: any;
  78444. /**
  78445. * Gets the trigger parameters
  78446. * @returns the trigger parameters
  78447. */
  78448. getTriggerParameter(): any;
  78449. /**
  78450. * Internal only - executes current action event
  78451. * @hidden
  78452. */
  78453. _executeCurrent(evt?: ActionEvent): void;
  78454. /**
  78455. * Serialize placeholder for child classes
  78456. * @param parent of child
  78457. * @returns the serialized object
  78458. */
  78459. serialize(parent: any): any;
  78460. /**
  78461. * Internal only
  78462. * @hidden
  78463. */
  78464. _prepare(): void;
  78465. /**
  78466. * Internal only - manager for action
  78467. * @hidden
  78468. */
  78469. _actionManager: AbstractActionManager;
  78470. /**
  78471. * Adds action to chain of actions, may be a DoNothingAction
  78472. * @param action defines the next action to execute
  78473. * @returns The action passed in
  78474. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78475. */
  78476. then(action: IAction): IAction;
  78477. }
  78478. /**
  78479. * The action to be carried out following a trigger
  78480. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78481. */
  78482. export class Action implements IAction {
  78483. /** the trigger, with or without parameters, for the action */
  78484. triggerOptions: any;
  78485. /**
  78486. * Trigger for the action
  78487. */
  78488. trigger: number;
  78489. /**
  78490. * Internal only - manager for action
  78491. * @hidden
  78492. */
  78493. _actionManager: ActionManager;
  78494. private _nextActiveAction;
  78495. private _child;
  78496. private _condition?;
  78497. private _triggerParameter;
  78498. /**
  78499. * An event triggered prior to action being executed.
  78500. */
  78501. onBeforeExecuteObservable: Observable<Action>;
  78502. /**
  78503. * Creates a new Action
  78504. * @param triggerOptions the trigger, with or without parameters, for the action
  78505. * @param condition an optional determinant of action
  78506. */
  78507. constructor(
  78508. /** the trigger, with or without parameters, for the action */
  78509. triggerOptions: any, condition?: Condition);
  78510. /**
  78511. * Internal only
  78512. * @hidden
  78513. */
  78514. _prepare(): void;
  78515. /**
  78516. * Gets the trigger parameters
  78517. * @returns the trigger parameters
  78518. */
  78519. getTriggerParameter(): any;
  78520. /**
  78521. * Internal only - executes current action event
  78522. * @hidden
  78523. */
  78524. _executeCurrent(evt?: ActionEvent): void;
  78525. /**
  78526. * Execute placeholder for child classes
  78527. * @param evt optional action event
  78528. */
  78529. execute(evt?: ActionEvent): void;
  78530. /**
  78531. * Skips to next active action
  78532. */
  78533. skipToNextActiveAction(): void;
  78534. /**
  78535. * Adds action to chain of actions, may be a DoNothingAction
  78536. * @param action defines the next action to execute
  78537. * @returns The action passed in
  78538. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78539. */
  78540. then(action: Action): Action;
  78541. /**
  78542. * Internal only
  78543. * @hidden
  78544. */
  78545. _getProperty(propertyPath: string): string;
  78546. /**
  78547. * Internal only
  78548. * @hidden
  78549. */
  78550. _getEffectiveTarget(target: any, propertyPath: string): any;
  78551. /**
  78552. * Serialize placeholder for child classes
  78553. * @param parent of child
  78554. * @returns the serialized object
  78555. */
  78556. serialize(parent: any): any;
  78557. /**
  78558. * Internal only called by serialize
  78559. * @hidden
  78560. */
  78561. protected _serialize(serializedAction: any, parent?: any): any;
  78562. /**
  78563. * Internal only
  78564. * @hidden
  78565. */
  78566. static _SerializeValueAsString: (value: any) => string;
  78567. /**
  78568. * Internal only
  78569. * @hidden
  78570. */
  78571. static _GetTargetProperty: (target: Node | Scene) => {
  78572. name: string;
  78573. targetType: string;
  78574. value: string;
  78575. };
  78576. }
  78577. }
  78578. declare module BABYLON {
  78579. /**
  78580. * A Condition applied to an Action
  78581. */
  78582. export class Condition {
  78583. /**
  78584. * Internal only - manager for action
  78585. * @hidden
  78586. */
  78587. _actionManager: ActionManager;
  78588. /**
  78589. * Internal only
  78590. * @hidden
  78591. */
  78592. _evaluationId: number;
  78593. /**
  78594. * Internal only
  78595. * @hidden
  78596. */
  78597. _currentResult: boolean;
  78598. /**
  78599. * Creates a new Condition
  78600. * @param actionManager the manager of the action the condition is applied to
  78601. */
  78602. constructor(actionManager: ActionManager);
  78603. /**
  78604. * Check if the current condition is valid
  78605. * @returns a boolean
  78606. */
  78607. isValid(): boolean;
  78608. /**
  78609. * Internal only
  78610. * @hidden
  78611. */
  78612. _getProperty(propertyPath: string): string;
  78613. /**
  78614. * Internal only
  78615. * @hidden
  78616. */
  78617. _getEffectiveTarget(target: any, propertyPath: string): any;
  78618. /**
  78619. * Serialize placeholder for child classes
  78620. * @returns the serialized object
  78621. */
  78622. serialize(): any;
  78623. /**
  78624. * Internal only
  78625. * @hidden
  78626. */
  78627. protected _serialize(serializedCondition: any): any;
  78628. }
  78629. /**
  78630. * Defines specific conditional operators as extensions of Condition
  78631. */
  78632. export class ValueCondition extends Condition {
  78633. /** path to specify the property of the target the conditional operator uses */
  78634. propertyPath: string;
  78635. /** the value compared by the conditional operator against the current value of the property */
  78636. value: any;
  78637. /** the conditional operator, default ValueCondition.IsEqual */
  78638. operator: number;
  78639. /**
  78640. * Internal only
  78641. * @hidden
  78642. */
  78643. private static _IsEqual;
  78644. /**
  78645. * Internal only
  78646. * @hidden
  78647. */
  78648. private static _IsDifferent;
  78649. /**
  78650. * Internal only
  78651. * @hidden
  78652. */
  78653. private static _IsGreater;
  78654. /**
  78655. * Internal only
  78656. * @hidden
  78657. */
  78658. private static _IsLesser;
  78659. /**
  78660. * returns the number for IsEqual
  78661. */
  78662. static readonly IsEqual: number;
  78663. /**
  78664. * Returns the number for IsDifferent
  78665. */
  78666. static readonly IsDifferent: number;
  78667. /**
  78668. * Returns the number for IsGreater
  78669. */
  78670. static readonly IsGreater: number;
  78671. /**
  78672. * Returns the number for IsLesser
  78673. */
  78674. static readonly IsLesser: number;
  78675. /**
  78676. * Internal only The action manager for the condition
  78677. * @hidden
  78678. */
  78679. _actionManager: ActionManager;
  78680. /**
  78681. * Internal only
  78682. * @hidden
  78683. */
  78684. private _target;
  78685. /**
  78686. * Internal only
  78687. * @hidden
  78688. */
  78689. private _effectiveTarget;
  78690. /**
  78691. * Internal only
  78692. * @hidden
  78693. */
  78694. private _property;
  78695. /**
  78696. * Creates a new ValueCondition
  78697. * @param actionManager manager for the action the condition applies to
  78698. * @param target for the action
  78699. * @param propertyPath path to specify the property of the target the conditional operator uses
  78700. * @param value the value compared by the conditional operator against the current value of the property
  78701. * @param operator the conditional operator, default ValueCondition.IsEqual
  78702. */
  78703. constructor(actionManager: ActionManager, target: any,
  78704. /** path to specify the property of the target the conditional operator uses */
  78705. propertyPath: string,
  78706. /** the value compared by the conditional operator against the current value of the property */
  78707. value: any,
  78708. /** the conditional operator, default ValueCondition.IsEqual */
  78709. operator?: number);
  78710. /**
  78711. * Compares the given value with the property value for the specified conditional operator
  78712. * @returns the result of the comparison
  78713. */
  78714. isValid(): boolean;
  78715. /**
  78716. * Serialize the ValueCondition into a JSON compatible object
  78717. * @returns serialization object
  78718. */
  78719. serialize(): any;
  78720. /**
  78721. * Gets the name of the conditional operator for the ValueCondition
  78722. * @param operator the conditional operator
  78723. * @returns the name
  78724. */
  78725. static GetOperatorName(operator: number): string;
  78726. }
  78727. /**
  78728. * Defines a predicate condition as an extension of Condition
  78729. */
  78730. export class PredicateCondition extends Condition {
  78731. /** defines the predicate function used to validate the condition */
  78732. predicate: () => boolean;
  78733. /**
  78734. * Internal only - manager for action
  78735. * @hidden
  78736. */
  78737. _actionManager: ActionManager;
  78738. /**
  78739. * Creates a new PredicateCondition
  78740. * @param actionManager manager for the action the condition applies to
  78741. * @param predicate defines the predicate function used to validate the condition
  78742. */
  78743. constructor(actionManager: ActionManager,
  78744. /** defines the predicate function used to validate the condition */
  78745. predicate: () => boolean);
  78746. /**
  78747. * @returns the validity of the predicate condition
  78748. */
  78749. isValid(): boolean;
  78750. }
  78751. /**
  78752. * Defines a state condition as an extension of Condition
  78753. */
  78754. export class StateCondition extends Condition {
  78755. /** Value to compare with target state */
  78756. value: string;
  78757. /**
  78758. * Internal only - manager for action
  78759. * @hidden
  78760. */
  78761. _actionManager: ActionManager;
  78762. /**
  78763. * Internal only
  78764. * @hidden
  78765. */
  78766. private _target;
  78767. /**
  78768. * Creates a new StateCondition
  78769. * @param actionManager manager for the action the condition applies to
  78770. * @param target of the condition
  78771. * @param value to compare with target state
  78772. */
  78773. constructor(actionManager: ActionManager, target: any,
  78774. /** Value to compare with target state */
  78775. value: string);
  78776. /**
  78777. * Gets a boolean indicating if the current condition is met
  78778. * @returns the validity of the state
  78779. */
  78780. isValid(): boolean;
  78781. /**
  78782. * Serialize the StateCondition into a JSON compatible object
  78783. * @returns serialization object
  78784. */
  78785. serialize(): any;
  78786. }
  78787. }
  78788. declare module BABYLON {
  78789. /**
  78790. * This defines an action responsible to toggle a boolean once triggered.
  78791. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78792. */
  78793. export class SwitchBooleanAction extends Action {
  78794. /**
  78795. * The path to the boolean property in the target object
  78796. */
  78797. propertyPath: string;
  78798. private _target;
  78799. private _effectiveTarget;
  78800. private _property;
  78801. /**
  78802. * Instantiate the action
  78803. * @param triggerOptions defines the trigger options
  78804. * @param target defines the object containing the boolean
  78805. * @param propertyPath defines the path to the boolean property in the target object
  78806. * @param condition defines the trigger related conditions
  78807. */
  78808. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78809. /** @hidden */
  78810. _prepare(): void;
  78811. /**
  78812. * Execute the action toggle the boolean value.
  78813. */
  78814. execute(): void;
  78815. /**
  78816. * Serializes the actions and its related information.
  78817. * @param parent defines the object to serialize in
  78818. * @returns the serialized object
  78819. */
  78820. serialize(parent: any): any;
  78821. }
  78822. /**
  78823. * This defines an action responsible to set a the state field of the target
  78824. * to a desired value once triggered.
  78825. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78826. */
  78827. export class SetStateAction extends Action {
  78828. /**
  78829. * The value to store in the state field.
  78830. */
  78831. value: string;
  78832. private _target;
  78833. /**
  78834. * Instantiate the action
  78835. * @param triggerOptions defines the trigger options
  78836. * @param target defines the object containing the state property
  78837. * @param value defines the value to store in the state field
  78838. * @param condition defines the trigger related conditions
  78839. */
  78840. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78841. /**
  78842. * Execute the action and store the value on the target state property.
  78843. */
  78844. execute(): void;
  78845. /**
  78846. * Serializes the actions and its related information.
  78847. * @param parent defines the object to serialize in
  78848. * @returns the serialized object
  78849. */
  78850. serialize(parent: any): any;
  78851. }
  78852. /**
  78853. * This defines an action responsible to set a property of the target
  78854. * to a desired value once triggered.
  78855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78856. */
  78857. export class SetValueAction extends Action {
  78858. /**
  78859. * The path of the property to set in the target.
  78860. */
  78861. propertyPath: string;
  78862. /**
  78863. * The value to set in the property
  78864. */
  78865. value: any;
  78866. private _target;
  78867. private _effectiveTarget;
  78868. private _property;
  78869. /**
  78870. * Instantiate the action
  78871. * @param triggerOptions defines the trigger options
  78872. * @param target defines the object containing the property
  78873. * @param propertyPath defines the path of the property to set in the target
  78874. * @param value defines the value to set in the property
  78875. * @param condition defines the trigger related conditions
  78876. */
  78877. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78878. /** @hidden */
  78879. _prepare(): void;
  78880. /**
  78881. * Execute the action and set the targetted property to the desired value.
  78882. */
  78883. execute(): void;
  78884. /**
  78885. * Serializes the actions and its related information.
  78886. * @param parent defines the object to serialize in
  78887. * @returns the serialized object
  78888. */
  78889. serialize(parent: any): any;
  78890. }
  78891. /**
  78892. * This defines an action responsible to increment the target value
  78893. * to a desired value once triggered.
  78894. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78895. */
  78896. export class IncrementValueAction extends Action {
  78897. /**
  78898. * The path of the property to increment in the target.
  78899. */
  78900. propertyPath: string;
  78901. /**
  78902. * The value we should increment the property by.
  78903. */
  78904. value: any;
  78905. private _target;
  78906. private _effectiveTarget;
  78907. private _property;
  78908. /**
  78909. * Instantiate the action
  78910. * @param triggerOptions defines the trigger options
  78911. * @param target defines the object containing the property
  78912. * @param propertyPath defines the path of the property to increment in the target
  78913. * @param value defines the value value we should increment the property by
  78914. * @param condition defines the trigger related conditions
  78915. */
  78916. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78917. /** @hidden */
  78918. _prepare(): void;
  78919. /**
  78920. * Execute the action and increment the target of the value amount.
  78921. */
  78922. execute(): void;
  78923. /**
  78924. * Serializes the actions and its related information.
  78925. * @param parent defines the object to serialize in
  78926. * @returns the serialized object
  78927. */
  78928. serialize(parent: any): any;
  78929. }
  78930. /**
  78931. * This defines an action responsible to start an animation once triggered.
  78932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78933. */
  78934. export class PlayAnimationAction extends Action {
  78935. /**
  78936. * Where the animation should start (animation frame)
  78937. */
  78938. from: number;
  78939. /**
  78940. * Where the animation should stop (animation frame)
  78941. */
  78942. to: number;
  78943. /**
  78944. * Define if the animation should loop or stop after the first play.
  78945. */
  78946. loop?: boolean;
  78947. private _target;
  78948. /**
  78949. * Instantiate the action
  78950. * @param triggerOptions defines the trigger options
  78951. * @param target defines the target animation or animation name
  78952. * @param from defines from where the animation should start (animation frame)
  78953. * @param end defines where the animation should stop (animation frame)
  78954. * @param loop defines if the animation should loop or stop after the first play
  78955. * @param condition defines the trigger related conditions
  78956. */
  78957. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78958. /** @hidden */
  78959. _prepare(): void;
  78960. /**
  78961. * Execute the action and play the animation.
  78962. */
  78963. execute(): void;
  78964. /**
  78965. * Serializes the actions and its related information.
  78966. * @param parent defines the object to serialize in
  78967. * @returns the serialized object
  78968. */
  78969. serialize(parent: any): any;
  78970. }
  78971. /**
  78972. * This defines an action responsible to stop an animation once triggered.
  78973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78974. */
  78975. export class StopAnimationAction extends Action {
  78976. private _target;
  78977. /**
  78978. * Instantiate the action
  78979. * @param triggerOptions defines the trigger options
  78980. * @param target defines the target animation or animation name
  78981. * @param condition defines the trigger related conditions
  78982. */
  78983. constructor(triggerOptions: any, target: any, condition?: Condition);
  78984. /** @hidden */
  78985. _prepare(): void;
  78986. /**
  78987. * Execute the action and stop the animation.
  78988. */
  78989. execute(): void;
  78990. /**
  78991. * Serializes the actions and its related information.
  78992. * @param parent defines the object to serialize in
  78993. * @returns the serialized object
  78994. */
  78995. serialize(parent: any): any;
  78996. }
  78997. /**
  78998. * This defines an action responsible that does nothing once triggered.
  78999. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79000. */
  79001. export class DoNothingAction extends Action {
  79002. /**
  79003. * Instantiate the action
  79004. * @param triggerOptions defines the trigger options
  79005. * @param condition defines the trigger related conditions
  79006. */
  79007. constructor(triggerOptions?: any, condition?: Condition);
  79008. /**
  79009. * Execute the action and do nothing.
  79010. */
  79011. execute(): void;
  79012. /**
  79013. * Serializes the actions and its related information.
  79014. * @param parent defines the object to serialize in
  79015. * @returns the serialized object
  79016. */
  79017. serialize(parent: any): any;
  79018. }
  79019. /**
  79020. * This defines an action responsible to trigger several actions once triggered.
  79021. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79022. */
  79023. export class CombineAction extends Action {
  79024. /**
  79025. * The list of aggregated animations to run.
  79026. */
  79027. children: Action[];
  79028. /**
  79029. * Instantiate the action
  79030. * @param triggerOptions defines the trigger options
  79031. * @param children defines the list of aggregated animations to run
  79032. * @param condition defines the trigger related conditions
  79033. */
  79034. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  79035. /** @hidden */
  79036. _prepare(): void;
  79037. /**
  79038. * Execute the action and executes all the aggregated actions.
  79039. */
  79040. execute(evt: ActionEvent): void;
  79041. /**
  79042. * Serializes the actions and its related information.
  79043. * @param parent defines the object to serialize in
  79044. * @returns the serialized object
  79045. */
  79046. serialize(parent: any): any;
  79047. }
  79048. /**
  79049. * This defines an action responsible to run code (external event) once triggered.
  79050. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79051. */
  79052. export class ExecuteCodeAction extends Action {
  79053. /**
  79054. * The callback function to run.
  79055. */
  79056. func: (evt: ActionEvent) => void;
  79057. /**
  79058. * Instantiate the action
  79059. * @param triggerOptions defines the trigger options
  79060. * @param func defines the callback function to run
  79061. * @param condition defines the trigger related conditions
  79062. */
  79063. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  79064. /**
  79065. * Execute the action and run the attached code.
  79066. */
  79067. execute(evt: ActionEvent): void;
  79068. }
  79069. /**
  79070. * This defines an action responsible to set the parent property of the target once triggered.
  79071. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79072. */
  79073. export class SetParentAction extends Action {
  79074. private _parent;
  79075. private _target;
  79076. /**
  79077. * Instantiate the action
  79078. * @param triggerOptions defines the trigger options
  79079. * @param target defines the target containing the parent property
  79080. * @param parent defines from where the animation should start (animation frame)
  79081. * @param condition defines the trigger related conditions
  79082. */
  79083. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  79084. /** @hidden */
  79085. _prepare(): void;
  79086. /**
  79087. * Execute the action and set the parent property.
  79088. */
  79089. execute(): void;
  79090. /**
  79091. * Serializes the actions and its related information.
  79092. * @param parent defines the object to serialize in
  79093. * @returns the serialized object
  79094. */
  79095. serialize(parent: any): any;
  79096. }
  79097. }
  79098. declare module BABYLON {
  79099. /**
  79100. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  79101. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  79102. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  79103. */
  79104. export class ActionManager extends AbstractActionManager {
  79105. /**
  79106. * Nothing
  79107. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79108. */
  79109. static readonly NothingTrigger: number;
  79110. /**
  79111. * On pick
  79112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79113. */
  79114. static readonly OnPickTrigger: number;
  79115. /**
  79116. * On left pick
  79117. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79118. */
  79119. static readonly OnLeftPickTrigger: number;
  79120. /**
  79121. * On right pick
  79122. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79123. */
  79124. static readonly OnRightPickTrigger: number;
  79125. /**
  79126. * On center pick
  79127. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79128. */
  79129. static readonly OnCenterPickTrigger: number;
  79130. /**
  79131. * On pick down
  79132. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79133. */
  79134. static readonly OnPickDownTrigger: number;
  79135. /**
  79136. * On double pick
  79137. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79138. */
  79139. static readonly OnDoublePickTrigger: number;
  79140. /**
  79141. * On pick up
  79142. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79143. */
  79144. static readonly OnPickUpTrigger: number;
  79145. /**
  79146. * On pick out.
  79147. * This trigger will only be raised if you also declared a OnPickDown
  79148. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79149. */
  79150. static readonly OnPickOutTrigger: number;
  79151. /**
  79152. * On long press
  79153. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79154. */
  79155. static readonly OnLongPressTrigger: number;
  79156. /**
  79157. * On pointer over
  79158. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79159. */
  79160. static readonly OnPointerOverTrigger: number;
  79161. /**
  79162. * On pointer out
  79163. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79164. */
  79165. static readonly OnPointerOutTrigger: number;
  79166. /**
  79167. * On every frame
  79168. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79169. */
  79170. static readonly OnEveryFrameTrigger: number;
  79171. /**
  79172. * On intersection enter
  79173. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79174. */
  79175. static readonly OnIntersectionEnterTrigger: number;
  79176. /**
  79177. * On intersection exit
  79178. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79179. */
  79180. static readonly OnIntersectionExitTrigger: number;
  79181. /**
  79182. * On key down
  79183. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79184. */
  79185. static readonly OnKeyDownTrigger: number;
  79186. /**
  79187. * On key up
  79188. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  79189. */
  79190. static readonly OnKeyUpTrigger: number;
  79191. private _scene;
  79192. /**
  79193. * Creates a new action manager
  79194. * @param scene defines the hosting scene
  79195. */
  79196. constructor(scene: Scene);
  79197. /**
  79198. * Releases all associated resources
  79199. */
  79200. dispose(): void;
  79201. /**
  79202. * Gets hosting scene
  79203. * @returns the hosting scene
  79204. */
  79205. getScene(): Scene;
  79206. /**
  79207. * Does this action manager handles actions of any of the given triggers
  79208. * @param triggers defines the triggers to be tested
  79209. * @return a boolean indicating whether one (or more) of the triggers is handled
  79210. */
  79211. hasSpecificTriggers(triggers: number[]): boolean;
  79212. /**
  79213. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  79214. * speed.
  79215. * @param triggerA defines the trigger to be tested
  79216. * @param triggerB defines the trigger to be tested
  79217. * @return a boolean indicating whether one (or more) of the triggers is handled
  79218. */
  79219. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  79220. /**
  79221. * Does this action manager handles actions of a given trigger
  79222. * @param trigger defines the trigger to be tested
  79223. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  79224. * @return whether the trigger is handled
  79225. */
  79226. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  79227. /**
  79228. * Does this action manager has pointer triggers
  79229. */
  79230. readonly hasPointerTriggers: boolean;
  79231. /**
  79232. * Does this action manager has pick triggers
  79233. */
  79234. readonly hasPickTriggers: boolean;
  79235. /**
  79236. * Registers an action to this action manager
  79237. * @param action defines the action to be registered
  79238. * @return the action amended (prepared) after registration
  79239. */
  79240. registerAction(action: IAction): Nullable<IAction>;
  79241. /**
  79242. * Unregisters an action to this action manager
  79243. * @param action defines the action to be unregistered
  79244. * @return a boolean indicating whether the action has been unregistered
  79245. */
  79246. unregisterAction(action: IAction): Boolean;
  79247. /**
  79248. * Process a specific trigger
  79249. * @param trigger defines the trigger to process
  79250. * @param evt defines the event details to be processed
  79251. */
  79252. processTrigger(trigger: number, evt?: IActionEvent): void;
  79253. /** @hidden */
  79254. _getEffectiveTarget(target: any, propertyPath: string): any;
  79255. /** @hidden */
  79256. _getProperty(propertyPath: string): string;
  79257. /**
  79258. * Serialize this manager to a JSON object
  79259. * @param name defines the property name to store this manager
  79260. * @returns a JSON representation of this manager
  79261. */
  79262. serialize(name: string): any;
  79263. /**
  79264. * Creates a new ActionManager from a JSON data
  79265. * @param parsedActions defines the JSON data to read from
  79266. * @param object defines the hosting mesh
  79267. * @param scene defines the hosting scene
  79268. */
  79269. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  79270. /**
  79271. * Get a trigger name by index
  79272. * @param trigger defines the trigger index
  79273. * @returns a trigger name
  79274. */
  79275. static GetTriggerName(trigger: number): string;
  79276. }
  79277. }
  79278. declare module BABYLON {
  79279. /**
  79280. * Class representing a ray with position and direction
  79281. */
  79282. export class Ray {
  79283. /** origin point */
  79284. origin: Vector3;
  79285. /** direction */
  79286. direction: Vector3;
  79287. /** length of the ray */
  79288. length: number;
  79289. private static readonly TmpVector3;
  79290. private _tmpRay;
  79291. /**
  79292. * Creates a new ray
  79293. * @param origin origin point
  79294. * @param direction direction
  79295. * @param length length of the ray
  79296. */
  79297. constructor(
  79298. /** origin point */
  79299. origin: Vector3,
  79300. /** direction */
  79301. direction: Vector3,
  79302. /** length of the ray */
  79303. length?: number);
  79304. /**
  79305. * Checks if the ray intersects a box
  79306. * @param minimum bound of the box
  79307. * @param maximum bound of the box
  79308. * @param intersectionTreshold extra extend to be added to the box in all direction
  79309. * @returns if the box was hit
  79310. */
  79311. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79312. /**
  79313. * Checks if the ray intersects a box
  79314. * @param box the bounding box to check
  79315. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79316. * @returns if the box was hit
  79317. */
  79318. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79319. /**
  79320. * If the ray hits a sphere
  79321. * @param sphere the bounding sphere to check
  79322. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79323. * @returns true if it hits the sphere
  79324. */
  79325. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79326. /**
  79327. * If the ray hits a triange
  79328. * @param vertex0 triangle vertex
  79329. * @param vertex1 triangle vertex
  79330. * @param vertex2 triangle vertex
  79331. * @returns intersection information if hit
  79332. */
  79333. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79334. /**
  79335. * Checks if ray intersects a plane
  79336. * @param plane the plane to check
  79337. * @returns the distance away it was hit
  79338. */
  79339. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79340. /**
  79341. * Calculate the intercept of a ray on a given axis
  79342. * @param axis to check 'x' | 'y' | 'z'
  79343. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79344. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79345. */
  79346. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79347. /**
  79348. * Checks if ray intersects a mesh
  79349. * @param mesh the mesh to check
  79350. * @param fastCheck if only the bounding box should checked
  79351. * @returns picking info of the intersecton
  79352. */
  79353. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79354. /**
  79355. * Checks if ray intersects a mesh
  79356. * @param meshes the meshes to check
  79357. * @param fastCheck if only the bounding box should checked
  79358. * @param results array to store result in
  79359. * @returns Array of picking infos
  79360. */
  79361. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79362. private _comparePickingInfo;
  79363. private static smallnum;
  79364. private static rayl;
  79365. /**
  79366. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79367. * @param sega the first point of the segment to test the intersection against
  79368. * @param segb the second point of the segment to test the intersection against
  79369. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79370. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79371. */
  79372. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79373. /**
  79374. * Update the ray from viewport position
  79375. * @param x position
  79376. * @param y y position
  79377. * @param viewportWidth viewport width
  79378. * @param viewportHeight viewport height
  79379. * @param world world matrix
  79380. * @param view view matrix
  79381. * @param projection projection matrix
  79382. * @returns this ray updated
  79383. */
  79384. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79385. /**
  79386. * Creates a ray with origin and direction of 0,0,0
  79387. * @returns the new ray
  79388. */
  79389. static Zero(): Ray;
  79390. /**
  79391. * Creates a new ray from screen space and viewport
  79392. * @param x position
  79393. * @param y y position
  79394. * @param viewportWidth viewport width
  79395. * @param viewportHeight viewport height
  79396. * @param world world matrix
  79397. * @param view view matrix
  79398. * @param projection projection matrix
  79399. * @returns new ray
  79400. */
  79401. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79402. /**
  79403. * 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
  79404. * transformed to the given world matrix.
  79405. * @param origin The origin point
  79406. * @param end The end point
  79407. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79408. * @returns the new ray
  79409. */
  79410. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79411. /**
  79412. * Transforms a ray by a matrix
  79413. * @param ray ray to transform
  79414. * @param matrix matrix to apply
  79415. * @returns the resulting new ray
  79416. */
  79417. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79418. /**
  79419. * Transforms a ray by a matrix
  79420. * @param ray ray to transform
  79421. * @param matrix matrix to apply
  79422. * @param result ray to store result in
  79423. */
  79424. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79425. /**
  79426. * Unproject a ray from screen space to object space
  79427. * @param sourceX defines the screen space x coordinate to use
  79428. * @param sourceY defines the screen space y coordinate to use
  79429. * @param viewportWidth defines the current width of the viewport
  79430. * @param viewportHeight defines the current height of the viewport
  79431. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79432. * @param view defines the view matrix to use
  79433. * @param projection defines the projection matrix to use
  79434. */
  79435. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79436. }
  79437. /**
  79438. * Type used to define predicate used to select faces when a mesh intersection is detected
  79439. */
  79440. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79441. interface Scene {
  79442. /** @hidden */
  79443. _tempPickingRay: Nullable<Ray>;
  79444. /** @hidden */
  79445. _cachedRayForTransform: Ray;
  79446. /** @hidden */
  79447. _pickWithRayInverseMatrix: Matrix;
  79448. /** @hidden */
  79449. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79450. /** @hidden */
  79451. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79452. }
  79453. }
  79454. declare module BABYLON {
  79455. /**
  79456. * Groups all the scene component constants in one place to ease maintenance.
  79457. * @hidden
  79458. */
  79459. export class SceneComponentConstants {
  79460. static readonly NAME_EFFECTLAYER: string;
  79461. static readonly NAME_LAYER: string;
  79462. static readonly NAME_LENSFLARESYSTEM: string;
  79463. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79464. static readonly NAME_PARTICLESYSTEM: string;
  79465. static readonly NAME_GAMEPAD: string;
  79466. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79467. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79468. static readonly NAME_DEPTHRENDERER: string;
  79469. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79470. static readonly NAME_SPRITE: string;
  79471. static readonly NAME_OUTLINERENDERER: string;
  79472. static readonly NAME_PROCEDURALTEXTURE: string;
  79473. static readonly NAME_SHADOWGENERATOR: string;
  79474. static readonly NAME_OCTREE: string;
  79475. static readonly NAME_PHYSICSENGINE: string;
  79476. static readonly NAME_AUDIO: string;
  79477. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79478. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79479. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79480. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79481. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79482. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79483. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79484. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79485. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79486. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79487. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79488. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79489. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79490. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79491. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79492. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79493. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79494. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79495. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79496. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79497. static readonly STEP_AFTERRENDER_AUDIO: number;
  79498. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79499. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79500. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79501. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79502. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79503. static readonly STEP_POINTERMOVE_SPRITE: number;
  79504. static readonly STEP_POINTERDOWN_SPRITE: number;
  79505. static readonly STEP_POINTERUP_SPRITE: number;
  79506. }
  79507. /**
  79508. * This represents a scene component.
  79509. *
  79510. * This is used to decouple the dependency the scene is having on the different workloads like
  79511. * layers, post processes...
  79512. */
  79513. export interface ISceneComponent {
  79514. /**
  79515. * The name of the component. Each component must have a unique name.
  79516. */
  79517. name: string;
  79518. /**
  79519. * The scene the component belongs to.
  79520. */
  79521. scene: Scene;
  79522. /**
  79523. * Register the component to one instance of a scene.
  79524. */
  79525. register(): void;
  79526. /**
  79527. * Rebuilds the elements related to this component in case of
  79528. * context lost for instance.
  79529. */
  79530. rebuild(): void;
  79531. /**
  79532. * Disposes the component and the associated ressources.
  79533. */
  79534. dispose(): void;
  79535. }
  79536. /**
  79537. * This represents a SERIALIZABLE scene component.
  79538. *
  79539. * This extends Scene Component to add Serialization methods on top.
  79540. */
  79541. export interface ISceneSerializableComponent extends ISceneComponent {
  79542. /**
  79543. * Adds all the elements from the container to the scene
  79544. * @param container the container holding the elements
  79545. */
  79546. addFromContainer(container: AbstractScene): void;
  79547. /**
  79548. * Removes all the elements in the container from the scene
  79549. * @param container contains the elements to remove
  79550. * @param dispose if the removed element should be disposed (default: false)
  79551. */
  79552. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79553. /**
  79554. * Serializes the component data to the specified json object
  79555. * @param serializationObject The object to serialize to
  79556. */
  79557. serialize(serializationObject: any): void;
  79558. }
  79559. /**
  79560. * Strong typing of a Mesh related stage step action
  79561. */
  79562. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79563. /**
  79564. * Strong typing of a Evaluate Sub Mesh related stage step action
  79565. */
  79566. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79567. /**
  79568. * Strong typing of a Active Mesh related stage step action
  79569. */
  79570. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79571. /**
  79572. * Strong typing of a Camera related stage step action
  79573. */
  79574. export type CameraStageAction = (camera: Camera) => void;
  79575. /**
  79576. * Strong typing of a Camera Frame buffer related stage step action
  79577. */
  79578. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79579. /**
  79580. * Strong typing of a Render Target related stage step action
  79581. */
  79582. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79583. /**
  79584. * Strong typing of a RenderingGroup related stage step action
  79585. */
  79586. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79587. /**
  79588. * Strong typing of a Mesh Render related stage step action
  79589. */
  79590. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79591. /**
  79592. * Strong typing of a simple stage step action
  79593. */
  79594. export type SimpleStageAction = () => void;
  79595. /**
  79596. * Strong typing of a render target action.
  79597. */
  79598. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79599. /**
  79600. * Strong typing of a pointer move action.
  79601. */
  79602. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79603. /**
  79604. * Strong typing of a pointer up/down action.
  79605. */
  79606. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79607. /**
  79608. * Representation of a stage in the scene (Basically a list of ordered steps)
  79609. * @hidden
  79610. */
  79611. export class Stage<T extends Function> extends Array<{
  79612. index: number;
  79613. component: ISceneComponent;
  79614. action: T;
  79615. }> {
  79616. /**
  79617. * Hide ctor from the rest of the world.
  79618. * @param items The items to add.
  79619. */
  79620. private constructor();
  79621. /**
  79622. * Creates a new Stage.
  79623. * @returns A new instance of a Stage
  79624. */
  79625. static Create<T extends Function>(): Stage<T>;
  79626. /**
  79627. * Registers a step in an ordered way in the targeted stage.
  79628. * @param index Defines the position to register the step in
  79629. * @param component Defines the component attached to the step
  79630. * @param action Defines the action to launch during the step
  79631. */
  79632. registerStep(index: number, component: ISceneComponent, action: T): void;
  79633. /**
  79634. * Clears all the steps from the stage.
  79635. */
  79636. clear(): void;
  79637. }
  79638. }
  79639. declare module BABYLON {
  79640. interface Scene {
  79641. /** @hidden */
  79642. _pointerOverSprite: Nullable<Sprite>;
  79643. /** @hidden */
  79644. _pickedDownSprite: Nullable<Sprite>;
  79645. /** @hidden */
  79646. _tempSpritePickingRay: Nullable<Ray>;
  79647. /**
  79648. * All of the sprite managers added to this scene
  79649. * @see http://doc.babylonjs.com/babylon101/sprites
  79650. */
  79651. spriteManagers: Array<ISpriteManager>;
  79652. /**
  79653. * An event triggered when sprites rendering is about to start
  79654. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79655. */
  79656. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79657. /**
  79658. * An event triggered when sprites rendering is done
  79659. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79660. */
  79661. onAfterSpritesRenderingObservable: Observable<Scene>;
  79662. /** @hidden */
  79663. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79664. /** Launch a ray to try to pick a sprite in the scene
  79665. * @param x position on screen
  79666. * @param y position on screen
  79667. * @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
  79668. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79669. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79670. * @returns a PickingInfo
  79671. */
  79672. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79673. /** Use the given ray to pick a sprite in the scene
  79674. * @param ray The ray (in world space) to use to pick meshes
  79675. * @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
  79676. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79677. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79678. * @returns a PickingInfo
  79679. */
  79680. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79681. /** @hidden */
  79682. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79683. /** Launch a ray to try to pick sprites in the scene
  79684. * @param x position on screen
  79685. * @param y position on screen
  79686. * @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
  79687. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79688. * @returns a PickingInfo array
  79689. */
  79690. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79691. /** Use the given ray to pick sprites in the scene
  79692. * @param ray The ray (in world space) to use to pick meshes
  79693. * @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
  79694. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79695. * @returns a PickingInfo array
  79696. */
  79697. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79698. /**
  79699. * Force the sprite under the pointer
  79700. * @param sprite defines the sprite to use
  79701. */
  79702. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79703. /**
  79704. * Gets the sprite under the pointer
  79705. * @returns a Sprite or null if no sprite is under the pointer
  79706. */
  79707. getPointerOverSprite(): Nullable<Sprite>;
  79708. }
  79709. /**
  79710. * Defines the sprite scene component responsible to manage sprites
  79711. * in a given scene.
  79712. */
  79713. export class SpriteSceneComponent implements ISceneComponent {
  79714. /**
  79715. * The component name helpfull to identify the component in the list of scene components.
  79716. */
  79717. readonly name: string;
  79718. /**
  79719. * The scene the component belongs to.
  79720. */
  79721. scene: Scene;
  79722. /** @hidden */
  79723. private _spritePredicate;
  79724. /**
  79725. * Creates a new instance of the component for the given scene
  79726. * @param scene Defines the scene to register the component in
  79727. */
  79728. constructor(scene: Scene);
  79729. /**
  79730. * Registers the component in a given scene
  79731. */
  79732. register(): void;
  79733. /**
  79734. * Rebuilds the elements related to this component in case of
  79735. * context lost for instance.
  79736. */
  79737. rebuild(): void;
  79738. /**
  79739. * Disposes the component and the associated ressources.
  79740. */
  79741. dispose(): void;
  79742. private _pickSpriteButKeepRay;
  79743. private _pointerMove;
  79744. private _pointerDown;
  79745. private _pointerUp;
  79746. }
  79747. }
  79748. declare module BABYLON {
  79749. /** @hidden */
  79750. export var fogFragmentDeclaration: {
  79751. name: string;
  79752. shader: string;
  79753. };
  79754. }
  79755. declare module BABYLON {
  79756. /** @hidden */
  79757. export var fogFragment: {
  79758. name: string;
  79759. shader: string;
  79760. };
  79761. }
  79762. declare module BABYLON {
  79763. /** @hidden */
  79764. export var spritesPixelShader: {
  79765. name: string;
  79766. shader: string;
  79767. };
  79768. }
  79769. declare module BABYLON {
  79770. /** @hidden */
  79771. export var fogVertexDeclaration: {
  79772. name: string;
  79773. shader: string;
  79774. };
  79775. }
  79776. declare module BABYLON {
  79777. /** @hidden */
  79778. export var spritesVertexShader: {
  79779. name: string;
  79780. shader: string;
  79781. };
  79782. }
  79783. declare module BABYLON {
  79784. /**
  79785. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79786. */
  79787. export interface ISpriteManager extends IDisposable {
  79788. /**
  79789. * Restricts the camera to viewing objects with the same layerMask.
  79790. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79791. */
  79792. layerMask: number;
  79793. /**
  79794. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79795. */
  79796. isPickable: boolean;
  79797. /**
  79798. * Specifies the rendering group id for this mesh (0 by default)
  79799. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79800. */
  79801. renderingGroupId: number;
  79802. /**
  79803. * Defines the list of sprites managed by the manager.
  79804. */
  79805. sprites: Array<Sprite>;
  79806. /**
  79807. * Tests the intersection of a sprite with a specific ray.
  79808. * @param ray The ray we are sending to test the collision
  79809. * @param camera The camera space we are sending rays in
  79810. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79811. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79812. * @returns picking info or null.
  79813. */
  79814. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79815. /**
  79816. * Intersects the sprites with a ray
  79817. * @param ray defines the ray to intersect with
  79818. * @param camera defines the current active camera
  79819. * @param predicate defines a predicate used to select candidate sprites
  79820. * @returns null if no hit or a PickingInfo array
  79821. */
  79822. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79823. /**
  79824. * Renders the list of sprites on screen.
  79825. */
  79826. render(): void;
  79827. }
  79828. /**
  79829. * Class used to manage multiple sprites on the same spritesheet
  79830. * @see http://doc.babylonjs.com/babylon101/sprites
  79831. */
  79832. export class SpriteManager implements ISpriteManager {
  79833. /** defines the manager's name */
  79834. name: string;
  79835. /** Gets the list of sprites */
  79836. sprites: Sprite[];
  79837. /** Gets or sets the rendering group id (0 by default) */
  79838. renderingGroupId: number;
  79839. /** Gets or sets camera layer mask */
  79840. layerMask: number;
  79841. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79842. fogEnabled: boolean;
  79843. /** Gets or sets a boolean indicating if the sprites are pickable */
  79844. isPickable: boolean;
  79845. /** Defines the default width of a cell in the spritesheet */
  79846. cellWidth: number;
  79847. /** Defines the default height of a cell in the spritesheet */
  79848. cellHeight: number;
  79849. /** Associative array from JSON sprite data file */
  79850. private _cellData;
  79851. /** Array of sprite names from JSON sprite data file */
  79852. private _spriteMap;
  79853. /** True when packed cell data from JSON file is ready*/
  79854. private _packedAndReady;
  79855. /**
  79856. * An event triggered when the manager is disposed.
  79857. */
  79858. onDisposeObservable: Observable<SpriteManager>;
  79859. private _onDisposeObserver;
  79860. /**
  79861. * Callback called when the manager is disposed
  79862. */
  79863. onDispose: () => void;
  79864. private _capacity;
  79865. private _fromPacked;
  79866. private _spriteTexture;
  79867. private _epsilon;
  79868. private _scene;
  79869. private _vertexData;
  79870. private _buffer;
  79871. private _vertexBuffers;
  79872. private _indexBuffer;
  79873. private _effectBase;
  79874. private _effectFog;
  79875. /**
  79876. * Gets or sets the spritesheet texture
  79877. */
  79878. texture: Texture;
  79879. /**
  79880. * Creates a new sprite manager
  79881. * @param name defines the manager's name
  79882. * @param imgUrl defines the sprite sheet url
  79883. * @param capacity defines the maximum allowed number of sprites
  79884. * @param cellSize defines the size of a sprite cell
  79885. * @param scene defines the hosting scene
  79886. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79887. * @param samplingMode defines the smapling mode to use with spritesheet
  79888. * @param fromPacked set to false; do not alter
  79889. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79890. */
  79891. constructor(
  79892. /** defines the manager's name */
  79893. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79894. private _makePacked;
  79895. private _appendSpriteVertex;
  79896. /**
  79897. * Intersects the sprites with a ray
  79898. * @param ray defines the ray to intersect with
  79899. * @param camera defines the current active camera
  79900. * @param predicate defines a predicate used to select candidate sprites
  79901. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79902. * @returns null if no hit or a PickingInfo
  79903. */
  79904. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79905. /**
  79906. * Intersects the sprites with a ray
  79907. * @param ray defines the ray to intersect with
  79908. * @param camera defines the current active camera
  79909. * @param predicate defines a predicate used to select candidate sprites
  79910. * @returns null if no hit or a PickingInfo array
  79911. */
  79912. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79913. /**
  79914. * Render all child sprites
  79915. */
  79916. render(): void;
  79917. /**
  79918. * Release associated resources
  79919. */
  79920. dispose(): void;
  79921. }
  79922. }
  79923. declare module BABYLON {
  79924. /**
  79925. * Class used to represent a sprite
  79926. * @see http://doc.babylonjs.com/babylon101/sprites
  79927. */
  79928. export class Sprite {
  79929. /** defines the name */
  79930. name: string;
  79931. /** Gets or sets the current world position */
  79932. position: Vector3;
  79933. /** Gets or sets the main color */
  79934. color: Color4;
  79935. /** Gets or sets the width */
  79936. width: number;
  79937. /** Gets or sets the height */
  79938. height: number;
  79939. /** Gets or sets rotation angle */
  79940. angle: number;
  79941. /** Gets or sets the cell index in the sprite sheet */
  79942. cellIndex: number;
  79943. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79944. cellRef: string;
  79945. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79946. invertU: number;
  79947. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79948. invertV: number;
  79949. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79950. disposeWhenFinishedAnimating: boolean;
  79951. /** Gets the list of attached animations */
  79952. animations: Animation[];
  79953. /** Gets or sets a boolean indicating if the sprite can be picked */
  79954. isPickable: boolean;
  79955. /**
  79956. * Gets or sets the associated action manager
  79957. */
  79958. actionManager: Nullable<ActionManager>;
  79959. private _animationStarted;
  79960. private _loopAnimation;
  79961. private _fromIndex;
  79962. private _toIndex;
  79963. private _delay;
  79964. private _direction;
  79965. private _manager;
  79966. private _time;
  79967. private _onAnimationEnd;
  79968. /**
  79969. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79970. */
  79971. isVisible: boolean;
  79972. /**
  79973. * Gets or sets the sprite size
  79974. */
  79975. size: number;
  79976. /**
  79977. * Creates a new Sprite
  79978. * @param name defines the name
  79979. * @param manager defines the manager
  79980. */
  79981. constructor(
  79982. /** defines the name */
  79983. name: string, manager: ISpriteManager);
  79984. /**
  79985. * Starts an animation
  79986. * @param from defines the initial key
  79987. * @param to defines the end key
  79988. * @param loop defines if the animation must loop
  79989. * @param delay defines the start delay (in ms)
  79990. * @param onAnimationEnd defines a callback to call when animation ends
  79991. */
  79992. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79993. /** Stops current animation (if any) */
  79994. stopAnimation(): void;
  79995. /** @hidden */
  79996. _animate(deltaTime: number): void;
  79997. /** Release associated resources */
  79998. dispose(): void;
  79999. }
  80000. }
  80001. declare module BABYLON {
  80002. /**
  80003. * Information about the result of picking within a scene
  80004. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  80005. */
  80006. export class PickingInfo {
  80007. /** @hidden */
  80008. _pickingUnavailable: boolean;
  80009. /**
  80010. * If the pick collided with an object
  80011. */
  80012. hit: boolean;
  80013. /**
  80014. * Distance away where the pick collided
  80015. */
  80016. distance: number;
  80017. /**
  80018. * The location of pick collision
  80019. */
  80020. pickedPoint: Nullable<Vector3>;
  80021. /**
  80022. * The mesh corresponding the the pick collision
  80023. */
  80024. pickedMesh: Nullable<AbstractMesh>;
  80025. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  80026. bu: number;
  80027. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  80028. bv: number;
  80029. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  80030. faceId: number;
  80031. /** Id of the the submesh that was picked */
  80032. subMeshId: number;
  80033. /** If a sprite was picked, this will be the sprite the pick collided with */
  80034. pickedSprite: Nullable<Sprite>;
  80035. /**
  80036. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  80037. */
  80038. originMesh: Nullable<AbstractMesh>;
  80039. /**
  80040. * The ray that was used to perform the picking.
  80041. */
  80042. ray: Nullable<Ray>;
  80043. /**
  80044. * Gets the normal correspodning to the face the pick collided with
  80045. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  80046. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  80047. * @returns The normal correspodning to the face the pick collided with
  80048. */
  80049. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  80050. /**
  80051. * Gets the texture coordinates of where the pick occured
  80052. * @returns the vector containing the coordnates of the texture
  80053. */
  80054. getTextureCoordinates(): Nullable<Vector2>;
  80055. }
  80056. }
  80057. declare module BABYLON {
  80058. /**
  80059. * Gather the list of pointer event types as constants.
  80060. */
  80061. export class PointerEventTypes {
  80062. /**
  80063. * 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.
  80064. */
  80065. static readonly POINTERDOWN: number;
  80066. /**
  80067. * The pointerup event is fired when a pointer is no longer active.
  80068. */
  80069. static readonly POINTERUP: number;
  80070. /**
  80071. * The pointermove event is fired when a pointer changes coordinates.
  80072. */
  80073. static readonly POINTERMOVE: number;
  80074. /**
  80075. * The pointerwheel event is fired when a mouse wheel has been rotated.
  80076. */
  80077. static readonly POINTERWHEEL: number;
  80078. /**
  80079. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  80080. */
  80081. static readonly POINTERPICK: number;
  80082. /**
  80083. * The pointertap event is fired when a the object has been touched and released without drag.
  80084. */
  80085. static readonly POINTERTAP: number;
  80086. /**
  80087. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  80088. */
  80089. static readonly POINTERDOUBLETAP: number;
  80090. }
  80091. /**
  80092. * Base class of pointer info types.
  80093. */
  80094. export class PointerInfoBase {
  80095. /**
  80096. * Defines the type of event (PointerEventTypes)
  80097. */
  80098. type: number;
  80099. /**
  80100. * Defines the related dom event
  80101. */
  80102. event: PointerEvent | MouseWheelEvent;
  80103. /**
  80104. * Instantiates the base class of pointers info.
  80105. * @param type Defines the type of event (PointerEventTypes)
  80106. * @param event Defines the related dom event
  80107. */
  80108. constructor(
  80109. /**
  80110. * Defines the type of event (PointerEventTypes)
  80111. */
  80112. type: number,
  80113. /**
  80114. * Defines the related dom event
  80115. */
  80116. event: PointerEvent | MouseWheelEvent);
  80117. }
  80118. /**
  80119. * This class is used to store pointer related info for the onPrePointerObservable event.
  80120. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  80121. */
  80122. export class PointerInfoPre extends PointerInfoBase {
  80123. /**
  80124. * Ray from a pointer if availible (eg. 6dof controller)
  80125. */
  80126. ray: Nullable<Ray>;
  80127. /**
  80128. * Defines the local position of the pointer on the canvas.
  80129. */
  80130. localPosition: Vector2;
  80131. /**
  80132. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  80133. */
  80134. skipOnPointerObservable: boolean;
  80135. /**
  80136. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  80137. * @param type Defines the type of event (PointerEventTypes)
  80138. * @param event Defines the related dom event
  80139. * @param localX Defines the local x coordinates of the pointer when the event occured
  80140. * @param localY Defines the local y coordinates of the pointer when the event occured
  80141. */
  80142. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  80143. }
  80144. /**
  80145. * This type contains all the data related to a pointer event in Babylon.js.
  80146. * 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.
  80147. */
  80148. export class PointerInfo extends PointerInfoBase {
  80149. /**
  80150. * Defines the picking info associated to the info (if any)\
  80151. */
  80152. pickInfo: Nullable<PickingInfo>;
  80153. /**
  80154. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  80155. * @param type Defines the type of event (PointerEventTypes)
  80156. * @param event Defines the related dom event
  80157. * @param pickInfo Defines the picking info associated to the info (if any)\
  80158. */
  80159. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  80160. /**
  80161. * Defines the picking info associated to the info (if any)\
  80162. */
  80163. pickInfo: Nullable<PickingInfo>);
  80164. }
  80165. /**
  80166. * Data relating to a touch event on the screen.
  80167. */
  80168. export interface PointerTouch {
  80169. /**
  80170. * X coordinate of touch.
  80171. */
  80172. x: number;
  80173. /**
  80174. * Y coordinate of touch.
  80175. */
  80176. y: number;
  80177. /**
  80178. * Id of touch. Unique for each finger.
  80179. */
  80180. pointerId: number;
  80181. /**
  80182. * Event type passed from DOM.
  80183. */
  80184. type: any;
  80185. }
  80186. }
  80187. declare module BABYLON {
  80188. /**
  80189. * Manage the mouse inputs to control the movement of a free camera.
  80190. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80191. */
  80192. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  80193. /**
  80194. * Define if touch is enabled in the mouse input
  80195. */
  80196. touchEnabled: boolean;
  80197. /**
  80198. * Defines the camera the input is attached to.
  80199. */
  80200. camera: FreeCamera;
  80201. /**
  80202. * Defines the buttons associated with the input to handle camera move.
  80203. */
  80204. buttons: number[];
  80205. /**
  80206. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  80207. */
  80208. angularSensibility: number;
  80209. private _pointerInput;
  80210. private _onMouseMove;
  80211. private _observer;
  80212. private previousPosition;
  80213. /**
  80214. * Observable for when a pointer move event occurs containing the move offset
  80215. */
  80216. onPointerMovedObservable: Observable<{
  80217. offsetX: number;
  80218. offsetY: number;
  80219. }>;
  80220. /**
  80221. * @hidden
  80222. * If the camera should be rotated automatically based on pointer movement
  80223. */
  80224. _allowCameraRotation: boolean;
  80225. /**
  80226. * Manage the mouse inputs to control the movement of a free camera.
  80227. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80228. * @param touchEnabled Defines if touch is enabled or not
  80229. */
  80230. constructor(
  80231. /**
  80232. * Define if touch is enabled in the mouse input
  80233. */
  80234. touchEnabled?: boolean);
  80235. /**
  80236. * Attach the input controls to a specific dom element to get the input from.
  80237. * @param element Defines the element the controls should be listened from
  80238. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80239. */
  80240. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80241. /**
  80242. * Called on JS contextmenu event.
  80243. * Override this method to provide functionality.
  80244. */
  80245. protected onContextMenu(evt: PointerEvent): void;
  80246. /**
  80247. * Detach the current controls from the specified dom element.
  80248. * @param element Defines the element to stop listening the inputs from
  80249. */
  80250. detachControl(element: Nullable<HTMLElement>): void;
  80251. /**
  80252. * Gets the class name of the current intput.
  80253. * @returns the class name
  80254. */
  80255. getClassName(): string;
  80256. /**
  80257. * Get the friendly name associated with the input class.
  80258. * @returns the input friendly name
  80259. */
  80260. getSimpleName(): string;
  80261. }
  80262. }
  80263. declare module BABYLON {
  80264. /**
  80265. * Manage the touch inputs to control the movement of a free camera.
  80266. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80267. */
  80268. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  80269. /**
  80270. * Defines the camera the input is attached to.
  80271. */
  80272. camera: FreeCamera;
  80273. /**
  80274. * Defines the touch sensibility for rotation.
  80275. * The higher the faster.
  80276. */
  80277. touchAngularSensibility: number;
  80278. /**
  80279. * Defines the touch sensibility for move.
  80280. * The higher the faster.
  80281. */
  80282. touchMoveSensibility: number;
  80283. private _offsetX;
  80284. private _offsetY;
  80285. private _pointerPressed;
  80286. private _pointerInput;
  80287. private _observer;
  80288. private _onLostFocus;
  80289. /**
  80290. * Attach the input controls to a specific dom element to get the input from.
  80291. * @param element Defines the element the controls should be listened from
  80292. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80293. */
  80294. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80295. /**
  80296. * Detach the current controls from the specified dom element.
  80297. * @param element Defines the element to stop listening the inputs from
  80298. */
  80299. detachControl(element: Nullable<HTMLElement>): void;
  80300. /**
  80301. * Update the current camera state depending on the inputs that have been used this frame.
  80302. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80303. */
  80304. checkInputs(): void;
  80305. /**
  80306. * Gets the class name of the current intput.
  80307. * @returns the class name
  80308. */
  80309. getClassName(): string;
  80310. /**
  80311. * Get the friendly name associated with the input class.
  80312. * @returns the input friendly name
  80313. */
  80314. getSimpleName(): string;
  80315. }
  80316. }
  80317. declare module BABYLON {
  80318. /**
  80319. * Default Inputs manager for the FreeCamera.
  80320. * It groups all the default supported inputs for ease of use.
  80321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80322. */
  80323. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80324. /**
  80325. * @hidden
  80326. */
  80327. _mouseInput: Nullable<FreeCameraMouseInput>;
  80328. /**
  80329. * Instantiates a new FreeCameraInputsManager.
  80330. * @param camera Defines the camera the inputs belong to
  80331. */
  80332. constructor(camera: FreeCamera);
  80333. /**
  80334. * Add keyboard input support to the input manager.
  80335. * @returns the current input manager
  80336. */
  80337. addKeyboard(): FreeCameraInputsManager;
  80338. /**
  80339. * Add mouse input support to the input manager.
  80340. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80341. * @returns the current input manager
  80342. */
  80343. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80344. /**
  80345. * Removes the mouse input support from the manager
  80346. * @returns the current input manager
  80347. */
  80348. removeMouse(): FreeCameraInputsManager;
  80349. /**
  80350. * Add touch input support to the input manager.
  80351. * @returns the current input manager
  80352. */
  80353. addTouch(): FreeCameraInputsManager;
  80354. /**
  80355. * Remove all attached input methods from a camera
  80356. */
  80357. clear(): void;
  80358. }
  80359. }
  80360. declare module BABYLON {
  80361. /**
  80362. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80363. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80364. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80365. */
  80366. export class FreeCamera extends TargetCamera {
  80367. /**
  80368. * Define the collision ellipsoid of the camera.
  80369. * This is helpful to simulate a camera body like the player body around the camera
  80370. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80371. */
  80372. ellipsoid: Vector3;
  80373. /**
  80374. * Define an offset for the position of the ellipsoid around the camera.
  80375. * This can be helpful to determine the center of the body near the gravity center of the body
  80376. * instead of its head.
  80377. */
  80378. ellipsoidOffset: Vector3;
  80379. /**
  80380. * Enable or disable collisions of the camera with the rest of the scene objects.
  80381. */
  80382. checkCollisions: boolean;
  80383. /**
  80384. * Enable or disable gravity on the camera.
  80385. */
  80386. applyGravity: boolean;
  80387. /**
  80388. * Define the input manager associated to the camera.
  80389. */
  80390. inputs: FreeCameraInputsManager;
  80391. /**
  80392. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80393. * Higher values reduce sensitivity.
  80394. */
  80395. /**
  80396. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80397. * Higher values reduce sensitivity.
  80398. */
  80399. angularSensibility: number;
  80400. /**
  80401. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80402. */
  80403. keysUp: number[];
  80404. /**
  80405. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80406. */
  80407. keysDown: number[];
  80408. /**
  80409. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80410. */
  80411. keysLeft: number[];
  80412. /**
  80413. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80414. */
  80415. keysRight: number[];
  80416. /**
  80417. * Event raised when the camera collide with a mesh in the scene.
  80418. */
  80419. onCollide: (collidedMesh: AbstractMesh) => void;
  80420. private _collider;
  80421. private _needMoveForGravity;
  80422. private _oldPosition;
  80423. private _diffPosition;
  80424. private _newPosition;
  80425. /** @hidden */
  80426. _localDirection: Vector3;
  80427. /** @hidden */
  80428. _transformedDirection: Vector3;
  80429. /**
  80430. * Instantiates a Free Camera.
  80431. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80432. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80433. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80434. * @param name Define the name of the camera in the scene
  80435. * @param position Define the start position of the camera in the scene
  80436. * @param scene Define the scene the camera belongs to
  80437. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80438. */
  80439. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80440. /**
  80441. * Attached controls to the current camera.
  80442. * @param element Defines the element the controls should be listened from
  80443. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80444. */
  80445. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80446. /**
  80447. * Detach the current controls from the camera.
  80448. * The camera will stop reacting to inputs.
  80449. * @param element Defines the element to stop listening the inputs from
  80450. */
  80451. detachControl(element: HTMLElement): void;
  80452. private _collisionMask;
  80453. /**
  80454. * Define a collision mask to limit the list of object the camera can collide with
  80455. */
  80456. collisionMask: number;
  80457. /** @hidden */
  80458. _collideWithWorld(displacement: Vector3): void;
  80459. private _onCollisionPositionChange;
  80460. /** @hidden */
  80461. _checkInputs(): void;
  80462. /** @hidden */
  80463. _decideIfNeedsToMove(): boolean;
  80464. /** @hidden */
  80465. _updatePosition(): void;
  80466. /**
  80467. * Destroy the camera and release the current resources hold by it.
  80468. */
  80469. dispose(): void;
  80470. /**
  80471. * Gets the current object class name.
  80472. * @return the class name
  80473. */
  80474. getClassName(): string;
  80475. }
  80476. }
  80477. declare module BABYLON {
  80478. /**
  80479. * Represents a gamepad control stick position
  80480. */
  80481. export class StickValues {
  80482. /**
  80483. * The x component of the control stick
  80484. */
  80485. x: number;
  80486. /**
  80487. * The y component of the control stick
  80488. */
  80489. y: number;
  80490. /**
  80491. * Initializes the gamepad x and y control stick values
  80492. * @param x The x component of the gamepad control stick value
  80493. * @param y The y component of the gamepad control stick value
  80494. */
  80495. constructor(
  80496. /**
  80497. * The x component of the control stick
  80498. */
  80499. x: number,
  80500. /**
  80501. * The y component of the control stick
  80502. */
  80503. y: number);
  80504. }
  80505. /**
  80506. * An interface which manages callbacks for gamepad button changes
  80507. */
  80508. export interface GamepadButtonChanges {
  80509. /**
  80510. * Called when a gamepad has been changed
  80511. */
  80512. changed: boolean;
  80513. /**
  80514. * Called when a gamepad press event has been triggered
  80515. */
  80516. pressChanged: boolean;
  80517. /**
  80518. * Called when a touch event has been triggered
  80519. */
  80520. touchChanged: boolean;
  80521. /**
  80522. * Called when a value has changed
  80523. */
  80524. valueChanged: boolean;
  80525. }
  80526. /**
  80527. * Represents a gamepad
  80528. */
  80529. export class Gamepad {
  80530. /**
  80531. * The id of the gamepad
  80532. */
  80533. id: string;
  80534. /**
  80535. * The index of the gamepad
  80536. */
  80537. index: number;
  80538. /**
  80539. * The browser gamepad
  80540. */
  80541. browserGamepad: any;
  80542. /**
  80543. * Specifies what type of gamepad this represents
  80544. */
  80545. type: number;
  80546. private _leftStick;
  80547. private _rightStick;
  80548. /** @hidden */
  80549. _isConnected: boolean;
  80550. private _leftStickAxisX;
  80551. private _leftStickAxisY;
  80552. private _rightStickAxisX;
  80553. private _rightStickAxisY;
  80554. /**
  80555. * Triggered when the left control stick has been changed
  80556. */
  80557. private _onleftstickchanged;
  80558. /**
  80559. * Triggered when the right control stick has been changed
  80560. */
  80561. private _onrightstickchanged;
  80562. /**
  80563. * Represents a gamepad controller
  80564. */
  80565. static GAMEPAD: number;
  80566. /**
  80567. * Represents a generic controller
  80568. */
  80569. static GENERIC: number;
  80570. /**
  80571. * Represents an XBox controller
  80572. */
  80573. static XBOX: number;
  80574. /**
  80575. * Represents a pose-enabled controller
  80576. */
  80577. static POSE_ENABLED: number;
  80578. /**
  80579. * Represents an Dual Shock controller
  80580. */
  80581. static DUALSHOCK: number;
  80582. /**
  80583. * Specifies whether the left control stick should be Y-inverted
  80584. */
  80585. protected _invertLeftStickY: boolean;
  80586. /**
  80587. * Specifies if the gamepad has been connected
  80588. */
  80589. readonly isConnected: boolean;
  80590. /**
  80591. * Initializes the gamepad
  80592. * @param id The id of the gamepad
  80593. * @param index The index of the gamepad
  80594. * @param browserGamepad The browser gamepad
  80595. * @param leftStickX The x component of the left joystick
  80596. * @param leftStickY The y component of the left joystick
  80597. * @param rightStickX The x component of the right joystick
  80598. * @param rightStickY The y component of the right joystick
  80599. */
  80600. constructor(
  80601. /**
  80602. * The id of the gamepad
  80603. */
  80604. id: string,
  80605. /**
  80606. * The index of the gamepad
  80607. */
  80608. index: number,
  80609. /**
  80610. * The browser gamepad
  80611. */
  80612. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80613. /**
  80614. * Callback triggered when the left joystick has changed
  80615. * @param callback
  80616. */
  80617. onleftstickchanged(callback: (values: StickValues) => void): void;
  80618. /**
  80619. * Callback triggered when the right joystick has changed
  80620. * @param callback
  80621. */
  80622. onrightstickchanged(callback: (values: StickValues) => void): void;
  80623. /**
  80624. * Gets the left joystick
  80625. */
  80626. /**
  80627. * Sets the left joystick values
  80628. */
  80629. leftStick: StickValues;
  80630. /**
  80631. * Gets the right joystick
  80632. */
  80633. /**
  80634. * Sets the right joystick value
  80635. */
  80636. rightStick: StickValues;
  80637. /**
  80638. * Updates the gamepad joystick positions
  80639. */
  80640. update(): void;
  80641. /**
  80642. * Disposes the gamepad
  80643. */
  80644. dispose(): void;
  80645. }
  80646. /**
  80647. * Represents a generic gamepad
  80648. */
  80649. export class GenericPad extends Gamepad {
  80650. private _buttons;
  80651. private _onbuttondown;
  80652. private _onbuttonup;
  80653. /**
  80654. * Observable triggered when a button has been pressed
  80655. */
  80656. onButtonDownObservable: Observable<number>;
  80657. /**
  80658. * Observable triggered when a button has been released
  80659. */
  80660. onButtonUpObservable: Observable<number>;
  80661. /**
  80662. * Callback triggered when a button has been pressed
  80663. * @param callback Called when a button has been pressed
  80664. */
  80665. onbuttondown(callback: (buttonPressed: number) => void): void;
  80666. /**
  80667. * Callback triggered when a button has been released
  80668. * @param callback Called when a button has been released
  80669. */
  80670. onbuttonup(callback: (buttonReleased: number) => void): void;
  80671. /**
  80672. * Initializes the generic gamepad
  80673. * @param id The id of the generic gamepad
  80674. * @param index The index of the generic gamepad
  80675. * @param browserGamepad The browser gamepad
  80676. */
  80677. constructor(id: string, index: number, browserGamepad: any);
  80678. private _setButtonValue;
  80679. /**
  80680. * Updates the generic gamepad
  80681. */
  80682. update(): void;
  80683. /**
  80684. * Disposes the generic gamepad
  80685. */
  80686. dispose(): void;
  80687. }
  80688. }
  80689. declare module BABYLON {
  80690. interface Engine {
  80691. /**
  80692. * Creates a raw texture
  80693. * @param data defines the data to store in the texture
  80694. * @param width defines the width of the texture
  80695. * @param height defines the height of the texture
  80696. * @param format defines the format of the data
  80697. * @param generateMipMaps defines if the engine should generate the mip levels
  80698. * @param invertY defines if data must be stored with Y axis inverted
  80699. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80700. * @param compression defines the compression used (null by default)
  80701. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80702. * @returns the raw texture inside an InternalTexture
  80703. */
  80704. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80705. /**
  80706. * Update a raw texture
  80707. * @param texture defines the texture to update
  80708. * @param data defines the data to store in the texture
  80709. * @param format defines the format of the data
  80710. * @param invertY defines if data must be stored with Y axis inverted
  80711. */
  80712. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80713. /**
  80714. * Update a raw texture
  80715. * @param texture defines the texture to update
  80716. * @param data defines the data to store in the texture
  80717. * @param format defines the format of the data
  80718. * @param invertY defines if data must be stored with Y axis inverted
  80719. * @param compression defines the compression used (null by default)
  80720. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80721. */
  80722. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80723. /**
  80724. * Creates a new raw cube texture
  80725. * @param data defines the array of data to use to create each face
  80726. * @param size defines the size of the textures
  80727. * @param format defines the format of the data
  80728. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80729. * @param generateMipMaps defines if the engine should generate the mip levels
  80730. * @param invertY defines if data must be stored with Y axis inverted
  80731. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80732. * @param compression defines the compression used (null by default)
  80733. * @returns the cube texture as an InternalTexture
  80734. */
  80735. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80736. /**
  80737. * Update a raw cube texture
  80738. * @param texture defines the texture to udpdate
  80739. * @param data defines the data to store
  80740. * @param format defines the data format
  80741. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80742. * @param invertY defines if data must be stored with Y axis inverted
  80743. */
  80744. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80745. /**
  80746. * Update a raw cube texture
  80747. * @param texture defines the texture to udpdate
  80748. * @param data defines the data to store
  80749. * @param format defines the data format
  80750. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80751. * @param invertY defines if data must be stored with Y axis inverted
  80752. * @param compression defines the compression used (null by default)
  80753. */
  80754. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80755. /**
  80756. * Update a raw cube texture
  80757. * @param texture defines the texture to udpdate
  80758. * @param data defines the data to store
  80759. * @param format defines the data format
  80760. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80761. * @param invertY defines if data must be stored with Y axis inverted
  80762. * @param compression defines the compression used (null by default)
  80763. * @param level defines which level of the texture to update
  80764. */
  80765. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80766. /**
  80767. * Creates a new raw cube texture from a specified url
  80768. * @param url defines the url where the data is located
  80769. * @param scene defines the current scene
  80770. * @param size defines the size of the textures
  80771. * @param format defines the format of the data
  80772. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80773. * @param noMipmap defines if the engine should avoid generating the mip levels
  80774. * @param callback defines a callback used to extract texture data from loaded data
  80775. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80776. * @param onLoad defines a callback called when texture is loaded
  80777. * @param onError defines a callback called if there is an error
  80778. * @returns the cube texture as an InternalTexture
  80779. */
  80780. 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;
  80781. /**
  80782. * Creates a new raw cube texture from a specified url
  80783. * @param url defines the url where the data is located
  80784. * @param scene defines the current scene
  80785. * @param size defines the size of the textures
  80786. * @param format defines the format of the data
  80787. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80788. * @param noMipmap defines if the engine should avoid generating the mip levels
  80789. * @param callback defines a callback used to extract texture data from loaded data
  80790. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80791. * @param onLoad defines a callback called when texture is loaded
  80792. * @param onError defines a callback called if there is an error
  80793. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80794. * @param invertY defines if data must be stored with Y axis inverted
  80795. * @returns the cube texture as an InternalTexture
  80796. */
  80797. 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;
  80798. /**
  80799. * Creates a new raw 3D texture
  80800. * @param data defines the data used to create the texture
  80801. * @param width defines the width of the texture
  80802. * @param height defines the height of the texture
  80803. * @param depth defines the depth of the texture
  80804. * @param format defines the format of the texture
  80805. * @param generateMipMaps defines if the engine must generate mip levels
  80806. * @param invertY defines if data must be stored with Y axis inverted
  80807. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80808. * @param compression defines the compressed used (can be null)
  80809. * @param textureType defines the compressed used (can be null)
  80810. * @returns a new raw 3D texture (stored in an InternalTexture)
  80811. */
  80812. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80813. /**
  80814. * Update a raw 3D texture
  80815. * @param texture defines the texture to update
  80816. * @param data defines the data to store
  80817. * @param format defines the data format
  80818. * @param invertY defines if data must be stored with Y axis inverted
  80819. */
  80820. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80821. /**
  80822. * Update a raw 3D texture
  80823. * @param texture defines the texture to update
  80824. * @param data defines the data to store
  80825. * @param format defines the data format
  80826. * @param invertY defines if data must be stored with Y axis inverted
  80827. * @param compression defines the used compression (can be null)
  80828. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80829. */
  80830. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80831. /**
  80832. * Creates a new raw 2D array texture
  80833. * @param data defines the data used to create the texture
  80834. * @param width defines the width of the texture
  80835. * @param height defines the height of the texture
  80836. * @param depth defines the number of layers of the texture
  80837. * @param format defines the format of the texture
  80838. * @param generateMipMaps defines if the engine must generate mip levels
  80839. * @param invertY defines if data must be stored with Y axis inverted
  80840. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80841. * @param compression defines the compressed used (can be null)
  80842. * @param textureType defines the compressed used (can be null)
  80843. * @returns a new raw 2D array texture (stored in an InternalTexture)
  80844. */
  80845. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80846. /**
  80847. * Update a raw 2D array texture
  80848. * @param texture defines the texture to update
  80849. * @param data defines the data to store
  80850. * @param format defines the data format
  80851. * @param invertY defines if data must be stored with Y axis inverted
  80852. */
  80853. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80854. /**
  80855. * Update a raw 2D array texture
  80856. * @param texture defines the texture to update
  80857. * @param data defines the data to store
  80858. * @param format defines the data format
  80859. * @param invertY defines if data must be stored with Y axis inverted
  80860. * @param compression defines the used compression (can be null)
  80861. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80862. */
  80863. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80864. }
  80865. }
  80866. declare module BABYLON {
  80867. /**
  80868. * Raw texture can help creating a texture directly from an array of data.
  80869. * This can be super useful if you either get the data from an uncompressed source or
  80870. * if you wish to create your texture pixel by pixel.
  80871. */
  80872. export class RawTexture extends Texture {
  80873. /**
  80874. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80875. */
  80876. format: number;
  80877. private _engine;
  80878. /**
  80879. * Instantiates a new RawTexture.
  80880. * Raw texture can help creating a texture directly from an array of data.
  80881. * This can be super useful if you either get the data from an uncompressed source or
  80882. * if you wish to create your texture pixel by pixel.
  80883. * @param data define the array of data to use to create the texture
  80884. * @param width define the width of the texture
  80885. * @param height define the height of the texture
  80886. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80887. * @param scene define the scene the texture belongs to
  80888. * @param generateMipMaps define whether mip maps should be generated or not
  80889. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80890. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80891. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80892. */
  80893. constructor(data: ArrayBufferView, width: number, height: number,
  80894. /**
  80895. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80896. */
  80897. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80898. /**
  80899. * Updates the texture underlying data.
  80900. * @param data Define the new data of the texture
  80901. */
  80902. update(data: ArrayBufferView): void;
  80903. /**
  80904. * Creates a luminance texture from some data.
  80905. * @param data Define the texture data
  80906. * @param width Define the width of the texture
  80907. * @param height Define the height of the texture
  80908. * @param scene Define the scene the texture belongs to
  80909. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80910. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80911. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80912. * @returns the luminance texture
  80913. */
  80914. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80915. /**
  80916. * Creates a luminance alpha texture from some data.
  80917. * @param data Define the texture data
  80918. * @param width Define the width of the texture
  80919. * @param height Define the height of the texture
  80920. * @param scene Define the scene the texture belongs to
  80921. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80922. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80923. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80924. * @returns the luminance alpha texture
  80925. */
  80926. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80927. /**
  80928. * Creates an alpha texture from some data.
  80929. * @param data Define the texture data
  80930. * @param width Define the width of the texture
  80931. * @param height Define the height of the texture
  80932. * @param scene Define the scene the texture belongs to
  80933. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80934. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80935. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80936. * @returns the alpha texture
  80937. */
  80938. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80939. /**
  80940. * Creates a RGB texture from some data.
  80941. * @param data Define the texture data
  80942. * @param width Define the width of the texture
  80943. * @param height Define the height of the texture
  80944. * @param scene Define the scene the texture belongs to
  80945. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80946. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80947. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80948. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80949. * @returns the RGB alpha texture
  80950. */
  80951. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80952. /**
  80953. * Creates a RGBA texture from some data.
  80954. * @param data Define the texture data
  80955. * @param width Define the width of the texture
  80956. * @param height Define the height of the texture
  80957. * @param scene Define the scene the texture belongs to
  80958. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80959. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80960. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80961. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80962. * @returns the RGBA texture
  80963. */
  80964. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80965. /**
  80966. * Creates a R texture from some data.
  80967. * @param data Define the texture data
  80968. * @param width Define the width of the texture
  80969. * @param height Define the height of the texture
  80970. * @param scene Define the scene the texture belongs to
  80971. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80972. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80973. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80974. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80975. * @returns the R texture
  80976. */
  80977. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80978. }
  80979. }
  80980. declare module BABYLON {
  80981. /**
  80982. * Interface for the size containing width and height
  80983. */
  80984. export interface ISize {
  80985. /**
  80986. * Width
  80987. */
  80988. width: number;
  80989. /**
  80990. * Heighht
  80991. */
  80992. height: number;
  80993. }
  80994. /**
  80995. * Size containing widht and height
  80996. */
  80997. export class Size implements ISize {
  80998. /**
  80999. * Width
  81000. */
  81001. width: number;
  81002. /**
  81003. * Height
  81004. */
  81005. height: number;
  81006. /**
  81007. * Creates a Size object from the given width and height (floats).
  81008. * @param width width of the new size
  81009. * @param height height of the new size
  81010. */
  81011. constructor(width: number, height: number);
  81012. /**
  81013. * Returns a string with the Size width and height
  81014. * @returns a string with the Size width and height
  81015. */
  81016. toString(): string;
  81017. /**
  81018. * "Size"
  81019. * @returns the string "Size"
  81020. */
  81021. getClassName(): string;
  81022. /**
  81023. * Returns the Size hash code.
  81024. * @returns a hash code for a unique width and height
  81025. */
  81026. getHashCode(): number;
  81027. /**
  81028. * Updates the current size from the given one.
  81029. * @param src the given size
  81030. */
  81031. copyFrom(src: Size): void;
  81032. /**
  81033. * Updates in place the current Size from the given floats.
  81034. * @param width width of the new size
  81035. * @param height height of the new size
  81036. * @returns the updated Size.
  81037. */
  81038. copyFromFloats(width: number, height: number): Size;
  81039. /**
  81040. * Updates in place the current Size from the given floats.
  81041. * @param width width to set
  81042. * @param height height to set
  81043. * @returns the updated Size.
  81044. */
  81045. set(width: number, height: number): Size;
  81046. /**
  81047. * Multiplies the width and height by numbers
  81048. * @param w factor to multiple the width by
  81049. * @param h factor to multiple the height by
  81050. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  81051. */
  81052. multiplyByFloats(w: number, h: number): Size;
  81053. /**
  81054. * Clones the size
  81055. * @returns a new Size copied from the given one.
  81056. */
  81057. clone(): Size;
  81058. /**
  81059. * True if the current Size and the given one width and height are strictly equal.
  81060. * @param other the other size to compare against
  81061. * @returns True if the current Size and the given one width and height are strictly equal.
  81062. */
  81063. equals(other: Size): boolean;
  81064. /**
  81065. * The surface of the Size : width * height (float).
  81066. */
  81067. readonly surface: number;
  81068. /**
  81069. * Create a new size of zero
  81070. * @returns a new Size set to (0.0, 0.0)
  81071. */
  81072. static Zero(): Size;
  81073. /**
  81074. * Sums the width and height of two sizes
  81075. * @param otherSize size to add to this size
  81076. * @returns a new Size set as the addition result of the current Size and the given one.
  81077. */
  81078. add(otherSize: Size): Size;
  81079. /**
  81080. * Subtracts the width and height of two
  81081. * @param otherSize size to subtract to this size
  81082. * @returns a new Size set as the subtraction result of the given one from the current Size.
  81083. */
  81084. subtract(otherSize: Size): Size;
  81085. /**
  81086. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  81087. * @param start starting size to lerp between
  81088. * @param end end size to lerp between
  81089. * @param amount amount to lerp between the start and end values
  81090. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  81091. */
  81092. static Lerp(start: Size, end: Size, amount: number): Size;
  81093. }
  81094. }
  81095. declare module BABYLON {
  81096. /**
  81097. * Defines a runtime animation
  81098. */
  81099. export class RuntimeAnimation {
  81100. private _events;
  81101. /**
  81102. * The current frame of the runtime animation
  81103. */
  81104. private _currentFrame;
  81105. /**
  81106. * The animation used by the runtime animation
  81107. */
  81108. private _animation;
  81109. /**
  81110. * The target of the runtime animation
  81111. */
  81112. private _target;
  81113. /**
  81114. * The initiating animatable
  81115. */
  81116. private _host;
  81117. /**
  81118. * The original value of the runtime animation
  81119. */
  81120. private _originalValue;
  81121. /**
  81122. * The original blend value of the runtime animation
  81123. */
  81124. private _originalBlendValue;
  81125. /**
  81126. * The offsets cache of the runtime animation
  81127. */
  81128. private _offsetsCache;
  81129. /**
  81130. * The high limits cache of the runtime animation
  81131. */
  81132. private _highLimitsCache;
  81133. /**
  81134. * Specifies if the runtime animation has been stopped
  81135. */
  81136. private _stopped;
  81137. /**
  81138. * The blending factor of the runtime animation
  81139. */
  81140. private _blendingFactor;
  81141. /**
  81142. * The BabylonJS scene
  81143. */
  81144. private _scene;
  81145. /**
  81146. * The current value of the runtime animation
  81147. */
  81148. private _currentValue;
  81149. /** @hidden */
  81150. _animationState: _IAnimationState;
  81151. /**
  81152. * The active target of the runtime animation
  81153. */
  81154. private _activeTargets;
  81155. private _currentActiveTarget;
  81156. private _directTarget;
  81157. /**
  81158. * The target path of the runtime animation
  81159. */
  81160. private _targetPath;
  81161. /**
  81162. * The weight of the runtime animation
  81163. */
  81164. private _weight;
  81165. /**
  81166. * The ratio offset of the runtime animation
  81167. */
  81168. private _ratioOffset;
  81169. /**
  81170. * The previous delay of the runtime animation
  81171. */
  81172. private _previousDelay;
  81173. /**
  81174. * The previous ratio of the runtime animation
  81175. */
  81176. private _previousRatio;
  81177. private _enableBlending;
  81178. private _keys;
  81179. private _minFrame;
  81180. private _maxFrame;
  81181. private _minValue;
  81182. private _maxValue;
  81183. private _targetIsArray;
  81184. /**
  81185. * Gets the current frame of the runtime animation
  81186. */
  81187. readonly currentFrame: number;
  81188. /**
  81189. * Gets the weight of the runtime animation
  81190. */
  81191. readonly weight: number;
  81192. /**
  81193. * Gets the current value of the runtime animation
  81194. */
  81195. readonly currentValue: any;
  81196. /**
  81197. * Gets the target path of the runtime animation
  81198. */
  81199. readonly targetPath: string;
  81200. /**
  81201. * Gets the actual target of the runtime animation
  81202. */
  81203. readonly target: any;
  81204. /** @hidden */
  81205. _onLoop: () => void;
  81206. /**
  81207. * Create a new RuntimeAnimation object
  81208. * @param target defines the target of the animation
  81209. * @param animation defines the source animation object
  81210. * @param scene defines the hosting scene
  81211. * @param host defines the initiating Animatable
  81212. */
  81213. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  81214. private _preparePath;
  81215. /**
  81216. * Gets the animation from the runtime animation
  81217. */
  81218. readonly animation: Animation;
  81219. /**
  81220. * Resets the runtime animation to the beginning
  81221. * @param restoreOriginal defines whether to restore the target property to the original value
  81222. */
  81223. reset(restoreOriginal?: boolean): void;
  81224. /**
  81225. * Specifies if the runtime animation is stopped
  81226. * @returns Boolean specifying if the runtime animation is stopped
  81227. */
  81228. isStopped(): boolean;
  81229. /**
  81230. * Disposes of the runtime animation
  81231. */
  81232. dispose(): void;
  81233. /**
  81234. * Apply the interpolated value to the target
  81235. * @param currentValue defines the value computed by the animation
  81236. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  81237. */
  81238. setValue(currentValue: any, weight: number): void;
  81239. private _getOriginalValues;
  81240. private _setValue;
  81241. /**
  81242. * Gets the loop pmode of the runtime animation
  81243. * @returns Loop Mode
  81244. */
  81245. private _getCorrectLoopMode;
  81246. /**
  81247. * Move the current animation to a given frame
  81248. * @param frame defines the frame to move to
  81249. */
  81250. goToFrame(frame: number): void;
  81251. /**
  81252. * @hidden Internal use only
  81253. */
  81254. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  81255. /**
  81256. * Execute the current animation
  81257. * @param delay defines the delay to add to the current frame
  81258. * @param from defines the lower bound of the animation range
  81259. * @param to defines the upper bound of the animation range
  81260. * @param loop defines if the current animation must loop
  81261. * @param speedRatio defines the current speed ratio
  81262. * @param weight defines the weight of the animation (default is -1 so no weight)
  81263. * @param onLoop optional callback called when animation loops
  81264. * @returns a boolean indicating if the animation is running
  81265. */
  81266. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  81267. }
  81268. }
  81269. declare module BABYLON {
  81270. /**
  81271. * Class used to store an actual running animation
  81272. */
  81273. export class Animatable {
  81274. /** defines the target object */
  81275. target: any;
  81276. /** defines the starting frame number (default is 0) */
  81277. fromFrame: number;
  81278. /** defines the ending frame number (default is 100) */
  81279. toFrame: number;
  81280. /** defines if the animation must loop (default is false) */
  81281. loopAnimation: boolean;
  81282. /** defines a callback to call when animation ends if it is not looping */
  81283. onAnimationEnd?: (() => void) | null | undefined;
  81284. /** defines a callback to call when animation loops */
  81285. onAnimationLoop?: (() => void) | null | undefined;
  81286. private _localDelayOffset;
  81287. private _pausedDelay;
  81288. private _runtimeAnimations;
  81289. private _paused;
  81290. private _scene;
  81291. private _speedRatio;
  81292. private _weight;
  81293. private _syncRoot;
  81294. /**
  81295. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  81296. * This will only apply for non looping animation (default is true)
  81297. */
  81298. disposeOnEnd: boolean;
  81299. /**
  81300. * Gets a boolean indicating if the animation has started
  81301. */
  81302. animationStarted: boolean;
  81303. /**
  81304. * Observer raised when the animation ends
  81305. */
  81306. onAnimationEndObservable: Observable<Animatable>;
  81307. /**
  81308. * Observer raised when the animation loops
  81309. */
  81310. onAnimationLoopObservable: Observable<Animatable>;
  81311. /**
  81312. * Gets the root Animatable used to synchronize and normalize animations
  81313. */
  81314. readonly syncRoot: Nullable<Animatable>;
  81315. /**
  81316. * Gets the current frame of the first RuntimeAnimation
  81317. * Used to synchronize Animatables
  81318. */
  81319. readonly masterFrame: number;
  81320. /**
  81321. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81322. */
  81323. weight: number;
  81324. /**
  81325. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81326. */
  81327. speedRatio: number;
  81328. /**
  81329. * Creates a new Animatable
  81330. * @param scene defines the hosting scene
  81331. * @param target defines the target object
  81332. * @param fromFrame defines the starting frame number (default is 0)
  81333. * @param toFrame defines the ending frame number (default is 100)
  81334. * @param loopAnimation defines if the animation must loop (default is false)
  81335. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81336. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81337. * @param animations defines a group of animation to add to the new Animatable
  81338. * @param onAnimationLoop defines a callback to call when animation loops
  81339. */
  81340. constructor(scene: Scene,
  81341. /** defines the target object */
  81342. target: any,
  81343. /** defines the starting frame number (default is 0) */
  81344. fromFrame?: number,
  81345. /** defines the ending frame number (default is 100) */
  81346. toFrame?: number,
  81347. /** defines if the animation must loop (default is false) */
  81348. loopAnimation?: boolean, speedRatio?: number,
  81349. /** defines a callback to call when animation ends if it is not looping */
  81350. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81351. /** defines a callback to call when animation loops */
  81352. onAnimationLoop?: (() => void) | null | undefined);
  81353. /**
  81354. * Synchronize and normalize current Animatable with a source Animatable
  81355. * This is useful when using animation weights and when animations are not of the same length
  81356. * @param root defines the root Animatable to synchronize with
  81357. * @returns the current Animatable
  81358. */
  81359. syncWith(root: Animatable): Animatable;
  81360. /**
  81361. * Gets the list of runtime animations
  81362. * @returns an array of RuntimeAnimation
  81363. */
  81364. getAnimations(): RuntimeAnimation[];
  81365. /**
  81366. * Adds more animations to the current animatable
  81367. * @param target defines the target of the animations
  81368. * @param animations defines the new animations to add
  81369. */
  81370. appendAnimations(target: any, animations: Animation[]): void;
  81371. /**
  81372. * Gets the source animation for a specific property
  81373. * @param property defines the propertyu to look for
  81374. * @returns null or the source animation for the given property
  81375. */
  81376. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81377. /**
  81378. * Gets the runtime animation for a specific property
  81379. * @param property defines the propertyu to look for
  81380. * @returns null or the runtime animation for the given property
  81381. */
  81382. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81383. /**
  81384. * Resets the animatable to its original state
  81385. */
  81386. reset(): void;
  81387. /**
  81388. * Allows the animatable to blend with current running animations
  81389. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81390. * @param blendingSpeed defines the blending speed to use
  81391. */
  81392. enableBlending(blendingSpeed: number): void;
  81393. /**
  81394. * Disable animation blending
  81395. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81396. */
  81397. disableBlending(): void;
  81398. /**
  81399. * Jump directly to a given frame
  81400. * @param frame defines the frame to jump to
  81401. */
  81402. goToFrame(frame: number): void;
  81403. /**
  81404. * Pause the animation
  81405. */
  81406. pause(): void;
  81407. /**
  81408. * Restart the animation
  81409. */
  81410. restart(): void;
  81411. private _raiseOnAnimationEnd;
  81412. /**
  81413. * Stop and delete the current animation
  81414. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81415. * @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)
  81416. */
  81417. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81418. /**
  81419. * Wait asynchronously for the animation to end
  81420. * @returns a promise which will be fullfilled when the animation ends
  81421. */
  81422. waitAsync(): Promise<Animatable>;
  81423. /** @hidden */
  81424. _animate(delay: number): boolean;
  81425. }
  81426. interface Scene {
  81427. /** @hidden */
  81428. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81429. /** @hidden */
  81430. _processLateAnimationBindingsForMatrices(holder: {
  81431. totalWeight: number;
  81432. animations: RuntimeAnimation[];
  81433. originalValue: Matrix;
  81434. }): any;
  81435. /** @hidden */
  81436. _processLateAnimationBindingsForQuaternions(holder: {
  81437. totalWeight: number;
  81438. animations: RuntimeAnimation[];
  81439. originalValue: Quaternion;
  81440. }, refQuaternion: Quaternion): Quaternion;
  81441. /** @hidden */
  81442. _processLateAnimationBindings(): void;
  81443. /**
  81444. * Will start the animation sequence of a given target
  81445. * @param target defines the target
  81446. * @param from defines from which frame should animation start
  81447. * @param to defines until which frame should animation run.
  81448. * @param weight defines the weight to apply to the animation (1.0 by default)
  81449. * @param loop defines if the animation loops
  81450. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81451. * @param onAnimationEnd defines the function to be executed when the animation ends
  81452. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81453. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81454. * @param onAnimationLoop defines the callback to call when an animation loops
  81455. * @returns the animatable object created for this animation
  81456. */
  81457. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81458. /**
  81459. * Will start the animation sequence of a given target
  81460. * @param target defines the target
  81461. * @param from defines from which frame should animation start
  81462. * @param to defines until which frame should animation run.
  81463. * @param loop defines if the animation loops
  81464. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81465. * @param onAnimationEnd defines the function to be executed when the animation ends
  81466. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81467. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81468. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81469. * @param onAnimationLoop defines the callback to call when an animation loops
  81470. * @returns the animatable object created for this animation
  81471. */
  81472. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81473. /**
  81474. * Will start the animation sequence of a given target and its hierarchy
  81475. * @param target defines the target
  81476. * @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.
  81477. * @param from defines from which frame should animation start
  81478. * @param to defines until which frame should animation run.
  81479. * @param loop defines if the animation loops
  81480. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81481. * @param onAnimationEnd defines the function to be executed when the animation ends
  81482. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81483. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81484. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81485. * @param onAnimationLoop defines the callback to call when an animation loops
  81486. * @returns the list of created animatables
  81487. */
  81488. 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[];
  81489. /**
  81490. * Begin a new animation on a given node
  81491. * @param target defines the target where the animation will take place
  81492. * @param animations defines the list of animations to start
  81493. * @param from defines the initial value
  81494. * @param to defines the final value
  81495. * @param loop defines if you want animation to loop (off by default)
  81496. * @param speedRatio defines the speed ratio to apply to all animations
  81497. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81498. * @param onAnimationLoop defines the callback to call when an animation loops
  81499. * @returns the list of created animatables
  81500. */
  81501. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81502. /**
  81503. * Begin a new animation on a given node and its hierarchy
  81504. * @param target defines the root node where the animation will take place
  81505. * @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.
  81506. * @param animations defines the list of animations to start
  81507. * @param from defines the initial value
  81508. * @param to defines the final value
  81509. * @param loop defines if you want animation to loop (off by default)
  81510. * @param speedRatio defines the speed ratio to apply to all animations
  81511. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81512. * @param onAnimationLoop defines the callback to call when an animation loops
  81513. * @returns the list of animatables created for all nodes
  81514. */
  81515. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81516. /**
  81517. * Gets the animatable associated with a specific target
  81518. * @param target defines the target of the animatable
  81519. * @returns the required animatable if found
  81520. */
  81521. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81522. /**
  81523. * Gets all animatables associated with a given target
  81524. * @param target defines the target to look animatables for
  81525. * @returns an array of Animatables
  81526. */
  81527. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81528. /**
  81529. * Stops and removes all animations that have been applied to the scene
  81530. */
  81531. stopAllAnimations(): void;
  81532. /**
  81533. * Gets the current delta time used by animation engine
  81534. */
  81535. deltaTime: number;
  81536. }
  81537. interface Bone {
  81538. /**
  81539. * Copy an animation range from another bone
  81540. * @param source defines the source bone
  81541. * @param rangeName defines the range name to copy
  81542. * @param frameOffset defines the frame offset
  81543. * @param rescaleAsRequired defines if rescaling must be applied if required
  81544. * @param skelDimensionsRatio defines the scaling ratio
  81545. * @returns true if operation was successful
  81546. */
  81547. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81548. }
  81549. }
  81550. declare module BABYLON {
  81551. /**
  81552. * Class used to override all child animations of a given target
  81553. */
  81554. export class AnimationPropertiesOverride {
  81555. /**
  81556. * Gets or sets a value indicating if animation blending must be used
  81557. */
  81558. enableBlending: boolean;
  81559. /**
  81560. * Gets or sets the blending speed to use when enableBlending is true
  81561. */
  81562. blendingSpeed: number;
  81563. /**
  81564. * Gets or sets the default loop mode to use
  81565. */
  81566. loopMode: number;
  81567. }
  81568. }
  81569. declare module BABYLON {
  81570. /**
  81571. * Class used to handle skinning animations
  81572. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81573. */
  81574. export class Skeleton implements IAnimatable {
  81575. /** defines the skeleton name */
  81576. name: string;
  81577. /** defines the skeleton Id */
  81578. id: string;
  81579. /**
  81580. * Defines the list of child bones
  81581. */
  81582. bones: Bone[];
  81583. /**
  81584. * Defines an estimate of the dimension of the skeleton at rest
  81585. */
  81586. dimensionsAtRest: Vector3;
  81587. /**
  81588. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81589. */
  81590. needInitialSkinMatrix: boolean;
  81591. /**
  81592. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81593. */
  81594. overrideMesh: Nullable<AbstractMesh>;
  81595. /**
  81596. * Gets the list of animations attached to this skeleton
  81597. */
  81598. animations: Array<Animation>;
  81599. private _scene;
  81600. private _isDirty;
  81601. private _transformMatrices;
  81602. private _transformMatrixTexture;
  81603. private _meshesWithPoseMatrix;
  81604. private _animatables;
  81605. private _identity;
  81606. private _synchronizedWithMesh;
  81607. private _ranges;
  81608. private _lastAbsoluteTransformsUpdateId;
  81609. private _canUseTextureForBones;
  81610. private _uniqueId;
  81611. /** @hidden */
  81612. _numBonesWithLinkedTransformNode: number;
  81613. /** @hidden */
  81614. _hasWaitingData: Nullable<boolean>;
  81615. /**
  81616. * Specifies if the skeleton should be serialized
  81617. */
  81618. doNotSerialize: boolean;
  81619. private _useTextureToStoreBoneMatrices;
  81620. /**
  81621. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81622. * Please note that this option is not available if the hardware does not support it
  81623. */
  81624. useTextureToStoreBoneMatrices: boolean;
  81625. private _animationPropertiesOverride;
  81626. /**
  81627. * Gets or sets the animation properties override
  81628. */
  81629. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81630. /**
  81631. * List of inspectable custom properties (used by the Inspector)
  81632. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81633. */
  81634. inspectableCustomProperties: IInspectable[];
  81635. /**
  81636. * An observable triggered before computing the skeleton's matrices
  81637. */
  81638. onBeforeComputeObservable: Observable<Skeleton>;
  81639. /**
  81640. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81641. */
  81642. readonly isUsingTextureForMatrices: boolean;
  81643. /**
  81644. * Gets the unique ID of this skeleton
  81645. */
  81646. readonly uniqueId: number;
  81647. /**
  81648. * Creates a new skeleton
  81649. * @param name defines the skeleton name
  81650. * @param id defines the skeleton Id
  81651. * @param scene defines the hosting scene
  81652. */
  81653. constructor(
  81654. /** defines the skeleton name */
  81655. name: string,
  81656. /** defines the skeleton Id */
  81657. id: string, scene: Scene);
  81658. /**
  81659. * Gets the current object class name.
  81660. * @return the class name
  81661. */
  81662. getClassName(): string;
  81663. /**
  81664. * Returns an array containing the root bones
  81665. * @returns an array containing the root bones
  81666. */
  81667. getChildren(): Array<Bone>;
  81668. /**
  81669. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81670. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81671. * @returns a Float32Array containing matrices data
  81672. */
  81673. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81674. /**
  81675. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81676. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81677. * @returns a raw texture containing the data
  81678. */
  81679. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81680. /**
  81681. * Gets the current hosting scene
  81682. * @returns a scene object
  81683. */
  81684. getScene(): Scene;
  81685. /**
  81686. * Gets a string representing the current skeleton data
  81687. * @param fullDetails defines a boolean indicating if we want a verbose version
  81688. * @returns a string representing the current skeleton data
  81689. */
  81690. toString(fullDetails?: boolean): string;
  81691. /**
  81692. * Get bone's index searching by name
  81693. * @param name defines bone's name to search for
  81694. * @return the indice of the bone. Returns -1 if not found
  81695. */
  81696. getBoneIndexByName(name: string): number;
  81697. /**
  81698. * Creater a new animation range
  81699. * @param name defines the name of the range
  81700. * @param from defines the start key
  81701. * @param to defines the end key
  81702. */
  81703. createAnimationRange(name: string, from: number, to: number): void;
  81704. /**
  81705. * Delete a specific animation range
  81706. * @param name defines the name of the range
  81707. * @param deleteFrames defines if frames must be removed as well
  81708. */
  81709. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81710. /**
  81711. * Gets a specific animation range
  81712. * @param name defines the name of the range to look for
  81713. * @returns the requested animation range or null if not found
  81714. */
  81715. getAnimationRange(name: string): Nullable<AnimationRange>;
  81716. /**
  81717. * Gets the list of all animation ranges defined on this skeleton
  81718. * @returns an array
  81719. */
  81720. getAnimationRanges(): Nullable<AnimationRange>[];
  81721. /**
  81722. * Copy animation range from a source skeleton.
  81723. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81724. * @param source defines the source skeleton
  81725. * @param name defines the name of the range to copy
  81726. * @param rescaleAsRequired defines if rescaling must be applied if required
  81727. * @returns true if operation was successful
  81728. */
  81729. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81730. /**
  81731. * Forces the skeleton to go to rest pose
  81732. */
  81733. returnToRest(): void;
  81734. private _getHighestAnimationFrame;
  81735. /**
  81736. * Begin a specific animation range
  81737. * @param name defines the name of the range to start
  81738. * @param loop defines if looping must be turned on (false by default)
  81739. * @param speedRatio defines the speed ratio to apply (1 by default)
  81740. * @param onAnimationEnd defines a callback which will be called when animation will end
  81741. * @returns a new animatable
  81742. */
  81743. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81744. /** @hidden */
  81745. _markAsDirty(): void;
  81746. /** @hidden */
  81747. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81748. /** @hidden */
  81749. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81750. private _computeTransformMatrices;
  81751. /**
  81752. * Build all resources required to render a skeleton
  81753. */
  81754. prepare(): void;
  81755. /**
  81756. * Gets the list of animatables currently running for this skeleton
  81757. * @returns an array of animatables
  81758. */
  81759. getAnimatables(): IAnimatable[];
  81760. /**
  81761. * Clone the current skeleton
  81762. * @param name defines the name of the new skeleton
  81763. * @param id defines the id of the new skeleton
  81764. * @returns the new skeleton
  81765. */
  81766. clone(name: string, id?: string): Skeleton;
  81767. /**
  81768. * Enable animation blending for this skeleton
  81769. * @param blendingSpeed defines the blending speed to apply
  81770. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81771. */
  81772. enableBlending(blendingSpeed?: number): void;
  81773. /**
  81774. * Releases all resources associated with the current skeleton
  81775. */
  81776. dispose(): void;
  81777. /**
  81778. * Serialize the skeleton in a JSON object
  81779. * @returns a JSON object
  81780. */
  81781. serialize(): any;
  81782. /**
  81783. * Creates a new skeleton from serialized data
  81784. * @param parsedSkeleton defines the serialized data
  81785. * @param scene defines the hosting scene
  81786. * @returns a new skeleton
  81787. */
  81788. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81789. /**
  81790. * Compute all node absolute transforms
  81791. * @param forceUpdate defines if computation must be done even if cache is up to date
  81792. */
  81793. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81794. /**
  81795. * Gets the root pose matrix
  81796. * @returns a matrix
  81797. */
  81798. getPoseMatrix(): Nullable<Matrix>;
  81799. /**
  81800. * Sorts bones per internal index
  81801. */
  81802. sortBones(): void;
  81803. private _sortBones;
  81804. }
  81805. }
  81806. declare module BABYLON {
  81807. /**
  81808. * Class used to store bone information
  81809. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81810. */
  81811. export class Bone extends Node {
  81812. /**
  81813. * defines the bone name
  81814. */
  81815. name: string;
  81816. private static _tmpVecs;
  81817. private static _tmpQuat;
  81818. private static _tmpMats;
  81819. /**
  81820. * Gets the list of child bones
  81821. */
  81822. children: Bone[];
  81823. /** Gets the animations associated with this bone */
  81824. animations: Animation[];
  81825. /**
  81826. * Gets or sets bone length
  81827. */
  81828. length: number;
  81829. /**
  81830. * @hidden Internal only
  81831. * Set this value to map this bone to a different index in the transform matrices
  81832. * Set this value to -1 to exclude the bone from the transform matrices
  81833. */
  81834. _index: Nullable<number>;
  81835. private _skeleton;
  81836. private _localMatrix;
  81837. private _restPose;
  81838. private _baseMatrix;
  81839. private _absoluteTransform;
  81840. private _invertedAbsoluteTransform;
  81841. private _parent;
  81842. private _scalingDeterminant;
  81843. private _worldTransform;
  81844. private _localScaling;
  81845. private _localRotation;
  81846. private _localPosition;
  81847. private _needToDecompose;
  81848. private _needToCompose;
  81849. /** @hidden */
  81850. _linkedTransformNode: Nullable<TransformNode>;
  81851. /** @hidden */
  81852. _waitingTransformNodeId: Nullable<string>;
  81853. /** @hidden */
  81854. /** @hidden */
  81855. _matrix: Matrix;
  81856. /**
  81857. * Create a new bone
  81858. * @param name defines the bone name
  81859. * @param skeleton defines the parent skeleton
  81860. * @param parentBone defines the parent (can be null if the bone is the root)
  81861. * @param localMatrix defines the local matrix
  81862. * @param restPose defines the rest pose matrix
  81863. * @param baseMatrix defines the base matrix
  81864. * @param index defines index of the bone in the hiearchy
  81865. */
  81866. constructor(
  81867. /**
  81868. * defines the bone name
  81869. */
  81870. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81871. /**
  81872. * Gets the current object class name.
  81873. * @return the class name
  81874. */
  81875. getClassName(): string;
  81876. /**
  81877. * Gets the parent skeleton
  81878. * @returns a skeleton
  81879. */
  81880. getSkeleton(): Skeleton;
  81881. /**
  81882. * Gets parent bone
  81883. * @returns a bone or null if the bone is the root of the bone hierarchy
  81884. */
  81885. getParent(): Nullable<Bone>;
  81886. /**
  81887. * Returns an array containing the root bones
  81888. * @returns an array containing the root bones
  81889. */
  81890. getChildren(): Array<Bone>;
  81891. /**
  81892. * Gets the node index in matrix array generated for rendering
  81893. * @returns the node index
  81894. */
  81895. getIndex(): number;
  81896. /**
  81897. * Sets the parent bone
  81898. * @param parent defines the parent (can be null if the bone is the root)
  81899. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81900. */
  81901. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81902. /**
  81903. * Gets the local matrix
  81904. * @returns a matrix
  81905. */
  81906. getLocalMatrix(): Matrix;
  81907. /**
  81908. * Gets the base matrix (initial matrix which remains unchanged)
  81909. * @returns a matrix
  81910. */
  81911. getBaseMatrix(): Matrix;
  81912. /**
  81913. * Gets the rest pose matrix
  81914. * @returns a matrix
  81915. */
  81916. getRestPose(): Matrix;
  81917. /**
  81918. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81919. */
  81920. getWorldMatrix(): Matrix;
  81921. /**
  81922. * Sets the local matrix to rest pose matrix
  81923. */
  81924. returnToRest(): void;
  81925. /**
  81926. * Gets the inverse of the absolute transform matrix.
  81927. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81928. * @returns a matrix
  81929. */
  81930. getInvertedAbsoluteTransform(): Matrix;
  81931. /**
  81932. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81933. * @returns a matrix
  81934. */
  81935. getAbsoluteTransform(): Matrix;
  81936. /**
  81937. * Links with the given transform node.
  81938. * The local matrix of this bone is copied from the transform node every frame.
  81939. * @param transformNode defines the transform node to link to
  81940. */
  81941. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81942. /**
  81943. * Gets the node used to drive the bone's transformation
  81944. * @returns a transform node or null
  81945. */
  81946. getTransformNode(): Nullable<TransformNode>;
  81947. /** Gets or sets current position (in local space) */
  81948. position: Vector3;
  81949. /** Gets or sets current rotation (in local space) */
  81950. rotation: Vector3;
  81951. /** Gets or sets current rotation quaternion (in local space) */
  81952. rotationQuaternion: Quaternion;
  81953. /** Gets or sets current scaling (in local space) */
  81954. scaling: Vector3;
  81955. /**
  81956. * Gets the animation properties override
  81957. */
  81958. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81959. private _decompose;
  81960. private _compose;
  81961. /**
  81962. * Update the base and local matrices
  81963. * @param matrix defines the new base or local matrix
  81964. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81965. * @param updateLocalMatrix defines if the local matrix should be updated
  81966. */
  81967. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81968. /** @hidden */
  81969. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81970. /**
  81971. * Flag the bone as dirty (Forcing it to update everything)
  81972. */
  81973. markAsDirty(): void;
  81974. /** @hidden */
  81975. _markAsDirtyAndCompose(): void;
  81976. private _markAsDirtyAndDecompose;
  81977. /**
  81978. * Translate the bone in local or world space
  81979. * @param vec The amount to translate the bone
  81980. * @param space The space that the translation is in
  81981. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81982. */
  81983. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81984. /**
  81985. * Set the postion of the bone in local or world space
  81986. * @param position The position to set the bone
  81987. * @param space The space that the position is in
  81988. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81989. */
  81990. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81991. /**
  81992. * Set the absolute position of the bone (world space)
  81993. * @param position The position to set the bone
  81994. * @param mesh The mesh that this bone is attached to
  81995. */
  81996. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81997. /**
  81998. * Scale the bone on the x, y and z axes (in local space)
  81999. * @param x The amount to scale the bone on the x axis
  82000. * @param y The amount to scale the bone on the y axis
  82001. * @param z The amount to scale the bone on the z axis
  82002. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  82003. */
  82004. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  82005. /**
  82006. * Set the bone scaling in local space
  82007. * @param scale defines the scaling vector
  82008. */
  82009. setScale(scale: Vector3): void;
  82010. /**
  82011. * Gets the current scaling in local space
  82012. * @returns the current scaling vector
  82013. */
  82014. getScale(): Vector3;
  82015. /**
  82016. * Gets the current scaling in local space and stores it in a target vector
  82017. * @param result defines the target vector
  82018. */
  82019. getScaleToRef(result: Vector3): void;
  82020. /**
  82021. * Set the yaw, pitch, and roll of the bone in local or world space
  82022. * @param yaw The rotation of the bone on the y axis
  82023. * @param pitch The rotation of the bone on the x axis
  82024. * @param roll The rotation of the bone on the z axis
  82025. * @param space The space that the axes of rotation are in
  82026. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82027. */
  82028. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  82029. /**
  82030. * Add a rotation to the bone on an axis in local or world space
  82031. * @param axis The axis to rotate the bone on
  82032. * @param amount The amount to rotate the bone
  82033. * @param space The space that the axis is in
  82034. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82035. */
  82036. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  82037. /**
  82038. * Set the rotation of the bone to a particular axis angle in local or world space
  82039. * @param axis The axis to rotate the bone on
  82040. * @param angle The angle that the bone should be rotated to
  82041. * @param space The space that the axis is in
  82042. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82043. */
  82044. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  82045. /**
  82046. * Set the euler rotation of the bone in local of world space
  82047. * @param rotation The euler rotation that the bone should be set to
  82048. * @param space The space that the rotation is in
  82049. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82050. */
  82051. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  82052. /**
  82053. * Set the quaternion rotation of the bone in local of world space
  82054. * @param quat The quaternion rotation that the bone should be set to
  82055. * @param space The space that the rotation is in
  82056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82057. */
  82058. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  82059. /**
  82060. * Set the rotation matrix of the bone in local of world space
  82061. * @param rotMat The rotation matrix that the bone should be set to
  82062. * @param space The space that the rotation is in
  82063. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82064. */
  82065. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  82066. private _rotateWithMatrix;
  82067. private _getNegativeRotationToRef;
  82068. /**
  82069. * Get the position of the bone in local or world space
  82070. * @param space The space that the returned position is in
  82071. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82072. * @returns The position of the bone
  82073. */
  82074. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82075. /**
  82076. * Copy the position of the bone to a vector3 in local or world space
  82077. * @param space The space that the returned position is in
  82078. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82079. * @param result The vector3 to copy the position to
  82080. */
  82081. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  82082. /**
  82083. * Get the absolute position of the bone (world space)
  82084. * @param mesh The mesh that this bone is attached to
  82085. * @returns The absolute position of the bone
  82086. */
  82087. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  82088. /**
  82089. * Copy the absolute position of the bone (world space) to the result param
  82090. * @param mesh The mesh that this bone is attached to
  82091. * @param result The vector3 to copy the absolute position to
  82092. */
  82093. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  82094. /**
  82095. * Compute the absolute transforms of this bone and its children
  82096. */
  82097. computeAbsoluteTransforms(): void;
  82098. /**
  82099. * Get the world direction from an axis that is in the local space of the bone
  82100. * @param localAxis The local direction that is used to compute the world direction
  82101. * @param mesh The mesh that this bone is attached to
  82102. * @returns The world direction
  82103. */
  82104. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82105. /**
  82106. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  82107. * @param localAxis The local direction that is used to compute the world direction
  82108. * @param mesh The mesh that this bone is attached to
  82109. * @param result The vector3 that the world direction will be copied to
  82110. */
  82111. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82112. /**
  82113. * Get the euler rotation of the bone in local or world space
  82114. * @param space The space that the rotation should be in
  82115. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82116. * @returns The euler rotation
  82117. */
  82118. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  82119. /**
  82120. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  82121. * @param space The space that the rotation should be in
  82122. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82123. * @param result The vector3 that the rotation should be copied to
  82124. */
  82125. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82126. /**
  82127. * Get the quaternion rotation of the bone in either local or world space
  82128. * @param space The space that the rotation should be in
  82129. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82130. * @returns The quaternion rotation
  82131. */
  82132. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  82133. /**
  82134. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  82135. * @param space The space that the rotation should be in
  82136. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82137. * @param result The quaternion that the rotation should be copied to
  82138. */
  82139. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  82140. /**
  82141. * Get the rotation matrix of the bone in local or world space
  82142. * @param space The space that the rotation should be in
  82143. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82144. * @returns The rotation matrix
  82145. */
  82146. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  82147. /**
  82148. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  82149. * @param space The space that the rotation should be in
  82150. * @param mesh The mesh that this bone is attached to. This is only used in world space
  82151. * @param result The quaternion that the rotation should be copied to
  82152. */
  82153. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  82154. /**
  82155. * Get the world position of a point that is in the local space of the bone
  82156. * @param position The local position
  82157. * @param mesh The mesh that this bone is attached to
  82158. * @returns The world position
  82159. */
  82160. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82161. /**
  82162. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  82163. * @param position The local position
  82164. * @param mesh The mesh that this bone is attached to
  82165. * @param result The vector3 that the world position should be copied to
  82166. */
  82167. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82168. /**
  82169. * Get the local position of a point that is in world space
  82170. * @param position The world position
  82171. * @param mesh The mesh that this bone is attached to
  82172. * @returns The local position
  82173. */
  82174. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  82175. /**
  82176. * Get the local position of a point that is in world space and copy it to the result param
  82177. * @param position The world position
  82178. * @param mesh The mesh that this bone is attached to
  82179. * @param result The vector3 that the local position should be copied to
  82180. */
  82181. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  82182. }
  82183. }
  82184. declare module BABYLON {
  82185. /**
  82186. * 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.
  82187. * @see https://doc.babylonjs.com/how_to/transformnode
  82188. */
  82189. export class TransformNode extends Node {
  82190. /**
  82191. * Object will not rotate to face the camera
  82192. */
  82193. static BILLBOARDMODE_NONE: number;
  82194. /**
  82195. * Object will rotate to face the camera but only on the x axis
  82196. */
  82197. static BILLBOARDMODE_X: number;
  82198. /**
  82199. * Object will rotate to face the camera but only on the y axis
  82200. */
  82201. static BILLBOARDMODE_Y: number;
  82202. /**
  82203. * Object will rotate to face the camera but only on the z axis
  82204. */
  82205. static BILLBOARDMODE_Z: number;
  82206. /**
  82207. * Object will rotate to face the camera
  82208. */
  82209. static BILLBOARDMODE_ALL: number;
  82210. /**
  82211. * Object will rotate to face the camera's position instead of orientation
  82212. */
  82213. static BILLBOARDMODE_USE_POSITION: number;
  82214. private _forward;
  82215. private _forwardInverted;
  82216. private _up;
  82217. private _right;
  82218. private _rightInverted;
  82219. private _position;
  82220. private _rotation;
  82221. private _rotationQuaternion;
  82222. protected _scaling: Vector3;
  82223. protected _isDirty: boolean;
  82224. private _transformToBoneReferal;
  82225. private _isAbsoluteSynced;
  82226. private _billboardMode;
  82227. /**
  82228. * Gets or sets the billboard mode. Default is 0.
  82229. *
  82230. * | Value | Type | Description |
  82231. * | --- | --- | --- |
  82232. * | 0 | BILLBOARDMODE_NONE | |
  82233. * | 1 | BILLBOARDMODE_X | |
  82234. * | 2 | BILLBOARDMODE_Y | |
  82235. * | 4 | BILLBOARDMODE_Z | |
  82236. * | 7 | BILLBOARDMODE_ALL | |
  82237. *
  82238. */
  82239. billboardMode: number;
  82240. private _preserveParentRotationForBillboard;
  82241. /**
  82242. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  82243. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  82244. */
  82245. preserveParentRotationForBillboard: boolean;
  82246. /**
  82247. * 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
  82248. */
  82249. scalingDeterminant: number;
  82250. private _infiniteDistance;
  82251. /**
  82252. * Gets or sets the distance of the object to max, often used by skybox
  82253. */
  82254. infiniteDistance: boolean;
  82255. /**
  82256. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  82257. * By default the system will update normals to compensate
  82258. */
  82259. ignoreNonUniformScaling: boolean;
  82260. /**
  82261. * 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
  82262. */
  82263. reIntegrateRotationIntoRotationQuaternion: boolean;
  82264. /** @hidden */
  82265. _poseMatrix: Nullable<Matrix>;
  82266. /** @hidden */
  82267. _localMatrix: Matrix;
  82268. private _usePivotMatrix;
  82269. private _absolutePosition;
  82270. private _absoluteScaling;
  82271. private _absoluteRotationQuaternion;
  82272. private _pivotMatrix;
  82273. private _pivotMatrixInverse;
  82274. protected _postMultiplyPivotMatrix: boolean;
  82275. protected _isWorldMatrixFrozen: boolean;
  82276. /** @hidden */
  82277. _indexInSceneTransformNodesArray: number;
  82278. /**
  82279. * An event triggered after the world matrix is updated
  82280. */
  82281. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  82282. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  82283. /**
  82284. * Gets a string identifying the name of the class
  82285. * @returns "TransformNode" string
  82286. */
  82287. getClassName(): string;
  82288. /**
  82289. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  82290. */
  82291. position: Vector3;
  82292. /**
  82293. * 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)).
  82294. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  82295. */
  82296. rotation: Vector3;
  82297. /**
  82298. * 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)).
  82299. */
  82300. scaling: Vector3;
  82301. /**
  82302. * 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).
  82303. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  82304. */
  82305. rotationQuaternion: Nullable<Quaternion>;
  82306. /**
  82307. * The forward direction of that transform in world space.
  82308. */
  82309. readonly forward: Vector3;
  82310. /**
  82311. * The up direction of that transform in world space.
  82312. */
  82313. readonly up: Vector3;
  82314. /**
  82315. * The right direction of that transform in world space.
  82316. */
  82317. readonly right: Vector3;
  82318. /**
  82319. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82320. * @param matrix the matrix to copy the pose from
  82321. * @returns this TransformNode.
  82322. */
  82323. updatePoseMatrix(matrix: Matrix): TransformNode;
  82324. /**
  82325. * Returns the mesh Pose matrix.
  82326. * @returns the pose matrix
  82327. */
  82328. getPoseMatrix(): Matrix;
  82329. /** @hidden */
  82330. _isSynchronized(): boolean;
  82331. /** @hidden */
  82332. _initCache(): void;
  82333. /**
  82334. * Flag the transform node as dirty (Forcing it to update everything)
  82335. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82336. * @returns this transform node
  82337. */
  82338. markAsDirty(property: string): TransformNode;
  82339. /**
  82340. * Returns the current mesh absolute position.
  82341. * Returns a Vector3.
  82342. */
  82343. readonly absolutePosition: Vector3;
  82344. /**
  82345. * Returns the current mesh absolute scaling.
  82346. * Returns a Vector3.
  82347. */
  82348. readonly absoluteScaling: Vector3;
  82349. /**
  82350. * Returns the current mesh absolute rotation.
  82351. * Returns a Quaternion.
  82352. */
  82353. readonly absoluteRotationQuaternion: Quaternion;
  82354. /**
  82355. * Sets a new matrix to apply before all other transformation
  82356. * @param matrix defines the transform matrix
  82357. * @returns the current TransformNode
  82358. */
  82359. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82360. /**
  82361. * Sets a new pivot matrix to the current node
  82362. * @param matrix defines the new pivot matrix to use
  82363. * @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
  82364. * @returns the current TransformNode
  82365. */
  82366. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82367. /**
  82368. * Returns the mesh pivot matrix.
  82369. * Default : Identity.
  82370. * @returns the matrix
  82371. */
  82372. getPivotMatrix(): Matrix;
  82373. /**
  82374. * Instantiate (when possible) or clone that node with its hierarchy
  82375. * @param newParent defines the new parent to use for the instance (or clone)
  82376. * @param options defines options to configure how copy is done
  82377. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82378. * @returns an instance (or a clone) of the current node with its hiearchy
  82379. */
  82380. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82381. doNotInstantiate: boolean;
  82382. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82383. /**
  82384. * Prevents the World matrix to be computed any longer
  82385. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82386. * @returns the TransformNode.
  82387. */
  82388. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82389. /**
  82390. * Allows back the World matrix computation.
  82391. * @returns the TransformNode.
  82392. */
  82393. unfreezeWorldMatrix(): this;
  82394. /**
  82395. * True if the World matrix has been frozen.
  82396. */
  82397. readonly isWorldMatrixFrozen: boolean;
  82398. /**
  82399. * Retuns the mesh absolute position in the World.
  82400. * @returns a Vector3.
  82401. */
  82402. getAbsolutePosition(): Vector3;
  82403. /**
  82404. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82405. * @param absolutePosition the absolute position to set
  82406. * @returns the TransformNode.
  82407. */
  82408. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82409. /**
  82410. * Sets the mesh position in its local space.
  82411. * @param vector3 the position to set in localspace
  82412. * @returns the TransformNode.
  82413. */
  82414. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82415. /**
  82416. * Returns the mesh position in the local space from the current World matrix values.
  82417. * @returns a new Vector3.
  82418. */
  82419. getPositionExpressedInLocalSpace(): Vector3;
  82420. /**
  82421. * Translates the mesh along the passed Vector3 in its local space.
  82422. * @param vector3 the distance to translate in localspace
  82423. * @returns the TransformNode.
  82424. */
  82425. locallyTranslate(vector3: Vector3): TransformNode;
  82426. private static _lookAtVectorCache;
  82427. /**
  82428. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82429. * @param targetPoint the position (must be in same space as current mesh) to look at
  82430. * @param yawCor optional yaw (y-axis) correction in radians
  82431. * @param pitchCor optional pitch (x-axis) correction in radians
  82432. * @param rollCor optional roll (z-axis) correction in radians
  82433. * @param space the choosen space of the target
  82434. * @returns the TransformNode.
  82435. */
  82436. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82437. /**
  82438. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82439. * This Vector3 is expressed in the World space.
  82440. * @param localAxis axis to rotate
  82441. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82442. */
  82443. getDirection(localAxis: Vector3): Vector3;
  82444. /**
  82445. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82446. * localAxis is expressed in the mesh local space.
  82447. * result is computed in the Wordl space from the mesh World matrix.
  82448. * @param localAxis axis to rotate
  82449. * @param result the resulting transformnode
  82450. * @returns this TransformNode.
  82451. */
  82452. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82453. /**
  82454. * Sets this transform node rotation to the given local axis.
  82455. * @param localAxis the axis in local space
  82456. * @param yawCor optional yaw (y-axis) correction in radians
  82457. * @param pitchCor optional pitch (x-axis) correction in radians
  82458. * @param rollCor optional roll (z-axis) correction in radians
  82459. * @returns this TransformNode
  82460. */
  82461. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82462. /**
  82463. * Sets a new pivot point to the current node
  82464. * @param point defines the new pivot point to use
  82465. * @param space defines if the point is in world or local space (local by default)
  82466. * @returns the current TransformNode
  82467. */
  82468. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82469. /**
  82470. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82471. * @returns the pivot point
  82472. */
  82473. getPivotPoint(): Vector3;
  82474. /**
  82475. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82476. * @param result the vector3 to store the result
  82477. * @returns this TransformNode.
  82478. */
  82479. getPivotPointToRef(result: Vector3): TransformNode;
  82480. /**
  82481. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82482. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82483. */
  82484. getAbsolutePivotPoint(): Vector3;
  82485. /**
  82486. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82487. * @param result vector3 to store the result
  82488. * @returns this TransformNode.
  82489. */
  82490. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82491. /**
  82492. * Defines the passed node as the parent of the current node.
  82493. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82494. * @see https://doc.babylonjs.com/how_to/parenting
  82495. * @param node the node ot set as the parent
  82496. * @returns this TransformNode.
  82497. */
  82498. setParent(node: Nullable<Node>): TransformNode;
  82499. private _nonUniformScaling;
  82500. /**
  82501. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82502. */
  82503. readonly nonUniformScaling: boolean;
  82504. /** @hidden */
  82505. _updateNonUniformScalingState(value: boolean): boolean;
  82506. /**
  82507. * Attach the current TransformNode to another TransformNode associated with a bone
  82508. * @param bone Bone affecting the TransformNode
  82509. * @param affectedTransformNode TransformNode associated with the bone
  82510. * @returns this object
  82511. */
  82512. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82513. /**
  82514. * Detach the transform node if its associated with a bone
  82515. * @returns this object
  82516. */
  82517. detachFromBone(): TransformNode;
  82518. private static _rotationAxisCache;
  82519. /**
  82520. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82521. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82522. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82523. * The passed axis is also normalized.
  82524. * @param axis the axis to rotate around
  82525. * @param amount the amount to rotate in radians
  82526. * @param space Space to rotate in (Default: local)
  82527. * @returns the TransformNode.
  82528. */
  82529. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82530. /**
  82531. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82532. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82533. * The passed axis is also normalized. .
  82534. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82535. * @param point the point to rotate around
  82536. * @param axis the axis to rotate around
  82537. * @param amount the amount to rotate in radians
  82538. * @returns the TransformNode
  82539. */
  82540. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82541. /**
  82542. * Translates the mesh along the axis vector for the passed distance in the given space.
  82543. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82544. * @param axis the axis to translate in
  82545. * @param distance the distance to translate
  82546. * @param space Space to rotate in (Default: local)
  82547. * @returns the TransformNode.
  82548. */
  82549. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82550. /**
  82551. * Adds a rotation step to the mesh current rotation.
  82552. * x, y, z are Euler angles expressed in radians.
  82553. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82554. * This means this rotation is made in the mesh local space only.
  82555. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82556. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82557. * ```javascript
  82558. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82559. * ```
  82560. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82561. * 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.
  82562. * @param x Rotation to add
  82563. * @param y Rotation to add
  82564. * @param z Rotation to add
  82565. * @returns the TransformNode.
  82566. */
  82567. addRotation(x: number, y: number, z: number): TransformNode;
  82568. /**
  82569. * @hidden
  82570. */
  82571. protected _getEffectiveParent(): Nullable<Node>;
  82572. /**
  82573. * Computes the world matrix of the node
  82574. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82575. * @returns the world matrix
  82576. */
  82577. computeWorldMatrix(force?: boolean): Matrix;
  82578. protected _afterComputeWorldMatrix(): void;
  82579. /**
  82580. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82581. * @param func callback function to add
  82582. *
  82583. * @returns the TransformNode.
  82584. */
  82585. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82586. /**
  82587. * Removes a registered callback function.
  82588. * @param func callback function to remove
  82589. * @returns the TransformNode.
  82590. */
  82591. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82592. /**
  82593. * Gets the position of the current mesh in camera space
  82594. * @param camera defines the camera to use
  82595. * @returns a position
  82596. */
  82597. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82598. /**
  82599. * Returns the distance from the mesh to the active camera
  82600. * @param camera defines the camera to use
  82601. * @returns the distance
  82602. */
  82603. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82604. /**
  82605. * Clone the current transform node
  82606. * @param name Name of the new clone
  82607. * @param newParent New parent for the clone
  82608. * @param doNotCloneChildren Do not clone children hierarchy
  82609. * @returns the new transform node
  82610. */
  82611. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82612. /**
  82613. * Serializes the objects information.
  82614. * @param currentSerializationObject defines the object to serialize in
  82615. * @returns the serialized object
  82616. */
  82617. serialize(currentSerializationObject?: any): any;
  82618. /**
  82619. * Returns a new TransformNode object parsed from the source provided.
  82620. * @param parsedTransformNode is the source.
  82621. * @param scene the scne the object belongs to
  82622. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82623. * @returns a new TransformNode object parsed from the source provided.
  82624. */
  82625. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82626. /**
  82627. * Get all child-transformNodes of this node
  82628. * @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
  82629. * @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
  82630. * @returns an array of TransformNode
  82631. */
  82632. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82633. /**
  82634. * Releases resources associated with this transform node.
  82635. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82636. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82637. */
  82638. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82639. /**
  82640. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82641. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82642. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82643. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82644. * @returns the current mesh
  82645. */
  82646. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82647. private _syncAbsoluteScalingAndRotation;
  82648. }
  82649. }
  82650. declare module BABYLON {
  82651. /**
  82652. * Defines the types of pose enabled controllers that are supported
  82653. */
  82654. export enum PoseEnabledControllerType {
  82655. /**
  82656. * HTC Vive
  82657. */
  82658. VIVE = 0,
  82659. /**
  82660. * Oculus Rift
  82661. */
  82662. OCULUS = 1,
  82663. /**
  82664. * Windows mixed reality
  82665. */
  82666. WINDOWS = 2,
  82667. /**
  82668. * Samsung gear VR
  82669. */
  82670. GEAR_VR = 3,
  82671. /**
  82672. * Google Daydream
  82673. */
  82674. DAYDREAM = 4,
  82675. /**
  82676. * Generic
  82677. */
  82678. GENERIC = 5
  82679. }
  82680. /**
  82681. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82682. */
  82683. export interface MutableGamepadButton {
  82684. /**
  82685. * Value of the button/trigger
  82686. */
  82687. value: number;
  82688. /**
  82689. * If the button/trigger is currently touched
  82690. */
  82691. touched: boolean;
  82692. /**
  82693. * If the button/trigger is currently pressed
  82694. */
  82695. pressed: boolean;
  82696. }
  82697. /**
  82698. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82699. * @hidden
  82700. */
  82701. export interface ExtendedGamepadButton extends GamepadButton {
  82702. /**
  82703. * If the button/trigger is currently pressed
  82704. */
  82705. readonly pressed: boolean;
  82706. /**
  82707. * If the button/trigger is currently touched
  82708. */
  82709. readonly touched: boolean;
  82710. /**
  82711. * Value of the button/trigger
  82712. */
  82713. readonly value: number;
  82714. }
  82715. /** @hidden */
  82716. export interface _GamePadFactory {
  82717. /**
  82718. * Returns wether or not the current gamepad can be created for this type of controller.
  82719. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82720. * @returns true if it can be created, otherwise false
  82721. */
  82722. canCreate(gamepadInfo: any): boolean;
  82723. /**
  82724. * Creates a new instance of the Gamepad.
  82725. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82726. * @returns the new gamepad instance
  82727. */
  82728. create(gamepadInfo: any): Gamepad;
  82729. }
  82730. /**
  82731. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82732. */
  82733. export class PoseEnabledControllerHelper {
  82734. /** @hidden */
  82735. static _ControllerFactories: _GamePadFactory[];
  82736. /** @hidden */
  82737. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82738. /**
  82739. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82740. * @param vrGamepad the gamepad to initialized
  82741. * @returns a vr controller of the type the gamepad identified as
  82742. */
  82743. static InitiateController(vrGamepad: any): Gamepad;
  82744. }
  82745. /**
  82746. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82747. */
  82748. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82749. /**
  82750. * If the controller is used in a webXR session
  82751. */
  82752. isXR: boolean;
  82753. private _deviceRoomPosition;
  82754. private _deviceRoomRotationQuaternion;
  82755. /**
  82756. * The device position in babylon space
  82757. */
  82758. devicePosition: Vector3;
  82759. /**
  82760. * The device rotation in babylon space
  82761. */
  82762. deviceRotationQuaternion: Quaternion;
  82763. /**
  82764. * The scale factor of the device in babylon space
  82765. */
  82766. deviceScaleFactor: number;
  82767. /**
  82768. * (Likely devicePosition should be used instead) The device position in its room space
  82769. */
  82770. position: Vector3;
  82771. /**
  82772. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82773. */
  82774. rotationQuaternion: Quaternion;
  82775. /**
  82776. * The type of controller (Eg. Windows mixed reality)
  82777. */
  82778. controllerType: PoseEnabledControllerType;
  82779. protected _calculatedPosition: Vector3;
  82780. private _calculatedRotation;
  82781. /**
  82782. * The raw pose from the device
  82783. */
  82784. rawPose: DevicePose;
  82785. private _trackPosition;
  82786. private _maxRotationDistFromHeadset;
  82787. private _draggedRoomRotation;
  82788. /**
  82789. * @hidden
  82790. */
  82791. _disableTrackPosition(fixedPosition: Vector3): void;
  82792. /**
  82793. * Internal, the mesh attached to the controller
  82794. * @hidden
  82795. */
  82796. _mesh: Nullable<AbstractMesh>;
  82797. private _poseControlledCamera;
  82798. private _leftHandSystemQuaternion;
  82799. /**
  82800. * Internal, matrix used to convert room space to babylon space
  82801. * @hidden
  82802. */
  82803. _deviceToWorld: Matrix;
  82804. /**
  82805. * Node to be used when casting a ray from the controller
  82806. * @hidden
  82807. */
  82808. _pointingPoseNode: Nullable<TransformNode>;
  82809. /**
  82810. * Name of the child mesh that can be used to cast a ray from the controller
  82811. */
  82812. static readonly POINTING_POSE: string;
  82813. /**
  82814. * Creates a new PoseEnabledController from a gamepad
  82815. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82816. */
  82817. constructor(browserGamepad: any);
  82818. private _workingMatrix;
  82819. /**
  82820. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82821. */
  82822. update(): void;
  82823. /**
  82824. * Updates only the pose device and mesh without doing any button event checking
  82825. */
  82826. protected _updatePoseAndMesh(): void;
  82827. /**
  82828. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82829. * @param poseData raw pose fromthe device
  82830. */
  82831. updateFromDevice(poseData: DevicePose): void;
  82832. /**
  82833. * @hidden
  82834. */
  82835. _meshAttachedObservable: Observable<AbstractMesh>;
  82836. /**
  82837. * Attaches a mesh to the controller
  82838. * @param mesh the mesh to be attached
  82839. */
  82840. attachToMesh(mesh: AbstractMesh): void;
  82841. /**
  82842. * Attaches the controllers mesh to a camera
  82843. * @param camera the camera the mesh should be attached to
  82844. */
  82845. attachToPoseControlledCamera(camera: TargetCamera): void;
  82846. /**
  82847. * Disposes of the controller
  82848. */
  82849. dispose(): void;
  82850. /**
  82851. * The mesh that is attached to the controller
  82852. */
  82853. readonly mesh: Nullable<AbstractMesh>;
  82854. /**
  82855. * Gets the ray of the controller in the direction the controller is pointing
  82856. * @param length the length the resulting ray should be
  82857. * @returns a ray in the direction the controller is pointing
  82858. */
  82859. getForwardRay(length?: number): Ray;
  82860. }
  82861. }
  82862. declare module BABYLON {
  82863. /**
  82864. * Defines the WebVRController object that represents controllers tracked in 3D space
  82865. */
  82866. export abstract class WebVRController extends PoseEnabledController {
  82867. /**
  82868. * Internal, the default controller model for the controller
  82869. */
  82870. protected _defaultModel: Nullable<AbstractMesh>;
  82871. /**
  82872. * Fired when the trigger state has changed
  82873. */
  82874. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82875. /**
  82876. * Fired when the main button state has changed
  82877. */
  82878. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82879. /**
  82880. * Fired when the secondary button state has changed
  82881. */
  82882. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82883. /**
  82884. * Fired when the pad state has changed
  82885. */
  82886. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82887. /**
  82888. * Fired when controllers stick values have changed
  82889. */
  82890. onPadValuesChangedObservable: Observable<StickValues>;
  82891. /**
  82892. * Array of button availible on the controller
  82893. */
  82894. protected _buttons: Array<MutableGamepadButton>;
  82895. private _onButtonStateChange;
  82896. /**
  82897. * Fired when a controller button's state has changed
  82898. * @param callback the callback containing the button that was modified
  82899. */
  82900. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82901. /**
  82902. * X and Y axis corresponding to the controllers joystick
  82903. */
  82904. pad: StickValues;
  82905. /**
  82906. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82907. */
  82908. hand: string;
  82909. /**
  82910. * The default controller model for the controller
  82911. */
  82912. readonly defaultModel: Nullable<AbstractMesh>;
  82913. /**
  82914. * Creates a new WebVRController from a gamepad
  82915. * @param vrGamepad the gamepad that the WebVRController should be created from
  82916. */
  82917. constructor(vrGamepad: any);
  82918. /**
  82919. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82920. */
  82921. update(): void;
  82922. /**
  82923. * Function to be called when a button is modified
  82924. */
  82925. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82926. /**
  82927. * Loads a mesh and attaches it to the controller
  82928. * @param scene the scene the mesh should be added to
  82929. * @param meshLoaded callback for when the mesh has been loaded
  82930. */
  82931. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82932. private _setButtonValue;
  82933. private _changes;
  82934. private _checkChanges;
  82935. /**
  82936. * Disposes of th webVRCOntroller
  82937. */
  82938. dispose(): void;
  82939. }
  82940. }
  82941. declare module BABYLON {
  82942. /**
  82943. * The HemisphericLight simulates the ambient environment light,
  82944. * so the passed direction is the light reflection direction, not the incoming direction.
  82945. */
  82946. export class HemisphericLight extends Light {
  82947. /**
  82948. * The groundColor is the light in the opposite direction to the one specified during creation.
  82949. * 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.
  82950. */
  82951. groundColor: Color3;
  82952. /**
  82953. * The light reflection direction, not the incoming direction.
  82954. */
  82955. direction: Vector3;
  82956. /**
  82957. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82958. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82959. * The HemisphericLight can't cast shadows.
  82960. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82961. * @param name The friendly name of the light
  82962. * @param direction The direction of the light reflection
  82963. * @param scene The scene the light belongs to
  82964. */
  82965. constructor(name: string, direction: Vector3, scene: Scene);
  82966. protected _buildUniformLayout(): void;
  82967. /**
  82968. * Returns the string "HemisphericLight".
  82969. * @return The class name
  82970. */
  82971. getClassName(): string;
  82972. /**
  82973. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82974. * Returns the updated direction.
  82975. * @param target The target the direction should point to
  82976. * @return The computed direction
  82977. */
  82978. setDirectionToTarget(target: Vector3): Vector3;
  82979. /**
  82980. * Returns the shadow generator associated to the light.
  82981. * @returns Always null for hemispheric lights because it does not support shadows.
  82982. */
  82983. getShadowGenerator(): Nullable<IShadowGenerator>;
  82984. /**
  82985. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82986. * @param effect The effect to update
  82987. * @param lightIndex The index of the light in the effect to update
  82988. * @returns The hemispheric light
  82989. */
  82990. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82991. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82992. /**
  82993. * Computes the world matrix of the node
  82994. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82995. * @param useWasUpdatedFlag defines a reserved property
  82996. * @returns the world matrix
  82997. */
  82998. computeWorldMatrix(): Matrix;
  82999. /**
  83000. * Returns the integer 3.
  83001. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  83002. */
  83003. getTypeID(): number;
  83004. /**
  83005. * Prepares the list of defines specific to the light type.
  83006. * @param defines the list of defines
  83007. * @param lightIndex defines the index of the light for the effect
  83008. */
  83009. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  83010. }
  83011. }
  83012. declare module BABYLON {
  83013. /** @hidden */
  83014. export var vrMultiviewToSingleviewPixelShader: {
  83015. name: string;
  83016. shader: string;
  83017. };
  83018. }
  83019. declare module BABYLON {
  83020. /**
  83021. * Renders to multiple views with a single draw call
  83022. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  83023. */
  83024. export class MultiviewRenderTarget extends RenderTargetTexture {
  83025. /**
  83026. * Creates a multiview render target
  83027. * @param scene scene used with the render target
  83028. * @param size the size of the render target (used for each view)
  83029. */
  83030. constructor(scene: Scene, size?: number | {
  83031. width: number;
  83032. height: number;
  83033. } | {
  83034. ratio: number;
  83035. });
  83036. /**
  83037. * @hidden
  83038. * @param faceIndex the face index, if its a cube texture
  83039. */
  83040. _bindFrameBuffer(faceIndex?: number): void;
  83041. /**
  83042. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83043. * @returns the view count
  83044. */
  83045. getViewCount(): number;
  83046. }
  83047. }
  83048. declare module BABYLON {
  83049. /**
  83050. * Represents a camera frustum
  83051. */
  83052. export class Frustum {
  83053. /**
  83054. * Gets the planes representing the frustum
  83055. * @param transform matrix to be applied to the returned planes
  83056. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  83057. */
  83058. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  83059. /**
  83060. * Gets the near frustum plane transformed by the transform matrix
  83061. * @param transform transformation matrix to be applied to the resulting frustum plane
  83062. * @param frustumPlane the resuling frustum plane
  83063. */
  83064. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83065. /**
  83066. * Gets the far frustum plane transformed by the transform matrix
  83067. * @param transform transformation matrix to be applied to the resulting frustum plane
  83068. * @param frustumPlane the resuling frustum plane
  83069. */
  83070. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83071. /**
  83072. * Gets the left frustum plane transformed by the transform matrix
  83073. * @param transform transformation matrix to be applied to the resulting frustum plane
  83074. * @param frustumPlane the resuling frustum plane
  83075. */
  83076. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83077. /**
  83078. * Gets the right frustum plane transformed by the transform matrix
  83079. * @param transform transformation matrix to be applied to the resulting frustum plane
  83080. * @param frustumPlane the resuling frustum plane
  83081. */
  83082. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83083. /**
  83084. * Gets the top frustum plane transformed by the transform matrix
  83085. * @param transform transformation matrix to be applied to the resulting frustum plane
  83086. * @param frustumPlane the resuling frustum plane
  83087. */
  83088. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83089. /**
  83090. * Gets the bottom frustum plane transformed by the transform matrix
  83091. * @param transform transformation matrix to be applied to the resulting frustum plane
  83092. * @param frustumPlane the resuling frustum plane
  83093. */
  83094. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  83095. /**
  83096. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  83097. * @param transform transformation matrix to be applied to the resulting frustum planes
  83098. * @param frustumPlanes the resuling frustum planes
  83099. */
  83100. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  83101. }
  83102. }
  83103. declare module BABYLON {
  83104. interface Engine {
  83105. /**
  83106. * Creates a new multiview render target
  83107. * @param width defines the width of the texture
  83108. * @param height defines the height of the texture
  83109. * @returns the created multiview texture
  83110. */
  83111. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  83112. /**
  83113. * Binds a multiview framebuffer to be drawn to
  83114. * @param multiviewTexture texture to bind
  83115. */
  83116. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  83117. }
  83118. interface Camera {
  83119. /**
  83120. * @hidden
  83121. * 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)
  83122. */
  83123. _useMultiviewToSingleView: boolean;
  83124. /**
  83125. * @hidden
  83126. * 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)
  83127. */
  83128. _multiviewTexture: Nullable<RenderTargetTexture>;
  83129. /**
  83130. * @hidden
  83131. * ensures the multiview texture of the camera exists and has the specified width/height
  83132. * @param width height to set on the multiview texture
  83133. * @param height width to set on the multiview texture
  83134. */
  83135. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  83136. }
  83137. interface Scene {
  83138. /** @hidden */
  83139. _transformMatrixR: Matrix;
  83140. /** @hidden */
  83141. _multiviewSceneUbo: Nullable<UniformBuffer>;
  83142. /** @hidden */
  83143. _createMultiviewUbo(): void;
  83144. /** @hidden */
  83145. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  83146. /** @hidden */
  83147. _renderMultiviewToSingleView(camera: Camera): void;
  83148. }
  83149. }
  83150. declare module BABYLON {
  83151. /**
  83152. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  83153. * This will not be used for webXR as it supports displaying texture arrays directly
  83154. */
  83155. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  83156. /**
  83157. * Initializes a VRMultiviewToSingleview
  83158. * @param name name of the post process
  83159. * @param camera camera to be applied to
  83160. * @param scaleFactor scaling factor to the size of the output texture
  83161. */
  83162. constructor(name: string, camera: Camera, scaleFactor: number);
  83163. }
  83164. }
  83165. declare module BABYLON {
  83166. /**
  83167. * Interface used to define additional presentation attributes
  83168. */
  83169. export interface IVRPresentationAttributes {
  83170. /**
  83171. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  83172. */
  83173. highRefreshRate: boolean;
  83174. /**
  83175. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  83176. */
  83177. foveationLevel: number;
  83178. }
  83179. interface Engine {
  83180. /** @hidden */
  83181. _vrDisplay: any;
  83182. /** @hidden */
  83183. _vrSupported: boolean;
  83184. /** @hidden */
  83185. _oldSize: Size;
  83186. /** @hidden */
  83187. _oldHardwareScaleFactor: number;
  83188. /** @hidden */
  83189. _vrExclusivePointerMode: boolean;
  83190. /** @hidden */
  83191. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  83192. /** @hidden */
  83193. _onVRDisplayPointerRestricted: () => void;
  83194. /** @hidden */
  83195. _onVRDisplayPointerUnrestricted: () => void;
  83196. /** @hidden */
  83197. _onVrDisplayConnect: Nullable<(display: any) => void>;
  83198. /** @hidden */
  83199. _onVrDisplayDisconnect: Nullable<() => void>;
  83200. /** @hidden */
  83201. _onVrDisplayPresentChange: Nullable<() => void>;
  83202. /**
  83203. * Observable signaled when VR display mode changes
  83204. */
  83205. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  83206. /**
  83207. * Observable signaled when VR request present is complete
  83208. */
  83209. onVRRequestPresentComplete: Observable<boolean>;
  83210. /**
  83211. * Observable signaled when VR request present starts
  83212. */
  83213. onVRRequestPresentStart: Observable<Engine>;
  83214. /**
  83215. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  83216. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  83217. */
  83218. isInVRExclusivePointerMode: boolean;
  83219. /**
  83220. * Gets a boolean indicating if a webVR device was detected
  83221. * @returns true if a webVR device was detected
  83222. */
  83223. isVRDevicePresent(): boolean;
  83224. /**
  83225. * Gets the current webVR device
  83226. * @returns the current webVR device (or null)
  83227. */
  83228. getVRDevice(): any;
  83229. /**
  83230. * Initializes a webVR display and starts listening to display change events
  83231. * The onVRDisplayChangedObservable will be notified upon these changes
  83232. * @returns A promise containing a VRDisplay and if vr is supported
  83233. */
  83234. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  83235. /** @hidden */
  83236. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  83237. /**
  83238. * Gets or sets the presentation attributes used to configure VR rendering
  83239. */
  83240. vrPresentationAttributes?: IVRPresentationAttributes;
  83241. /**
  83242. * Call this function to switch to webVR mode
  83243. * Will do nothing if webVR is not supported or if there is no webVR device
  83244. * @param options the webvr options provided to the camera. mainly used for multiview
  83245. * @see http://doc.babylonjs.com/how_to/webvr_camera
  83246. */
  83247. enableVR(options: WebVROptions): void;
  83248. /** @hidden */
  83249. _onVRFullScreenTriggered(): void;
  83250. }
  83251. }
  83252. declare module BABYLON {
  83253. /**
  83254. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  83255. * IMPORTANT!! The data is right-hand data.
  83256. * @export
  83257. * @interface DevicePose
  83258. */
  83259. export interface DevicePose {
  83260. /**
  83261. * The position of the device, values in array are [x,y,z].
  83262. */
  83263. readonly position: Nullable<Float32Array>;
  83264. /**
  83265. * The linearVelocity of the device, values in array are [x,y,z].
  83266. */
  83267. readonly linearVelocity: Nullable<Float32Array>;
  83268. /**
  83269. * The linearAcceleration of the device, values in array are [x,y,z].
  83270. */
  83271. readonly linearAcceleration: Nullable<Float32Array>;
  83272. /**
  83273. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  83274. */
  83275. readonly orientation: Nullable<Float32Array>;
  83276. /**
  83277. * The angularVelocity of the device, values in array are [x,y,z].
  83278. */
  83279. readonly angularVelocity: Nullable<Float32Array>;
  83280. /**
  83281. * The angularAcceleration of the device, values in array are [x,y,z].
  83282. */
  83283. readonly angularAcceleration: Nullable<Float32Array>;
  83284. }
  83285. /**
  83286. * Interface representing a pose controlled object in Babylon.
  83287. * A pose controlled object has both regular pose values as well as pose values
  83288. * from an external device such as a VR head mounted display
  83289. */
  83290. export interface PoseControlled {
  83291. /**
  83292. * The position of the object in babylon space.
  83293. */
  83294. position: Vector3;
  83295. /**
  83296. * The rotation quaternion of the object in babylon space.
  83297. */
  83298. rotationQuaternion: Quaternion;
  83299. /**
  83300. * The position of the device in babylon space.
  83301. */
  83302. devicePosition?: Vector3;
  83303. /**
  83304. * The rotation quaternion of the device in babylon space.
  83305. */
  83306. deviceRotationQuaternion: Quaternion;
  83307. /**
  83308. * The raw pose coming from the device.
  83309. */
  83310. rawPose: Nullable<DevicePose>;
  83311. /**
  83312. * The scale of the device to be used when translating from device space to babylon space.
  83313. */
  83314. deviceScaleFactor: number;
  83315. /**
  83316. * Updates the poseControlled values based on the input device pose.
  83317. * @param poseData the pose data to update the object with
  83318. */
  83319. updateFromDevice(poseData: DevicePose): void;
  83320. }
  83321. /**
  83322. * Set of options to customize the webVRCamera
  83323. */
  83324. export interface WebVROptions {
  83325. /**
  83326. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83327. */
  83328. trackPosition?: boolean;
  83329. /**
  83330. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83331. */
  83332. positionScale?: number;
  83333. /**
  83334. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83335. */
  83336. displayName?: string;
  83337. /**
  83338. * Should the native controller meshes be initialized. (default: true)
  83339. */
  83340. controllerMeshes?: boolean;
  83341. /**
  83342. * Creating a default HemiLight only on controllers. (default: true)
  83343. */
  83344. defaultLightingOnControllers?: boolean;
  83345. /**
  83346. * If you don't want to use the default VR button of the helper. (default: false)
  83347. */
  83348. useCustomVRButton?: boolean;
  83349. /**
  83350. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83351. */
  83352. customVRButton?: HTMLButtonElement;
  83353. /**
  83354. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83355. */
  83356. rayLength?: number;
  83357. /**
  83358. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83359. */
  83360. defaultHeight?: number;
  83361. /**
  83362. * If multiview should be used if availible (default: false)
  83363. */
  83364. useMultiview?: boolean;
  83365. }
  83366. /**
  83367. * This represents a WebVR camera.
  83368. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83369. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83370. */
  83371. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83372. private webVROptions;
  83373. /**
  83374. * @hidden
  83375. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83376. */
  83377. _vrDevice: any;
  83378. /**
  83379. * The rawPose of the vrDevice.
  83380. */
  83381. rawPose: Nullable<DevicePose>;
  83382. private _onVREnabled;
  83383. private _specsVersion;
  83384. private _attached;
  83385. private _frameData;
  83386. protected _descendants: Array<Node>;
  83387. private _deviceRoomPosition;
  83388. /** @hidden */
  83389. _deviceRoomRotationQuaternion: Quaternion;
  83390. private _standingMatrix;
  83391. /**
  83392. * Represents device position in babylon space.
  83393. */
  83394. devicePosition: Vector3;
  83395. /**
  83396. * Represents device rotation in babylon space.
  83397. */
  83398. deviceRotationQuaternion: Quaternion;
  83399. /**
  83400. * The scale of the device to be used when translating from device space to babylon space.
  83401. */
  83402. deviceScaleFactor: number;
  83403. private _deviceToWorld;
  83404. private _worldToDevice;
  83405. /**
  83406. * References to the webVR controllers for the vrDevice.
  83407. */
  83408. controllers: Array<WebVRController>;
  83409. /**
  83410. * Emits an event when a controller is attached.
  83411. */
  83412. onControllersAttachedObservable: Observable<WebVRController[]>;
  83413. /**
  83414. * Emits an event when a controller's mesh has been loaded;
  83415. */
  83416. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83417. /**
  83418. * Emits an event when the HMD's pose has been updated.
  83419. */
  83420. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83421. private _poseSet;
  83422. /**
  83423. * If the rig cameras be used as parent instead of this camera.
  83424. */
  83425. rigParenting: boolean;
  83426. private _lightOnControllers;
  83427. private _defaultHeight?;
  83428. /**
  83429. * Instantiates a WebVRFreeCamera.
  83430. * @param name The name of the WebVRFreeCamera
  83431. * @param position The starting anchor position for the camera
  83432. * @param scene The scene the camera belongs to
  83433. * @param webVROptions a set of customizable options for the webVRCamera
  83434. */
  83435. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83436. /**
  83437. * Gets the device distance from the ground in meters.
  83438. * @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.
  83439. */
  83440. deviceDistanceToRoomGround(): number;
  83441. /**
  83442. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83443. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83444. */
  83445. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83446. /**
  83447. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83448. * @returns A promise with a boolean set to if the standing matrix is supported.
  83449. */
  83450. useStandingMatrixAsync(): Promise<boolean>;
  83451. /**
  83452. * Disposes the camera
  83453. */
  83454. dispose(): void;
  83455. /**
  83456. * Gets a vrController by name.
  83457. * @param name The name of the controller to retreive
  83458. * @returns the controller matching the name specified or null if not found
  83459. */
  83460. getControllerByName(name: string): Nullable<WebVRController>;
  83461. private _leftController;
  83462. /**
  83463. * The controller corresponding to the users left hand.
  83464. */
  83465. readonly leftController: Nullable<WebVRController>;
  83466. private _rightController;
  83467. /**
  83468. * The controller corresponding to the users right hand.
  83469. */
  83470. readonly rightController: Nullable<WebVRController>;
  83471. /**
  83472. * Casts a ray forward from the vrCamera's gaze.
  83473. * @param length Length of the ray (default: 100)
  83474. * @returns the ray corresponding to the gaze
  83475. */
  83476. getForwardRay(length?: number): Ray;
  83477. /**
  83478. * @hidden
  83479. * Updates the camera based on device's frame data
  83480. */
  83481. _checkInputs(): void;
  83482. /**
  83483. * Updates the poseControlled values based on the input device pose.
  83484. * @param poseData Pose coming from the device
  83485. */
  83486. updateFromDevice(poseData: DevicePose): void;
  83487. private _htmlElementAttached;
  83488. private _detachIfAttached;
  83489. /**
  83490. * WebVR's attach control will start broadcasting frames to the device.
  83491. * Note that in certain browsers (chrome for example) this function must be called
  83492. * within a user-interaction callback. Example:
  83493. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83494. *
  83495. * @param element html element to attach the vrDevice to
  83496. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83497. */
  83498. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83499. /**
  83500. * Detaches the camera from the html element and disables VR
  83501. *
  83502. * @param element html element to detach from
  83503. */
  83504. detachControl(element: HTMLElement): void;
  83505. /**
  83506. * @returns the name of this class
  83507. */
  83508. getClassName(): string;
  83509. /**
  83510. * Calls resetPose on the vrDisplay
  83511. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83512. */
  83513. resetToCurrentRotation(): void;
  83514. /**
  83515. * @hidden
  83516. * Updates the rig cameras (left and right eye)
  83517. */
  83518. _updateRigCameras(): void;
  83519. private _workingVector;
  83520. private _oneVector;
  83521. private _workingMatrix;
  83522. private updateCacheCalled;
  83523. private _correctPositionIfNotTrackPosition;
  83524. /**
  83525. * @hidden
  83526. * Updates the cached values of the camera
  83527. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83528. */
  83529. _updateCache(ignoreParentClass?: boolean): void;
  83530. /**
  83531. * @hidden
  83532. * Get current device position in babylon world
  83533. */
  83534. _computeDevicePosition(): void;
  83535. /**
  83536. * Updates the current device position and rotation in the babylon world
  83537. */
  83538. update(): void;
  83539. /**
  83540. * @hidden
  83541. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83542. * @returns an identity matrix
  83543. */
  83544. _getViewMatrix(): Matrix;
  83545. private _tmpMatrix;
  83546. /**
  83547. * This function is called by the two RIG cameras.
  83548. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83549. * @hidden
  83550. */
  83551. _getWebVRViewMatrix(): Matrix;
  83552. /** @hidden */
  83553. _getWebVRProjectionMatrix(): Matrix;
  83554. private _onGamepadConnectedObserver;
  83555. private _onGamepadDisconnectedObserver;
  83556. private _updateCacheWhenTrackingDisabledObserver;
  83557. /**
  83558. * Initializes the controllers and their meshes
  83559. */
  83560. initControllers(): void;
  83561. }
  83562. }
  83563. declare module BABYLON {
  83564. /**
  83565. * Size options for a post process
  83566. */
  83567. export type PostProcessOptions = {
  83568. width: number;
  83569. height: number;
  83570. };
  83571. /**
  83572. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83573. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83574. */
  83575. export class PostProcess {
  83576. /** Name of the PostProcess. */
  83577. name: string;
  83578. /**
  83579. * Gets or sets the unique id of the post process
  83580. */
  83581. uniqueId: number;
  83582. /**
  83583. * Width of the texture to apply the post process on
  83584. */
  83585. width: number;
  83586. /**
  83587. * Height of the texture to apply the post process on
  83588. */
  83589. height: number;
  83590. /**
  83591. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83592. * @hidden
  83593. */
  83594. _outputTexture: Nullable<InternalTexture>;
  83595. /**
  83596. * Sampling mode used by the shader
  83597. * See https://doc.babylonjs.com/classes/3.1/texture
  83598. */
  83599. renderTargetSamplingMode: number;
  83600. /**
  83601. * Clear color to use when screen clearing
  83602. */
  83603. clearColor: Color4;
  83604. /**
  83605. * If the buffer needs to be cleared before applying the post process. (default: true)
  83606. * Should be set to false if shader will overwrite all previous pixels.
  83607. */
  83608. autoClear: boolean;
  83609. /**
  83610. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83611. */
  83612. alphaMode: number;
  83613. /**
  83614. * Sets the setAlphaBlendConstants of the babylon engine
  83615. */
  83616. alphaConstants: Color4;
  83617. /**
  83618. * Animations to be used for the post processing
  83619. */
  83620. animations: Animation[];
  83621. /**
  83622. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83623. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83624. */
  83625. enablePixelPerfectMode: boolean;
  83626. /**
  83627. * Force the postprocess to be applied without taking in account viewport
  83628. */
  83629. forceFullscreenViewport: boolean;
  83630. /**
  83631. * List of inspectable custom properties (used by the Inspector)
  83632. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83633. */
  83634. inspectableCustomProperties: IInspectable[];
  83635. /**
  83636. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83637. *
  83638. * | Value | Type | Description |
  83639. * | ----- | ----------------------------------- | ----------- |
  83640. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83641. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83642. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83643. *
  83644. */
  83645. scaleMode: number;
  83646. /**
  83647. * Force textures to be a power of two (default: false)
  83648. */
  83649. alwaysForcePOT: boolean;
  83650. private _samples;
  83651. /**
  83652. * Number of sample textures (default: 1)
  83653. */
  83654. samples: number;
  83655. /**
  83656. * Modify the scale of the post process to be the same as the viewport (default: false)
  83657. */
  83658. adaptScaleToCurrentViewport: boolean;
  83659. private _camera;
  83660. private _scene;
  83661. private _engine;
  83662. private _options;
  83663. private _reusable;
  83664. private _textureType;
  83665. /**
  83666. * Smart array of input and output textures for the post process.
  83667. * @hidden
  83668. */
  83669. _textures: SmartArray<InternalTexture>;
  83670. /**
  83671. * The index in _textures that corresponds to the output texture.
  83672. * @hidden
  83673. */
  83674. _currentRenderTextureInd: number;
  83675. private _effect;
  83676. private _samplers;
  83677. private _fragmentUrl;
  83678. private _vertexUrl;
  83679. private _parameters;
  83680. private _scaleRatio;
  83681. protected _indexParameters: any;
  83682. private _shareOutputWithPostProcess;
  83683. private _texelSize;
  83684. private _forcedOutputTexture;
  83685. /**
  83686. * Returns the fragment url or shader name used in the post process.
  83687. * @returns the fragment url or name in the shader store.
  83688. */
  83689. getEffectName(): string;
  83690. /**
  83691. * An event triggered when the postprocess is activated.
  83692. */
  83693. onActivateObservable: Observable<Camera>;
  83694. private _onActivateObserver;
  83695. /**
  83696. * A function that is added to the onActivateObservable
  83697. */
  83698. onActivate: Nullable<(camera: Camera) => void>;
  83699. /**
  83700. * An event triggered when the postprocess changes its size.
  83701. */
  83702. onSizeChangedObservable: Observable<PostProcess>;
  83703. private _onSizeChangedObserver;
  83704. /**
  83705. * A function that is added to the onSizeChangedObservable
  83706. */
  83707. onSizeChanged: (postProcess: PostProcess) => void;
  83708. /**
  83709. * An event triggered when the postprocess applies its effect.
  83710. */
  83711. onApplyObservable: Observable<Effect>;
  83712. private _onApplyObserver;
  83713. /**
  83714. * A function that is added to the onApplyObservable
  83715. */
  83716. onApply: (effect: Effect) => void;
  83717. /**
  83718. * An event triggered before rendering the postprocess
  83719. */
  83720. onBeforeRenderObservable: Observable<Effect>;
  83721. private _onBeforeRenderObserver;
  83722. /**
  83723. * A function that is added to the onBeforeRenderObservable
  83724. */
  83725. onBeforeRender: (effect: Effect) => void;
  83726. /**
  83727. * An event triggered after rendering the postprocess
  83728. */
  83729. onAfterRenderObservable: Observable<Effect>;
  83730. private _onAfterRenderObserver;
  83731. /**
  83732. * A function that is added to the onAfterRenderObservable
  83733. */
  83734. onAfterRender: (efect: Effect) => void;
  83735. /**
  83736. * 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
  83737. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83738. */
  83739. inputTexture: InternalTexture;
  83740. /**
  83741. * Gets the camera which post process is applied to.
  83742. * @returns The camera the post process is applied to.
  83743. */
  83744. getCamera(): Camera;
  83745. /**
  83746. * Gets the texel size of the postprocess.
  83747. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83748. */
  83749. readonly texelSize: Vector2;
  83750. /**
  83751. * Creates a new instance PostProcess
  83752. * @param name The name of the PostProcess.
  83753. * @param fragmentUrl The url of the fragment shader to be used.
  83754. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83755. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83756. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83757. * @param camera The camera to apply the render pass to.
  83758. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83759. * @param engine The engine which the post process will be applied. (default: current engine)
  83760. * @param reusable If the post process can be reused on the same frame. (default: false)
  83761. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83762. * @param textureType Type of textures used when performing the post process. (default: 0)
  83763. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83764. * @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
  83765. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83766. */
  83767. constructor(
  83768. /** Name of the PostProcess. */
  83769. 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);
  83770. /**
  83771. * Gets a string idenfifying the name of the class
  83772. * @returns "PostProcess" string
  83773. */
  83774. getClassName(): string;
  83775. /**
  83776. * Gets the engine which this post process belongs to.
  83777. * @returns The engine the post process was enabled with.
  83778. */
  83779. getEngine(): Engine;
  83780. /**
  83781. * The effect that is created when initializing the post process.
  83782. * @returns The created effect corresponding the the postprocess.
  83783. */
  83784. getEffect(): Effect;
  83785. /**
  83786. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83787. * @param postProcess The post process to share the output with.
  83788. * @returns This post process.
  83789. */
  83790. shareOutputWith(postProcess: PostProcess): PostProcess;
  83791. /**
  83792. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83793. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83794. */
  83795. useOwnOutput(): void;
  83796. /**
  83797. * Updates the effect with the current post process compile time values and recompiles the shader.
  83798. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83799. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83800. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83801. * @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
  83802. * @param onCompiled Called when the shader has been compiled.
  83803. * @param onError Called if there is an error when compiling a shader.
  83804. */
  83805. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83806. /**
  83807. * The post process is reusable if it can be used multiple times within one frame.
  83808. * @returns If the post process is reusable
  83809. */
  83810. isReusable(): boolean;
  83811. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83812. markTextureDirty(): void;
  83813. /**
  83814. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83815. * 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.
  83816. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83817. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83818. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83819. * @returns The target texture that was bound to be written to.
  83820. */
  83821. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83822. /**
  83823. * If the post process is supported.
  83824. */
  83825. readonly isSupported: boolean;
  83826. /**
  83827. * The aspect ratio of the output texture.
  83828. */
  83829. readonly aspectRatio: number;
  83830. /**
  83831. * Get a value indicating if the post-process is ready to be used
  83832. * @returns true if the post-process is ready (shader is compiled)
  83833. */
  83834. isReady(): boolean;
  83835. /**
  83836. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83837. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83838. */
  83839. apply(): Nullable<Effect>;
  83840. private _disposeTextures;
  83841. /**
  83842. * Disposes the post process.
  83843. * @param camera The camera to dispose the post process on.
  83844. */
  83845. dispose(camera?: Camera): void;
  83846. }
  83847. }
  83848. declare module BABYLON {
  83849. /** @hidden */
  83850. export var kernelBlurVaryingDeclaration: {
  83851. name: string;
  83852. shader: string;
  83853. };
  83854. }
  83855. declare module BABYLON {
  83856. /** @hidden */
  83857. export var kernelBlurFragment: {
  83858. name: string;
  83859. shader: string;
  83860. };
  83861. }
  83862. declare module BABYLON {
  83863. /** @hidden */
  83864. export var kernelBlurFragment2: {
  83865. name: string;
  83866. shader: string;
  83867. };
  83868. }
  83869. declare module BABYLON {
  83870. /** @hidden */
  83871. export var kernelBlurPixelShader: {
  83872. name: string;
  83873. shader: string;
  83874. };
  83875. }
  83876. declare module BABYLON {
  83877. /** @hidden */
  83878. export var kernelBlurVertex: {
  83879. name: string;
  83880. shader: string;
  83881. };
  83882. }
  83883. declare module BABYLON {
  83884. /** @hidden */
  83885. export var kernelBlurVertexShader: {
  83886. name: string;
  83887. shader: string;
  83888. };
  83889. }
  83890. declare module BABYLON {
  83891. /**
  83892. * The Blur Post Process which blurs an image based on a kernel and direction.
  83893. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83894. */
  83895. export class BlurPostProcess extends PostProcess {
  83896. /** The direction in which to blur the image. */
  83897. direction: Vector2;
  83898. private blockCompilation;
  83899. protected _kernel: number;
  83900. protected _idealKernel: number;
  83901. protected _packedFloat: boolean;
  83902. private _staticDefines;
  83903. /**
  83904. * Sets the length in pixels of the blur sample region
  83905. */
  83906. /**
  83907. * Gets the length in pixels of the blur sample region
  83908. */
  83909. kernel: number;
  83910. /**
  83911. * Sets wether or not the blur needs to unpack/repack floats
  83912. */
  83913. /**
  83914. * Gets wether or not the blur is unpacking/repacking floats
  83915. */
  83916. packedFloat: boolean;
  83917. /**
  83918. * Creates a new instance BlurPostProcess
  83919. * @param name The name of the effect.
  83920. * @param direction The direction in which to blur the image.
  83921. * @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.
  83922. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83923. * @param camera The camera to apply the render pass to.
  83924. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83925. * @param engine The engine which the post process will be applied. (default: current engine)
  83926. * @param reusable If the post process can be reused on the same frame. (default: false)
  83927. * @param textureType Type of textures used when performing the post process. (default: 0)
  83928. * @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)
  83929. */
  83930. constructor(name: string,
  83931. /** The direction in which to blur the image. */
  83932. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83933. /**
  83934. * Updates the effect with the current post process compile time values and recompiles the shader.
  83935. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83936. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83937. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83938. * @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
  83939. * @param onCompiled Called when the shader has been compiled.
  83940. * @param onError Called if there is an error when compiling a shader.
  83941. */
  83942. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83943. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83944. /**
  83945. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83946. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83947. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83948. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83949. * The gaps between physical kernels are compensated for in the weighting of the samples
  83950. * @param idealKernel Ideal blur kernel.
  83951. * @return Nearest best kernel.
  83952. */
  83953. protected _nearestBestKernel(idealKernel: number): number;
  83954. /**
  83955. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83956. * @param x The point on the Gaussian distribution to sample.
  83957. * @return the value of the Gaussian function at x.
  83958. */
  83959. protected _gaussianWeight(x: number): number;
  83960. /**
  83961. * Generates a string that can be used as a floating point number in GLSL.
  83962. * @param x Value to print.
  83963. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83964. * @return GLSL float string.
  83965. */
  83966. protected _glslFloat(x: number, decimalFigures?: number): string;
  83967. }
  83968. }
  83969. declare module BABYLON {
  83970. /**
  83971. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83972. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83973. * You can then easily use it as a reflectionTexture on a flat surface.
  83974. * In case the surface is not a plane, please consider relying on reflection probes.
  83975. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83976. */
  83977. export class MirrorTexture extends RenderTargetTexture {
  83978. private scene;
  83979. /**
  83980. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83981. * 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.
  83982. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83983. */
  83984. mirrorPlane: Plane;
  83985. /**
  83986. * Define the blur ratio used to blur the reflection if needed.
  83987. */
  83988. blurRatio: number;
  83989. /**
  83990. * Define the adaptive blur kernel used to blur the reflection if needed.
  83991. * This will autocompute the closest best match for the `blurKernel`
  83992. */
  83993. adaptiveBlurKernel: number;
  83994. /**
  83995. * Define the blur kernel used to blur the reflection if needed.
  83996. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83997. */
  83998. blurKernel: number;
  83999. /**
  84000. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  84001. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84002. */
  84003. blurKernelX: number;
  84004. /**
  84005. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  84006. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  84007. */
  84008. blurKernelY: number;
  84009. private _autoComputeBlurKernel;
  84010. protected _onRatioRescale(): void;
  84011. private _updateGammaSpace;
  84012. private _imageProcessingConfigChangeObserver;
  84013. private _transformMatrix;
  84014. private _mirrorMatrix;
  84015. private _savedViewMatrix;
  84016. private _blurX;
  84017. private _blurY;
  84018. private _adaptiveBlurKernel;
  84019. private _blurKernelX;
  84020. private _blurKernelY;
  84021. private _blurRatio;
  84022. /**
  84023. * Instantiates a Mirror Texture.
  84024. * Mirror texture can be used to simulate the view from a mirror in a scene.
  84025. * It will dynamically be rendered every frame to adapt to the camera point of view.
  84026. * You can then easily use it as a reflectionTexture on a flat surface.
  84027. * In case the surface is not a plane, please consider relying on reflection probes.
  84028. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  84029. * @param name
  84030. * @param size
  84031. * @param scene
  84032. * @param generateMipMaps
  84033. * @param type
  84034. * @param samplingMode
  84035. * @param generateDepthBuffer
  84036. */
  84037. constructor(name: string, size: number | {
  84038. width: number;
  84039. height: number;
  84040. } | {
  84041. ratio: number;
  84042. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  84043. private _preparePostProcesses;
  84044. /**
  84045. * Clone the mirror texture.
  84046. * @returns the cloned texture
  84047. */
  84048. clone(): MirrorTexture;
  84049. /**
  84050. * Serialize the texture to a JSON representation you could use in Parse later on
  84051. * @returns the serialized JSON representation
  84052. */
  84053. serialize(): any;
  84054. /**
  84055. * Dispose the texture and release its associated resources.
  84056. */
  84057. dispose(): void;
  84058. }
  84059. }
  84060. declare module BABYLON {
  84061. /**
  84062. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84063. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84064. */
  84065. export class Texture extends BaseTexture {
  84066. /**
  84067. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  84068. */
  84069. static SerializeBuffers: boolean;
  84070. /** @hidden */
  84071. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  84072. /** @hidden */
  84073. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  84074. /** @hidden */
  84075. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  84076. /** nearest is mag = nearest and min = nearest and mip = linear */
  84077. static readonly NEAREST_SAMPLINGMODE: number;
  84078. /** nearest is mag = nearest and min = nearest and mip = linear */
  84079. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  84080. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84081. static readonly BILINEAR_SAMPLINGMODE: number;
  84082. /** Bilinear is mag = linear and min = linear and mip = nearest */
  84083. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  84084. /** Trilinear is mag = linear and min = linear and mip = linear */
  84085. static readonly TRILINEAR_SAMPLINGMODE: number;
  84086. /** Trilinear is mag = linear and min = linear and mip = linear */
  84087. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  84088. /** mag = nearest and min = nearest and mip = nearest */
  84089. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  84090. /** mag = nearest and min = linear and mip = nearest */
  84091. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  84092. /** mag = nearest and min = linear and mip = linear */
  84093. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  84094. /** mag = nearest and min = linear and mip = none */
  84095. static readonly NEAREST_LINEAR: number;
  84096. /** mag = nearest and min = nearest and mip = none */
  84097. static readonly NEAREST_NEAREST: number;
  84098. /** mag = linear and min = nearest and mip = nearest */
  84099. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  84100. /** mag = linear and min = nearest and mip = linear */
  84101. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  84102. /** mag = linear and min = linear and mip = none */
  84103. static readonly LINEAR_LINEAR: number;
  84104. /** mag = linear and min = nearest and mip = none */
  84105. static readonly LINEAR_NEAREST: number;
  84106. /** Explicit coordinates mode */
  84107. static readonly EXPLICIT_MODE: number;
  84108. /** Spherical coordinates mode */
  84109. static readonly SPHERICAL_MODE: number;
  84110. /** Planar coordinates mode */
  84111. static readonly PLANAR_MODE: number;
  84112. /** Cubic coordinates mode */
  84113. static readonly CUBIC_MODE: number;
  84114. /** Projection coordinates mode */
  84115. static readonly PROJECTION_MODE: number;
  84116. /** Inverse Cubic coordinates mode */
  84117. static readonly SKYBOX_MODE: number;
  84118. /** Inverse Cubic coordinates mode */
  84119. static readonly INVCUBIC_MODE: number;
  84120. /** Equirectangular coordinates mode */
  84121. static readonly EQUIRECTANGULAR_MODE: number;
  84122. /** Equirectangular Fixed coordinates mode */
  84123. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  84124. /** Equirectangular Fixed Mirrored coordinates mode */
  84125. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  84126. /** Texture is not repeating outside of 0..1 UVs */
  84127. static readonly CLAMP_ADDRESSMODE: number;
  84128. /** Texture is repeating outside of 0..1 UVs */
  84129. static readonly WRAP_ADDRESSMODE: number;
  84130. /** Texture is repeating and mirrored */
  84131. static readonly MIRROR_ADDRESSMODE: number;
  84132. /**
  84133. * 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
  84134. */
  84135. static UseSerializedUrlIfAny: boolean;
  84136. /**
  84137. * Define the url of the texture.
  84138. */
  84139. url: Nullable<string>;
  84140. /**
  84141. * Define an offset on the texture to offset the u coordinates of the UVs
  84142. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84143. */
  84144. uOffset: number;
  84145. /**
  84146. * Define an offset on the texture to offset the v coordinates of the UVs
  84147. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  84148. */
  84149. vOffset: number;
  84150. /**
  84151. * Define an offset on the texture to scale the u coordinates of the UVs
  84152. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84153. */
  84154. uScale: number;
  84155. /**
  84156. * Define an offset on the texture to scale the v coordinates of the UVs
  84157. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  84158. */
  84159. vScale: number;
  84160. /**
  84161. * Define an offset on the texture to rotate around the u coordinates of the UVs
  84162. * @see http://doc.babylonjs.com/how_to/more_materials
  84163. */
  84164. uAng: number;
  84165. /**
  84166. * Define an offset on the texture to rotate around the v coordinates of the UVs
  84167. * @see http://doc.babylonjs.com/how_to/more_materials
  84168. */
  84169. vAng: number;
  84170. /**
  84171. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  84172. * @see http://doc.babylonjs.com/how_to/more_materials
  84173. */
  84174. wAng: number;
  84175. /**
  84176. * Defines the center of rotation (U)
  84177. */
  84178. uRotationCenter: number;
  84179. /**
  84180. * Defines the center of rotation (V)
  84181. */
  84182. vRotationCenter: number;
  84183. /**
  84184. * Defines the center of rotation (W)
  84185. */
  84186. wRotationCenter: number;
  84187. /**
  84188. * Are mip maps generated for this texture or not.
  84189. */
  84190. readonly noMipmap: boolean;
  84191. /**
  84192. * List of inspectable custom properties (used by the Inspector)
  84193. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84194. */
  84195. inspectableCustomProperties: Nullable<IInspectable[]>;
  84196. private _noMipmap;
  84197. /** @hidden */
  84198. _invertY: boolean;
  84199. private _rowGenerationMatrix;
  84200. private _cachedTextureMatrix;
  84201. private _projectionModeMatrix;
  84202. private _t0;
  84203. private _t1;
  84204. private _t2;
  84205. private _cachedUOffset;
  84206. private _cachedVOffset;
  84207. private _cachedUScale;
  84208. private _cachedVScale;
  84209. private _cachedUAng;
  84210. private _cachedVAng;
  84211. private _cachedWAng;
  84212. private _cachedProjectionMatrixId;
  84213. private _cachedCoordinatesMode;
  84214. /** @hidden */
  84215. protected _initialSamplingMode: number;
  84216. /** @hidden */
  84217. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  84218. private _deleteBuffer;
  84219. protected _format: Nullable<number>;
  84220. private _delayedOnLoad;
  84221. private _delayedOnError;
  84222. private _mimeType?;
  84223. /**
  84224. * Observable triggered once the texture has been loaded.
  84225. */
  84226. onLoadObservable: Observable<Texture>;
  84227. protected _isBlocking: boolean;
  84228. /**
  84229. * Is the texture preventing material to render while loading.
  84230. * If false, a default texture will be used instead of the loading one during the preparation step.
  84231. */
  84232. isBlocking: boolean;
  84233. /**
  84234. * Get the current sampling mode associated with the texture.
  84235. */
  84236. readonly samplingMode: number;
  84237. /**
  84238. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  84239. */
  84240. readonly invertY: boolean;
  84241. /**
  84242. * Instantiates a new texture.
  84243. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  84244. * @see http://doc.babylonjs.com/babylon101/materials#texture
  84245. * @param url defines the url of the picture to load as a texture
  84246. * @param scene defines the scene or engine the texture will belong to
  84247. * @param noMipmap defines if the texture will require mip maps or not
  84248. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  84249. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84250. * @param onLoad defines a callback triggered when the texture has been loaded
  84251. * @param onError defines a callback triggered when an error occurred during the loading session
  84252. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  84253. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  84254. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84255. * @param mimeType defines an optional mime type information
  84256. */
  84257. 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);
  84258. /**
  84259. * Update the url (and optional buffer) of this texture if url was null during construction.
  84260. * @param url the url of the texture
  84261. * @param buffer the buffer of the texture (defaults to null)
  84262. * @param onLoad callback called when the texture is loaded (defaults to null)
  84263. */
  84264. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  84265. /**
  84266. * Finish the loading sequence of a texture flagged as delayed load.
  84267. * @hidden
  84268. */
  84269. delayLoad(): void;
  84270. private _prepareRowForTextureGeneration;
  84271. /**
  84272. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  84273. * @returns the transform matrix of the texture.
  84274. */
  84275. getTextureMatrix(): Matrix;
  84276. /**
  84277. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  84278. * @returns The reflection texture transform
  84279. */
  84280. getReflectionTextureMatrix(): Matrix;
  84281. /**
  84282. * Clones the texture.
  84283. * @returns the cloned texture
  84284. */
  84285. clone(): Texture;
  84286. /**
  84287. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84288. * @returns The JSON representation of the texture
  84289. */
  84290. serialize(): any;
  84291. /**
  84292. * Get the current class name of the texture useful for serialization or dynamic coding.
  84293. * @returns "Texture"
  84294. */
  84295. getClassName(): string;
  84296. /**
  84297. * Dispose the texture and release its associated resources.
  84298. */
  84299. dispose(): void;
  84300. /**
  84301. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  84302. * @param parsedTexture Define the JSON representation of the texture
  84303. * @param scene Define the scene the parsed texture should be instantiated in
  84304. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  84305. * @returns The parsed texture if successful
  84306. */
  84307. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  84308. /**
  84309. * Creates a texture from its base 64 representation.
  84310. * @param data Define the base64 payload without the data: prefix
  84311. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84312. * @param scene Define the scene the texture should belong to
  84313. * @param noMipmap Forces the texture to not create mip map information if true
  84314. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84315. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84316. * @param onLoad define a callback triggered when the texture has been loaded
  84317. * @param onError define a callback triggered when an error occurred during the loading session
  84318. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84319. * @returns the created texture
  84320. */
  84321. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84322. /**
  84323. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84324. * @param data Define the base64 payload without the data: prefix
  84325. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84326. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84327. * @param scene Define the scene the texture should belong to
  84328. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84329. * @param noMipmap Forces the texture to not create mip map information if true
  84330. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84331. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84332. * @param onLoad define a callback triggered when the texture has been loaded
  84333. * @param onError define a callback triggered when an error occurred during the loading session
  84334. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84335. * @returns the created texture
  84336. */
  84337. 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;
  84338. }
  84339. }
  84340. declare module BABYLON {
  84341. /**
  84342. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84343. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84344. */
  84345. export class PostProcessManager {
  84346. private _scene;
  84347. private _indexBuffer;
  84348. private _vertexBuffers;
  84349. /**
  84350. * Creates a new instance PostProcess
  84351. * @param scene The scene that the post process is associated with.
  84352. */
  84353. constructor(scene: Scene);
  84354. private _prepareBuffers;
  84355. private _buildIndexBuffer;
  84356. /**
  84357. * Rebuilds the vertex buffers of the manager.
  84358. * @hidden
  84359. */
  84360. _rebuild(): void;
  84361. /**
  84362. * Prepares a frame to be run through a post process.
  84363. * @param sourceTexture The input texture to the post procesess. (default: null)
  84364. * @param postProcesses An array of post processes to be run. (default: null)
  84365. * @returns True if the post processes were able to be run.
  84366. * @hidden
  84367. */
  84368. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84369. /**
  84370. * Manually render a set of post processes to a texture.
  84371. * @param postProcesses An array of post processes to be run.
  84372. * @param targetTexture The target texture to render to.
  84373. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84374. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84375. * @param lodLevel defines which lod of the texture to render to
  84376. */
  84377. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84378. /**
  84379. * Finalize the result of the output of the postprocesses.
  84380. * @param doNotPresent If true the result will not be displayed to the screen.
  84381. * @param targetTexture The target texture to render to.
  84382. * @param faceIndex The index of the face to bind the target texture to.
  84383. * @param postProcesses The array of post processes to render.
  84384. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84385. * @hidden
  84386. */
  84387. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84388. /**
  84389. * Disposes of the post process manager.
  84390. */
  84391. dispose(): void;
  84392. }
  84393. }
  84394. declare module BABYLON {
  84395. /** Interface used by value gradients (color, factor, ...) */
  84396. export interface IValueGradient {
  84397. /**
  84398. * Gets or sets the gradient value (between 0 and 1)
  84399. */
  84400. gradient: number;
  84401. }
  84402. /** Class used to store color4 gradient */
  84403. export class ColorGradient implements IValueGradient {
  84404. /**
  84405. * Gets or sets the gradient value (between 0 and 1)
  84406. */
  84407. gradient: number;
  84408. /**
  84409. * Gets or sets first associated color
  84410. */
  84411. color1: Color4;
  84412. /**
  84413. * Gets or sets second associated color
  84414. */
  84415. color2?: Color4;
  84416. /**
  84417. * Will get a color picked randomly between color1 and color2.
  84418. * If color2 is undefined then color1 will be used
  84419. * @param result defines the target Color4 to store the result in
  84420. */
  84421. getColorToRef(result: Color4): void;
  84422. }
  84423. /** Class used to store color 3 gradient */
  84424. export class Color3Gradient implements IValueGradient {
  84425. /**
  84426. * Gets or sets the gradient value (between 0 and 1)
  84427. */
  84428. gradient: number;
  84429. /**
  84430. * Gets or sets the associated color
  84431. */
  84432. color: Color3;
  84433. }
  84434. /** Class used to store factor gradient */
  84435. export class FactorGradient implements IValueGradient {
  84436. /**
  84437. * Gets or sets the gradient value (between 0 and 1)
  84438. */
  84439. gradient: number;
  84440. /**
  84441. * Gets or sets first associated factor
  84442. */
  84443. factor1: number;
  84444. /**
  84445. * Gets or sets second associated factor
  84446. */
  84447. factor2?: number;
  84448. /**
  84449. * Will get a number picked randomly between factor1 and factor2.
  84450. * If factor2 is undefined then factor1 will be used
  84451. * @returns the picked number
  84452. */
  84453. getFactor(): number;
  84454. }
  84455. /**
  84456. * Helper used to simplify some generic gradient tasks
  84457. */
  84458. export class GradientHelper {
  84459. /**
  84460. * Gets the current gradient from an array of IValueGradient
  84461. * @param ratio defines the current ratio to get
  84462. * @param gradients defines the array of IValueGradient
  84463. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84464. */
  84465. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84466. }
  84467. }
  84468. declare module BABYLON {
  84469. interface ThinEngine {
  84470. /**
  84471. * Creates a dynamic texture
  84472. * @param width defines the width of the texture
  84473. * @param height defines the height of the texture
  84474. * @param generateMipMaps defines if the engine should generate the mip levels
  84475. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84476. * @returns the dynamic texture inside an InternalTexture
  84477. */
  84478. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84479. /**
  84480. * Update the content of a dynamic texture
  84481. * @param texture defines the texture to update
  84482. * @param canvas defines the canvas containing the source
  84483. * @param invertY defines if data must be stored with Y axis inverted
  84484. * @param premulAlpha defines if alpha is stored as premultiplied
  84485. * @param format defines the format of the data
  84486. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84487. */
  84488. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84489. }
  84490. }
  84491. declare module BABYLON {
  84492. /**
  84493. * Helper class used to generate a canvas to manipulate images
  84494. */
  84495. export class CanvasGenerator {
  84496. /**
  84497. * Create a new canvas (or offscreen canvas depending on the context)
  84498. * @param width defines the expected width
  84499. * @param height defines the expected height
  84500. * @return a new canvas or offscreen canvas
  84501. */
  84502. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84503. }
  84504. }
  84505. declare module BABYLON {
  84506. /**
  84507. * A class extending Texture allowing drawing on a texture
  84508. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84509. */
  84510. export class DynamicTexture extends Texture {
  84511. private _generateMipMaps;
  84512. private _canvas;
  84513. private _context;
  84514. private _engine;
  84515. /**
  84516. * Creates a DynamicTexture
  84517. * @param name defines the name of the texture
  84518. * @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
  84519. * @param scene defines the scene where you want the texture
  84520. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84521. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84522. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84523. */
  84524. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84525. /**
  84526. * Get the current class name of the texture useful for serialization or dynamic coding.
  84527. * @returns "DynamicTexture"
  84528. */
  84529. getClassName(): string;
  84530. /**
  84531. * Gets the current state of canRescale
  84532. */
  84533. readonly canRescale: boolean;
  84534. private _recreate;
  84535. /**
  84536. * Scales the texture
  84537. * @param ratio the scale factor to apply to both width and height
  84538. */
  84539. scale(ratio: number): void;
  84540. /**
  84541. * Resizes the texture
  84542. * @param width the new width
  84543. * @param height the new height
  84544. */
  84545. scaleTo(width: number, height: number): void;
  84546. /**
  84547. * Gets the context of the canvas used by the texture
  84548. * @returns the canvas context of the dynamic texture
  84549. */
  84550. getContext(): CanvasRenderingContext2D;
  84551. /**
  84552. * Clears the texture
  84553. */
  84554. clear(): void;
  84555. /**
  84556. * Updates the texture
  84557. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84558. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84559. */
  84560. update(invertY?: boolean, premulAlpha?: boolean): void;
  84561. /**
  84562. * Draws text onto the texture
  84563. * @param text defines the text to be drawn
  84564. * @param x defines the placement of the text from the left
  84565. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84566. * @param font defines the font to be used with font-style, font-size, font-name
  84567. * @param color defines the color used for the text
  84568. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84569. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84570. * @param update defines whether texture is immediately update (default is true)
  84571. */
  84572. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84573. /**
  84574. * Clones the texture
  84575. * @returns the clone of the texture.
  84576. */
  84577. clone(): DynamicTexture;
  84578. /**
  84579. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84580. * @returns a serialized dynamic texture object
  84581. */
  84582. serialize(): any;
  84583. /** @hidden */
  84584. _rebuild(): void;
  84585. }
  84586. }
  84587. declare module BABYLON {
  84588. interface AbstractScene {
  84589. /**
  84590. * The list of procedural textures added to the scene
  84591. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84592. */
  84593. proceduralTextures: Array<ProceduralTexture>;
  84594. }
  84595. /**
  84596. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84597. * in a given scene.
  84598. */
  84599. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84600. /**
  84601. * The component name helpfull to identify the component in the list of scene components.
  84602. */
  84603. readonly name: string;
  84604. /**
  84605. * The scene the component belongs to.
  84606. */
  84607. scene: Scene;
  84608. /**
  84609. * Creates a new instance of the component for the given scene
  84610. * @param scene Defines the scene to register the component in
  84611. */
  84612. constructor(scene: Scene);
  84613. /**
  84614. * Registers the component in a given scene
  84615. */
  84616. register(): void;
  84617. /**
  84618. * Rebuilds the elements related to this component in case of
  84619. * context lost for instance.
  84620. */
  84621. rebuild(): void;
  84622. /**
  84623. * Disposes the component and the associated ressources.
  84624. */
  84625. dispose(): void;
  84626. private _beforeClear;
  84627. }
  84628. }
  84629. declare module BABYLON {
  84630. interface ThinEngine {
  84631. /**
  84632. * Creates a new render target cube texture
  84633. * @param size defines the size of the texture
  84634. * @param options defines the options used to create the texture
  84635. * @returns a new render target cube texture stored in an InternalTexture
  84636. */
  84637. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84638. }
  84639. }
  84640. declare module BABYLON {
  84641. /** @hidden */
  84642. export var proceduralVertexShader: {
  84643. name: string;
  84644. shader: string;
  84645. };
  84646. }
  84647. declare module BABYLON {
  84648. /**
  84649. * 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.
  84650. * This is the base class of any Procedural texture and contains most of the shareable code.
  84651. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84652. */
  84653. export class ProceduralTexture extends Texture {
  84654. isCube: boolean;
  84655. /**
  84656. * Define if the texture is enabled or not (disabled texture will not render)
  84657. */
  84658. isEnabled: boolean;
  84659. /**
  84660. * Define if the texture must be cleared before rendering (default is true)
  84661. */
  84662. autoClear: boolean;
  84663. /**
  84664. * Callback called when the texture is generated
  84665. */
  84666. onGenerated: () => void;
  84667. /**
  84668. * Event raised when the texture is generated
  84669. */
  84670. onGeneratedObservable: Observable<ProceduralTexture>;
  84671. /** @hidden */
  84672. _generateMipMaps: boolean;
  84673. /** @hidden **/
  84674. _effect: Effect;
  84675. /** @hidden */
  84676. _textures: {
  84677. [key: string]: Texture;
  84678. };
  84679. private _size;
  84680. private _currentRefreshId;
  84681. private _refreshRate;
  84682. private _vertexBuffers;
  84683. private _indexBuffer;
  84684. private _uniforms;
  84685. private _samplers;
  84686. private _fragment;
  84687. private _floats;
  84688. private _ints;
  84689. private _floatsArrays;
  84690. private _colors3;
  84691. private _colors4;
  84692. private _vectors2;
  84693. private _vectors3;
  84694. private _matrices;
  84695. private _fallbackTexture;
  84696. private _fallbackTextureUsed;
  84697. private _engine;
  84698. private _cachedDefines;
  84699. private _contentUpdateId;
  84700. private _contentData;
  84701. /**
  84702. * Instantiates a new procedural texture.
  84703. * 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.
  84704. * This is the base class of any Procedural texture and contains most of the shareable code.
  84705. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84706. * @param name Define the name of the texture
  84707. * @param size Define the size of the texture to create
  84708. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84709. * @param scene Define the scene the texture belongs to
  84710. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84711. * @param generateMipMaps Define if the texture should creates mip maps or not
  84712. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84713. */
  84714. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84715. /**
  84716. * The effect that is created when initializing the post process.
  84717. * @returns The created effect corresponding the the postprocess.
  84718. */
  84719. getEffect(): Effect;
  84720. /**
  84721. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84722. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84723. */
  84724. getContent(): Nullable<ArrayBufferView>;
  84725. private _createIndexBuffer;
  84726. /** @hidden */
  84727. _rebuild(): void;
  84728. /**
  84729. * Resets the texture in order to recreate its associated resources.
  84730. * This can be called in case of context loss
  84731. */
  84732. reset(): void;
  84733. protected _getDefines(): string;
  84734. /**
  84735. * Is the texture ready to be used ? (rendered at least once)
  84736. * @returns true if ready, otherwise, false.
  84737. */
  84738. isReady(): boolean;
  84739. /**
  84740. * Resets the refresh counter of the texture and start bak from scratch.
  84741. * Could be useful to regenerate the texture if it is setup to render only once.
  84742. */
  84743. resetRefreshCounter(): void;
  84744. /**
  84745. * Set the fragment shader to use in order to render the texture.
  84746. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84747. */
  84748. setFragment(fragment: any): void;
  84749. /**
  84750. * Define the refresh rate of the texture or the rendering frequency.
  84751. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84752. */
  84753. refreshRate: number;
  84754. /** @hidden */
  84755. _shouldRender(): boolean;
  84756. /**
  84757. * Get the size the texture is rendering at.
  84758. * @returns the size (texture is always squared)
  84759. */
  84760. getRenderSize(): number;
  84761. /**
  84762. * Resize the texture to new value.
  84763. * @param size Define the new size the texture should have
  84764. * @param generateMipMaps Define whether the new texture should create mip maps
  84765. */
  84766. resize(size: number, generateMipMaps: boolean): void;
  84767. private _checkUniform;
  84768. /**
  84769. * Set a texture in the shader program used to render.
  84770. * @param name Define the name of the uniform samplers as defined in the shader
  84771. * @param texture Define the texture to bind to this sampler
  84772. * @return the texture itself allowing "fluent" like uniform updates
  84773. */
  84774. setTexture(name: string, texture: Texture): ProceduralTexture;
  84775. /**
  84776. * Set a float in the shader.
  84777. * @param name Define the name of the uniform as defined in the shader
  84778. * @param value Define the value to give to the uniform
  84779. * @return the texture itself allowing "fluent" like uniform updates
  84780. */
  84781. setFloat(name: string, value: number): ProceduralTexture;
  84782. /**
  84783. * Set a int in the shader.
  84784. * @param name Define the name of the uniform as defined in the shader
  84785. * @param value Define the value to give to the uniform
  84786. * @return the texture itself allowing "fluent" like uniform updates
  84787. */
  84788. setInt(name: string, value: number): ProceduralTexture;
  84789. /**
  84790. * Set an array of floats in the shader.
  84791. * @param name Define the name of the uniform as defined in the shader
  84792. * @param value Define the value to give to the uniform
  84793. * @return the texture itself allowing "fluent" like uniform updates
  84794. */
  84795. setFloats(name: string, value: number[]): ProceduralTexture;
  84796. /**
  84797. * Set a vec3 in the shader from a Color3.
  84798. * @param name Define the name of the uniform as defined in the shader
  84799. * @param value Define the value to give to the uniform
  84800. * @return the texture itself allowing "fluent" like uniform updates
  84801. */
  84802. setColor3(name: string, value: Color3): ProceduralTexture;
  84803. /**
  84804. * Set a vec4 in the shader from a Color4.
  84805. * @param name Define the name of the uniform as defined in the shader
  84806. * @param value Define the value to give to the uniform
  84807. * @return the texture itself allowing "fluent" like uniform updates
  84808. */
  84809. setColor4(name: string, value: Color4): ProceduralTexture;
  84810. /**
  84811. * Set a vec2 in the shader from a Vector2.
  84812. * @param name Define the name of the uniform as defined in the shader
  84813. * @param value Define the value to give to the uniform
  84814. * @return the texture itself allowing "fluent" like uniform updates
  84815. */
  84816. setVector2(name: string, value: Vector2): ProceduralTexture;
  84817. /**
  84818. * Set a vec3 in the shader from a Vector3.
  84819. * @param name Define the name of the uniform as defined in the shader
  84820. * @param value Define the value to give to the uniform
  84821. * @return the texture itself allowing "fluent" like uniform updates
  84822. */
  84823. setVector3(name: string, value: Vector3): ProceduralTexture;
  84824. /**
  84825. * Set a mat4 in the shader from a MAtrix.
  84826. * @param name Define the name of the uniform as defined in the shader
  84827. * @param value Define the value to give to the uniform
  84828. * @return the texture itself allowing "fluent" like uniform updates
  84829. */
  84830. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84831. /**
  84832. * Render the texture to its associated render target.
  84833. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84834. */
  84835. render(useCameraPostProcess?: boolean): void;
  84836. /**
  84837. * Clone the texture.
  84838. * @returns the cloned texture
  84839. */
  84840. clone(): ProceduralTexture;
  84841. /**
  84842. * Dispose the texture and release its asoociated resources.
  84843. */
  84844. dispose(): void;
  84845. }
  84846. }
  84847. declare module BABYLON {
  84848. /**
  84849. * This represents the base class for particle system in Babylon.
  84850. * 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.
  84851. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84852. * @example https://doc.babylonjs.com/babylon101/particles
  84853. */
  84854. export class BaseParticleSystem {
  84855. /**
  84856. * Source color is added to the destination color without alpha affecting the result
  84857. */
  84858. static BLENDMODE_ONEONE: number;
  84859. /**
  84860. * Blend current color and particle color using particle’s alpha
  84861. */
  84862. static BLENDMODE_STANDARD: number;
  84863. /**
  84864. * Add current color and particle color multiplied by particle’s alpha
  84865. */
  84866. static BLENDMODE_ADD: number;
  84867. /**
  84868. * Multiply current color with particle color
  84869. */
  84870. static BLENDMODE_MULTIPLY: number;
  84871. /**
  84872. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84873. */
  84874. static BLENDMODE_MULTIPLYADD: number;
  84875. /**
  84876. * List of animations used by the particle system.
  84877. */
  84878. animations: Animation[];
  84879. /**
  84880. * The id of the Particle system.
  84881. */
  84882. id: string;
  84883. /**
  84884. * The friendly name of the Particle system.
  84885. */
  84886. name: string;
  84887. /**
  84888. * The rendering group used by the Particle system to chose when to render.
  84889. */
  84890. renderingGroupId: number;
  84891. /**
  84892. * The emitter represents the Mesh or position we are attaching the particle system to.
  84893. */
  84894. emitter: Nullable<AbstractMesh | Vector3>;
  84895. /**
  84896. * The maximum number of particles to emit per frame
  84897. */
  84898. emitRate: number;
  84899. /**
  84900. * If you want to launch only a few particles at once, that can be done, as well.
  84901. */
  84902. manualEmitCount: number;
  84903. /**
  84904. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84905. */
  84906. updateSpeed: number;
  84907. /**
  84908. * The amount of time the particle system is running (depends of the overall update speed).
  84909. */
  84910. targetStopDuration: number;
  84911. /**
  84912. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84913. */
  84914. disposeOnStop: boolean;
  84915. /**
  84916. * Minimum power of emitting particles.
  84917. */
  84918. minEmitPower: number;
  84919. /**
  84920. * Maximum power of emitting particles.
  84921. */
  84922. maxEmitPower: number;
  84923. /**
  84924. * Minimum life time of emitting particles.
  84925. */
  84926. minLifeTime: number;
  84927. /**
  84928. * Maximum life time of emitting particles.
  84929. */
  84930. maxLifeTime: number;
  84931. /**
  84932. * Minimum Size of emitting particles.
  84933. */
  84934. minSize: number;
  84935. /**
  84936. * Maximum Size of emitting particles.
  84937. */
  84938. maxSize: number;
  84939. /**
  84940. * Minimum scale of emitting particles on X axis.
  84941. */
  84942. minScaleX: number;
  84943. /**
  84944. * Maximum scale of emitting particles on X axis.
  84945. */
  84946. maxScaleX: number;
  84947. /**
  84948. * Minimum scale of emitting particles on Y axis.
  84949. */
  84950. minScaleY: number;
  84951. /**
  84952. * Maximum scale of emitting particles on Y axis.
  84953. */
  84954. maxScaleY: number;
  84955. /**
  84956. * Gets or sets the minimal initial rotation in radians.
  84957. */
  84958. minInitialRotation: number;
  84959. /**
  84960. * Gets or sets the maximal initial rotation in radians.
  84961. */
  84962. maxInitialRotation: number;
  84963. /**
  84964. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84965. */
  84966. minAngularSpeed: number;
  84967. /**
  84968. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84969. */
  84970. maxAngularSpeed: number;
  84971. /**
  84972. * The texture used to render each particle. (this can be a spritesheet)
  84973. */
  84974. particleTexture: Nullable<Texture>;
  84975. /**
  84976. * The layer mask we are rendering the particles through.
  84977. */
  84978. layerMask: number;
  84979. /**
  84980. * This can help using your own shader to render the particle system.
  84981. * The according effect will be created
  84982. */
  84983. customShader: any;
  84984. /**
  84985. * By default particle system starts as soon as they are created. This prevents the
  84986. * automatic start to happen and let you decide when to start emitting particles.
  84987. */
  84988. preventAutoStart: boolean;
  84989. private _noiseTexture;
  84990. /**
  84991. * Gets or sets a texture used to add random noise to particle positions
  84992. */
  84993. noiseTexture: Nullable<ProceduralTexture>;
  84994. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84995. noiseStrength: Vector3;
  84996. /**
  84997. * Callback triggered when the particle animation is ending.
  84998. */
  84999. onAnimationEnd: Nullable<() => void>;
  85000. /**
  85001. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  85002. */
  85003. blendMode: number;
  85004. /**
  85005. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  85006. * to override the particles.
  85007. */
  85008. forceDepthWrite: boolean;
  85009. /** 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 */
  85010. preWarmCycles: number;
  85011. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  85012. preWarmStepOffset: number;
  85013. /**
  85014. * 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)
  85015. */
  85016. spriteCellChangeSpeed: number;
  85017. /**
  85018. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  85019. */
  85020. startSpriteCellID: number;
  85021. /**
  85022. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  85023. */
  85024. endSpriteCellID: number;
  85025. /**
  85026. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  85027. */
  85028. spriteCellWidth: number;
  85029. /**
  85030. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  85031. */
  85032. spriteCellHeight: number;
  85033. /**
  85034. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  85035. */
  85036. spriteRandomStartCell: boolean;
  85037. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  85038. translationPivot: Vector2;
  85039. /** @hidden */
  85040. protected _isAnimationSheetEnabled: boolean;
  85041. /**
  85042. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  85043. */
  85044. beginAnimationOnStart: boolean;
  85045. /**
  85046. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  85047. */
  85048. beginAnimationFrom: number;
  85049. /**
  85050. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  85051. */
  85052. beginAnimationTo: number;
  85053. /**
  85054. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  85055. */
  85056. beginAnimationLoop: boolean;
  85057. /**
  85058. * Gets or sets a world offset applied to all particles
  85059. */
  85060. worldOffset: Vector3;
  85061. /**
  85062. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  85063. */
  85064. isAnimationSheetEnabled: boolean;
  85065. /**
  85066. * Get hosting scene
  85067. * @returns the scene
  85068. */
  85069. getScene(): Scene;
  85070. /**
  85071. * You can use gravity if you want to give an orientation to your particles.
  85072. */
  85073. gravity: Vector3;
  85074. protected _colorGradients: Nullable<Array<ColorGradient>>;
  85075. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  85076. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  85077. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  85078. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  85079. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  85080. protected _dragGradients: Nullable<Array<FactorGradient>>;
  85081. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  85082. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  85083. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  85084. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  85085. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  85086. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  85087. /**
  85088. * Defines the delay in milliseconds before starting the system (0 by default)
  85089. */
  85090. startDelay: number;
  85091. /**
  85092. * Gets the current list of drag gradients.
  85093. * You must use addDragGradient and removeDragGradient to udpate this list
  85094. * @returns the list of drag gradients
  85095. */
  85096. getDragGradients(): Nullable<Array<FactorGradient>>;
  85097. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  85098. limitVelocityDamping: number;
  85099. /**
  85100. * Gets the current list of limit velocity gradients.
  85101. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  85102. * @returns the list of limit velocity gradients
  85103. */
  85104. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  85105. /**
  85106. * Gets the current list of color gradients.
  85107. * You must use addColorGradient and removeColorGradient to udpate this list
  85108. * @returns the list of color gradients
  85109. */
  85110. getColorGradients(): Nullable<Array<ColorGradient>>;
  85111. /**
  85112. * Gets the current list of size gradients.
  85113. * You must use addSizeGradient and removeSizeGradient to udpate this list
  85114. * @returns the list of size gradients
  85115. */
  85116. getSizeGradients(): Nullable<Array<FactorGradient>>;
  85117. /**
  85118. * Gets the current list of color remap gradients.
  85119. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  85120. * @returns the list of color remap gradients
  85121. */
  85122. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  85123. /**
  85124. * Gets the current list of alpha remap gradients.
  85125. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  85126. * @returns the list of alpha remap gradients
  85127. */
  85128. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  85129. /**
  85130. * Gets the current list of life time gradients.
  85131. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  85132. * @returns the list of life time gradients
  85133. */
  85134. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  85135. /**
  85136. * Gets the current list of angular speed gradients.
  85137. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  85138. * @returns the list of angular speed gradients
  85139. */
  85140. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  85141. /**
  85142. * Gets the current list of velocity gradients.
  85143. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  85144. * @returns the list of velocity gradients
  85145. */
  85146. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  85147. /**
  85148. * Gets the current list of start size gradients.
  85149. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  85150. * @returns the list of start size gradients
  85151. */
  85152. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  85153. /**
  85154. * Gets the current list of emit rate gradients.
  85155. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  85156. * @returns the list of emit rate gradients
  85157. */
  85158. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  85159. /**
  85160. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85161. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85162. */
  85163. direction1: Vector3;
  85164. /**
  85165. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85166. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85167. */
  85168. direction2: Vector3;
  85169. /**
  85170. * 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.
  85171. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85172. */
  85173. minEmitBox: Vector3;
  85174. /**
  85175. * 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.
  85176. * This only works when particleEmitterTyps is a BoxParticleEmitter
  85177. */
  85178. maxEmitBox: Vector3;
  85179. /**
  85180. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85181. */
  85182. color1: Color4;
  85183. /**
  85184. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  85185. */
  85186. color2: Color4;
  85187. /**
  85188. * Color the particle will have at the end of its lifetime
  85189. */
  85190. colorDead: Color4;
  85191. /**
  85192. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  85193. */
  85194. textureMask: Color4;
  85195. /**
  85196. * The particle emitter type defines the emitter used by the particle system.
  85197. * It can be for example box, sphere, or cone...
  85198. */
  85199. particleEmitterType: IParticleEmitterType;
  85200. /** @hidden */
  85201. _isSubEmitter: boolean;
  85202. /**
  85203. * Gets or sets the billboard mode to use when isBillboardBased = true.
  85204. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  85205. */
  85206. billboardMode: number;
  85207. protected _isBillboardBased: boolean;
  85208. /**
  85209. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  85210. */
  85211. isBillboardBased: boolean;
  85212. /**
  85213. * The scene the particle system belongs to.
  85214. */
  85215. protected _scene: Scene;
  85216. /**
  85217. * Local cache of defines for image processing.
  85218. */
  85219. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  85220. /**
  85221. * Default configuration related to image processing available in the standard Material.
  85222. */
  85223. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  85224. /**
  85225. * Gets the image processing configuration used either in this material.
  85226. */
  85227. /**
  85228. * Sets the Default image processing configuration used either in the this material.
  85229. *
  85230. * If sets to null, the scene one is in use.
  85231. */
  85232. imageProcessingConfiguration: ImageProcessingConfiguration;
  85233. /**
  85234. * Attaches a new image processing configuration to the Standard Material.
  85235. * @param configuration
  85236. */
  85237. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  85238. /** @hidden */
  85239. protected _reset(): void;
  85240. /** @hidden */
  85241. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  85242. /**
  85243. * Instantiates a particle system.
  85244. * 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.
  85245. * @param name The name of the particle system
  85246. */
  85247. constructor(name: string);
  85248. /**
  85249. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  85250. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85251. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85252. * @returns the emitter
  85253. */
  85254. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  85255. /**
  85256. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  85257. * @param radius The radius of the hemisphere to emit from
  85258. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85259. * @returns the emitter
  85260. */
  85261. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  85262. /**
  85263. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  85264. * @param radius The radius of the sphere to emit from
  85265. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  85266. * @returns the emitter
  85267. */
  85268. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  85269. /**
  85270. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  85271. * @param radius The radius of the sphere to emit from
  85272. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  85273. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  85274. * @returns the emitter
  85275. */
  85276. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  85277. /**
  85278. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  85279. * @param radius The radius of the emission cylinder
  85280. * @param height The height of the emission cylinder
  85281. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  85282. * @param directionRandomizer How much to randomize the particle direction [0-1]
  85283. * @returns the emitter
  85284. */
  85285. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  85286. /**
  85287. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  85288. * @param radius The radius of the cylinder to emit from
  85289. * @param height The height of the emission cylinder
  85290. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85291. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  85292. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  85293. * @returns the emitter
  85294. */
  85295. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  85296. /**
  85297. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  85298. * @param radius The radius of the cone to emit from
  85299. * @param angle The base angle of the cone
  85300. * @returns the emitter
  85301. */
  85302. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  85303. /**
  85304. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  85305. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  85306. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  85307. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85308. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  85309. * @returns the emitter
  85310. */
  85311. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  85312. }
  85313. }
  85314. declare module BABYLON {
  85315. /**
  85316. * Type of sub emitter
  85317. */
  85318. export enum SubEmitterType {
  85319. /**
  85320. * Attached to the particle over it's lifetime
  85321. */
  85322. ATTACHED = 0,
  85323. /**
  85324. * Created when the particle dies
  85325. */
  85326. END = 1
  85327. }
  85328. /**
  85329. * Sub emitter class used to emit particles from an existing particle
  85330. */
  85331. export class SubEmitter {
  85332. /**
  85333. * the particle system to be used by the sub emitter
  85334. */
  85335. particleSystem: ParticleSystem;
  85336. /**
  85337. * Type of the submitter (Default: END)
  85338. */
  85339. type: SubEmitterType;
  85340. /**
  85341. * 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)
  85342. * Note: This only is supported when using an emitter of type Mesh
  85343. */
  85344. inheritDirection: boolean;
  85345. /**
  85346. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85347. */
  85348. inheritedVelocityAmount: number;
  85349. /**
  85350. * Creates a sub emitter
  85351. * @param particleSystem the particle system to be used by the sub emitter
  85352. */
  85353. constructor(
  85354. /**
  85355. * the particle system to be used by the sub emitter
  85356. */
  85357. particleSystem: ParticleSystem);
  85358. /**
  85359. * Clones the sub emitter
  85360. * @returns the cloned sub emitter
  85361. */
  85362. clone(): SubEmitter;
  85363. /**
  85364. * Serialize current object to a JSON object
  85365. * @returns the serialized object
  85366. */
  85367. serialize(): any;
  85368. /** @hidden */
  85369. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85370. /**
  85371. * Creates a new SubEmitter from a serialized JSON version
  85372. * @param serializationObject defines the JSON object to read from
  85373. * @param scene defines the hosting scene
  85374. * @param rootUrl defines the rootUrl for data loading
  85375. * @returns a new SubEmitter
  85376. */
  85377. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85378. /** Release associated resources */
  85379. dispose(): void;
  85380. }
  85381. }
  85382. declare module BABYLON {
  85383. /** @hidden */
  85384. export var clipPlaneFragmentDeclaration: {
  85385. name: string;
  85386. shader: string;
  85387. };
  85388. }
  85389. declare module BABYLON {
  85390. /** @hidden */
  85391. export var imageProcessingDeclaration: {
  85392. name: string;
  85393. shader: string;
  85394. };
  85395. }
  85396. declare module BABYLON {
  85397. /** @hidden */
  85398. export var imageProcessingFunctions: {
  85399. name: string;
  85400. shader: string;
  85401. };
  85402. }
  85403. declare module BABYLON {
  85404. /** @hidden */
  85405. export var clipPlaneFragment: {
  85406. name: string;
  85407. shader: string;
  85408. };
  85409. }
  85410. declare module BABYLON {
  85411. /** @hidden */
  85412. export var particlesPixelShader: {
  85413. name: string;
  85414. shader: string;
  85415. };
  85416. }
  85417. declare module BABYLON {
  85418. /** @hidden */
  85419. export var clipPlaneVertexDeclaration: {
  85420. name: string;
  85421. shader: string;
  85422. };
  85423. }
  85424. declare module BABYLON {
  85425. /** @hidden */
  85426. export var clipPlaneVertex: {
  85427. name: string;
  85428. shader: string;
  85429. };
  85430. }
  85431. declare module BABYLON {
  85432. /** @hidden */
  85433. export var particlesVertexShader: {
  85434. name: string;
  85435. shader: string;
  85436. };
  85437. }
  85438. declare module BABYLON {
  85439. /**
  85440. * This represents a particle system in Babylon.
  85441. * 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.
  85442. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85443. * @example https://doc.babylonjs.com/babylon101/particles
  85444. */
  85445. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85446. /**
  85447. * Billboard mode will only apply to Y axis
  85448. */
  85449. static readonly BILLBOARDMODE_Y: number;
  85450. /**
  85451. * Billboard mode will apply to all axes
  85452. */
  85453. static readonly BILLBOARDMODE_ALL: number;
  85454. /**
  85455. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85456. */
  85457. static readonly BILLBOARDMODE_STRETCHED: number;
  85458. /**
  85459. * This function can be defined to provide custom update for active particles.
  85460. * This function will be called instead of regular update (age, position, color, etc.).
  85461. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85462. */
  85463. updateFunction: (particles: Particle[]) => void;
  85464. private _emitterWorldMatrix;
  85465. /**
  85466. * This function can be defined to specify initial direction for every new particle.
  85467. * It by default use the emitterType defined function
  85468. */
  85469. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85470. /**
  85471. * This function can be defined to specify initial position for every new particle.
  85472. * It by default use the emitterType defined function
  85473. */
  85474. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85475. /**
  85476. * @hidden
  85477. */
  85478. _inheritedVelocityOffset: Vector3;
  85479. /**
  85480. * An event triggered when the system is disposed
  85481. */
  85482. onDisposeObservable: Observable<ParticleSystem>;
  85483. private _onDisposeObserver;
  85484. /**
  85485. * Sets a callback that will be triggered when the system is disposed
  85486. */
  85487. onDispose: () => void;
  85488. private _particles;
  85489. private _epsilon;
  85490. private _capacity;
  85491. private _stockParticles;
  85492. private _newPartsExcess;
  85493. private _vertexData;
  85494. private _vertexBuffer;
  85495. private _vertexBuffers;
  85496. private _spriteBuffer;
  85497. private _indexBuffer;
  85498. private _effect;
  85499. private _customEffect;
  85500. private _cachedDefines;
  85501. private _scaledColorStep;
  85502. private _colorDiff;
  85503. private _scaledDirection;
  85504. private _scaledGravity;
  85505. private _currentRenderId;
  85506. private _alive;
  85507. private _useInstancing;
  85508. private _started;
  85509. private _stopped;
  85510. private _actualFrame;
  85511. private _scaledUpdateSpeed;
  85512. private _vertexBufferSize;
  85513. /** @hidden */
  85514. _currentEmitRateGradient: Nullable<FactorGradient>;
  85515. /** @hidden */
  85516. _currentEmitRate1: number;
  85517. /** @hidden */
  85518. _currentEmitRate2: number;
  85519. /** @hidden */
  85520. _currentStartSizeGradient: Nullable<FactorGradient>;
  85521. /** @hidden */
  85522. _currentStartSize1: number;
  85523. /** @hidden */
  85524. _currentStartSize2: number;
  85525. private readonly _rawTextureWidth;
  85526. private _rampGradientsTexture;
  85527. private _useRampGradients;
  85528. /** Gets or sets a boolean indicating that ramp gradients must be used
  85529. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85530. */
  85531. useRampGradients: boolean;
  85532. /**
  85533. * 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.
  85534. * 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: [])
  85535. */
  85536. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85537. private _subEmitters;
  85538. /**
  85539. * @hidden
  85540. * If the particle systems emitter should be disposed when the particle system is disposed
  85541. */
  85542. _disposeEmitterOnDispose: boolean;
  85543. /**
  85544. * The current active Sub-systems, this property is used by the root particle system only.
  85545. */
  85546. activeSubSystems: Array<ParticleSystem>;
  85547. private _rootParticleSystem;
  85548. /**
  85549. * Gets the current list of active particles
  85550. */
  85551. readonly particles: Particle[];
  85552. /**
  85553. * Returns the string "ParticleSystem"
  85554. * @returns a string containing the class name
  85555. */
  85556. getClassName(): string;
  85557. /**
  85558. * Instantiates a particle system.
  85559. * 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.
  85560. * @param name The name of the particle system
  85561. * @param capacity The max number of particles alive at the same time
  85562. * @param scene The scene the particle system belongs to
  85563. * @param customEffect a custom effect used to change the way particles are rendered by default
  85564. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85565. * @param epsilon Offset used to render the particles
  85566. */
  85567. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85568. private _addFactorGradient;
  85569. private _removeFactorGradient;
  85570. /**
  85571. * Adds a new life time gradient
  85572. * @param gradient defines the gradient to use (between 0 and 1)
  85573. * @param factor defines the life time factor to affect to the specified gradient
  85574. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85575. * @returns the current particle system
  85576. */
  85577. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85578. /**
  85579. * Remove a specific life time gradient
  85580. * @param gradient defines the gradient to remove
  85581. * @returns the current particle system
  85582. */
  85583. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85584. /**
  85585. * Adds a new size gradient
  85586. * @param gradient defines the gradient to use (between 0 and 1)
  85587. * @param factor defines the size factor to affect to the specified gradient
  85588. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85589. * @returns the current particle system
  85590. */
  85591. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85592. /**
  85593. * Remove a specific size gradient
  85594. * @param gradient defines the gradient to remove
  85595. * @returns the current particle system
  85596. */
  85597. removeSizeGradient(gradient: number): IParticleSystem;
  85598. /**
  85599. * Adds a new color remap gradient
  85600. * @param gradient defines the gradient to use (between 0 and 1)
  85601. * @param min defines the color remap minimal range
  85602. * @param max defines the color remap maximal range
  85603. * @returns the current particle system
  85604. */
  85605. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85606. /**
  85607. * Remove a specific color remap gradient
  85608. * @param gradient defines the gradient to remove
  85609. * @returns the current particle system
  85610. */
  85611. removeColorRemapGradient(gradient: number): IParticleSystem;
  85612. /**
  85613. * Adds a new alpha remap gradient
  85614. * @param gradient defines the gradient to use (between 0 and 1)
  85615. * @param min defines the alpha remap minimal range
  85616. * @param max defines the alpha remap maximal range
  85617. * @returns the current particle system
  85618. */
  85619. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85620. /**
  85621. * Remove a specific alpha remap gradient
  85622. * @param gradient defines the gradient to remove
  85623. * @returns the current particle system
  85624. */
  85625. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85626. /**
  85627. * Adds a new angular speed gradient
  85628. * @param gradient defines the gradient to use (between 0 and 1)
  85629. * @param factor defines the angular speed to affect to the specified gradient
  85630. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85631. * @returns the current particle system
  85632. */
  85633. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85634. /**
  85635. * Remove a specific angular speed gradient
  85636. * @param gradient defines the gradient to remove
  85637. * @returns the current particle system
  85638. */
  85639. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85640. /**
  85641. * Adds a new velocity gradient
  85642. * @param gradient defines the gradient to use (between 0 and 1)
  85643. * @param factor defines the velocity to affect to the specified gradient
  85644. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85645. * @returns the current particle system
  85646. */
  85647. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85648. /**
  85649. * Remove a specific velocity gradient
  85650. * @param gradient defines the gradient to remove
  85651. * @returns the current particle system
  85652. */
  85653. removeVelocityGradient(gradient: number): IParticleSystem;
  85654. /**
  85655. * Adds a new limit velocity gradient
  85656. * @param gradient defines the gradient to use (between 0 and 1)
  85657. * @param factor defines the limit velocity value to affect to the specified gradient
  85658. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85659. * @returns the current particle system
  85660. */
  85661. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85662. /**
  85663. * Remove a specific limit velocity gradient
  85664. * @param gradient defines the gradient to remove
  85665. * @returns the current particle system
  85666. */
  85667. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85668. /**
  85669. * Adds a new drag gradient
  85670. * @param gradient defines the gradient to use (between 0 and 1)
  85671. * @param factor defines the drag value to affect to the specified gradient
  85672. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85673. * @returns the current particle system
  85674. */
  85675. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85676. /**
  85677. * Remove a specific drag gradient
  85678. * @param gradient defines the gradient to remove
  85679. * @returns the current particle system
  85680. */
  85681. removeDragGradient(gradient: number): IParticleSystem;
  85682. /**
  85683. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85684. * @param gradient defines the gradient to use (between 0 and 1)
  85685. * @param factor defines the emit rate value to affect to the specified gradient
  85686. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85687. * @returns the current particle system
  85688. */
  85689. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85690. /**
  85691. * Remove a specific emit rate gradient
  85692. * @param gradient defines the gradient to remove
  85693. * @returns the current particle system
  85694. */
  85695. removeEmitRateGradient(gradient: number): IParticleSystem;
  85696. /**
  85697. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85698. * @param gradient defines the gradient to use (between 0 and 1)
  85699. * @param factor defines the start size value to affect to the specified gradient
  85700. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85701. * @returns the current particle system
  85702. */
  85703. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85704. /**
  85705. * Remove a specific start size gradient
  85706. * @param gradient defines the gradient to remove
  85707. * @returns the current particle system
  85708. */
  85709. removeStartSizeGradient(gradient: number): IParticleSystem;
  85710. private _createRampGradientTexture;
  85711. /**
  85712. * Gets the current list of ramp gradients.
  85713. * You must use addRampGradient and removeRampGradient to udpate this list
  85714. * @returns the list of ramp gradients
  85715. */
  85716. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85717. /**
  85718. * Adds a new ramp gradient used to remap particle colors
  85719. * @param gradient defines the gradient to use (between 0 and 1)
  85720. * @param color defines the color to affect to the specified gradient
  85721. * @returns the current particle system
  85722. */
  85723. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85724. /**
  85725. * Remove a specific ramp gradient
  85726. * @param gradient defines the gradient to remove
  85727. * @returns the current particle system
  85728. */
  85729. removeRampGradient(gradient: number): ParticleSystem;
  85730. /**
  85731. * Adds a new color gradient
  85732. * @param gradient defines the gradient to use (between 0 and 1)
  85733. * @param color1 defines the color to affect to the specified gradient
  85734. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85735. * @returns this particle system
  85736. */
  85737. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85738. /**
  85739. * Remove a specific color gradient
  85740. * @param gradient defines the gradient to remove
  85741. * @returns this particle system
  85742. */
  85743. removeColorGradient(gradient: number): IParticleSystem;
  85744. private _fetchR;
  85745. protected _reset(): void;
  85746. private _resetEffect;
  85747. private _createVertexBuffers;
  85748. private _createIndexBuffer;
  85749. /**
  85750. * Gets the maximum number of particles active at the same time.
  85751. * @returns The max number of active particles.
  85752. */
  85753. getCapacity(): number;
  85754. /**
  85755. * Gets whether there are still active particles in the system.
  85756. * @returns True if it is alive, otherwise false.
  85757. */
  85758. isAlive(): boolean;
  85759. /**
  85760. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85761. * @returns True if it has been started, otherwise false.
  85762. */
  85763. isStarted(): boolean;
  85764. private _prepareSubEmitterInternalArray;
  85765. /**
  85766. * Starts the particle system and begins to emit
  85767. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85768. */
  85769. start(delay?: number): void;
  85770. /**
  85771. * Stops the particle system.
  85772. * @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.
  85773. */
  85774. stop(stopSubEmitters?: boolean): void;
  85775. /**
  85776. * Remove all active particles
  85777. */
  85778. reset(): void;
  85779. /**
  85780. * @hidden (for internal use only)
  85781. */
  85782. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85783. /**
  85784. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85785. * Its lifetime will start back at 0.
  85786. */
  85787. recycleParticle: (particle: Particle) => void;
  85788. private _stopSubEmitters;
  85789. private _createParticle;
  85790. private _removeFromRoot;
  85791. private _emitFromParticle;
  85792. private _update;
  85793. /** @hidden */
  85794. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85795. /** @hidden */
  85796. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85797. /** @hidden */
  85798. private _getEffect;
  85799. /**
  85800. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85801. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85802. */
  85803. animate(preWarmOnly?: boolean): void;
  85804. private _appendParticleVertices;
  85805. /**
  85806. * Rebuilds the particle system.
  85807. */
  85808. rebuild(): void;
  85809. /**
  85810. * Is this system ready to be used/rendered
  85811. * @return true if the system is ready
  85812. */
  85813. isReady(): boolean;
  85814. private _render;
  85815. /**
  85816. * Renders the particle system in its current state.
  85817. * @returns the current number of particles
  85818. */
  85819. render(): number;
  85820. /**
  85821. * Disposes the particle system and free the associated resources
  85822. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85823. */
  85824. dispose(disposeTexture?: boolean): void;
  85825. /**
  85826. * Clones the particle system.
  85827. * @param name The name of the cloned object
  85828. * @param newEmitter The new emitter to use
  85829. * @returns the cloned particle system
  85830. */
  85831. clone(name: string, newEmitter: any): ParticleSystem;
  85832. /**
  85833. * Serializes the particle system to a JSON object.
  85834. * @returns the JSON object
  85835. */
  85836. serialize(): any;
  85837. /** @hidden */
  85838. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85839. /** @hidden */
  85840. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85841. /**
  85842. * Parses a JSON object to create a particle system.
  85843. * @param parsedParticleSystem The JSON object to parse
  85844. * @param scene The scene to create the particle system in
  85845. * @param rootUrl The root url to use to load external dependencies like texture
  85846. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85847. * @returns the Parsed particle system
  85848. */
  85849. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85850. }
  85851. }
  85852. declare module BABYLON {
  85853. /**
  85854. * A particle represents one of the element emitted by a particle system.
  85855. * This is mainly define by its coordinates, direction, velocity and age.
  85856. */
  85857. export class Particle {
  85858. /**
  85859. * The particle system the particle belongs to.
  85860. */
  85861. particleSystem: ParticleSystem;
  85862. private static _Count;
  85863. /**
  85864. * Unique ID of the particle
  85865. */
  85866. id: number;
  85867. /**
  85868. * The world position of the particle in the scene.
  85869. */
  85870. position: Vector3;
  85871. /**
  85872. * The world direction of the particle in the scene.
  85873. */
  85874. direction: Vector3;
  85875. /**
  85876. * The color of the particle.
  85877. */
  85878. color: Color4;
  85879. /**
  85880. * The color change of the particle per step.
  85881. */
  85882. colorStep: Color4;
  85883. /**
  85884. * Defines how long will the life of the particle be.
  85885. */
  85886. lifeTime: number;
  85887. /**
  85888. * The current age of the particle.
  85889. */
  85890. age: number;
  85891. /**
  85892. * The current size of the particle.
  85893. */
  85894. size: number;
  85895. /**
  85896. * The current scale of the particle.
  85897. */
  85898. scale: Vector2;
  85899. /**
  85900. * The current angle of the particle.
  85901. */
  85902. angle: number;
  85903. /**
  85904. * Defines how fast is the angle changing.
  85905. */
  85906. angularSpeed: number;
  85907. /**
  85908. * Defines the cell index used by the particle to be rendered from a sprite.
  85909. */
  85910. cellIndex: number;
  85911. /**
  85912. * The information required to support color remapping
  85913. */
  85914. remapData: Vector4;
  85915. /** @hidden */
  85916. _randomCellOffset?: number;
  85917. /** @hidden */
  85918. _initialDirection: Nullable<Vector3>;
  85919. /** @hidden */
  85920. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85921. /** @hidden */
  85922. _initialStartSpriteCellID: number;
  85923. /** @hidden */
  85924. _initialEndSpriteCellID: number;
  85925. /** @hidden */
  85926. _currentColorGradient: Nullable<ColorGradient>;
  85927. /** @hidden */
  85928. _currentColor1: Color4;
  85929. /** @hidden */
  85930. _currentColor2: Color4;
  85931. /** @hidden */
  85932. _currentSizeGradient: Nullable<FactorGradient>;
  85933. /** @hidden */
  85934. _currentSize1: number;
  85935. /** @hidden */
  85936. _currentSize2: number;
  85937. /** @hidden */
  85938. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85939. /** @hidden */
  85940. _currentAngularSpeed1: number;
  85941. /** @hidden */
  85942. _currentAngularSpeed2: number;
  85943. /** @hidden */
  85944. _currentVelocityGradient: Nullable<FactorGradient>;
  85945. /** @hidden */
  85946. _currentVelocity1: number;
  85947. /** @hidden */
  85948. _currentVelocity2: number;
  85949. /** @hidden */
  85950. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85951. /** @hidden */
  85952. _currentLimitVelocity1: number;
  85953. /** @hidden */
  85954. _currentLimitVelocity2: number;
  85955. /** @hidden */
  85956. _currentDragGradient: Nullable<FactorGradient>;
  85957. /** @hidden */
  85958. _currentDrag1: number;
  85959. /** @hidden */
  85960. _currentDrag2: number;
  85961. /** @hidden */
  85962. _randomNoiseCoordinates1: Vector3;
  85963. /** @hidden */
  85964. _randomNoiseCoordinates2: Vector3;
  85965. /**
  85966. * Creates a new instance Particle
  85967. * @param particleSystem the particle system the particle belongs to
  85968. */
  85969. constructor(
  85970. /**
  85971. * The particle system the particle belongs to.
  85972. */
  85973. particleSystem: ParticleSystem);
  85974. private updateCellInfoFromSystem;
  85975. /**
  85976. * Defines how the sprite cell index is updated for the particle
  85977. */
  85978. updateCellIndex(): void;
  85979. /** @hidden */
  85980. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85981. /** @hidden */
  85982. _inheritParticleInfoToSubEmitters(): void;
  85983. /** @hidden */
  85984. _reset(): void;
  85985. /**
  85986. * Copy the properties of particle to another one.
  85987. * @param other the particle to copy the information to.
  85988. */
  85989. copyTo(other: Particle): void;
  85990. }
  85991. }
  85992. declare module BABYLON {
  85993. /**
  85994. * Particle emitter represents a volume emitting particles.
  85995. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85996. */
  85997. export interface IParticleEmitterType {
  85998. /**
  85999. * Called by the particle System when the direction is computed for the created particle.
  86000. * @param worldMatrix is the world matrix of the particle system
  86001. * @param directionToUpdate is the direction vector to update with the result
  86002. * @param particle is the particle we are computed the direction for
  86003. */
  86004. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86005. /**
  86006. * Called by the particle System when the position is computed for the created particle.
  86007. * @param worldMatrix is the world matrix of the particle system
  86008. * @param positionToUpdate is the position vector to update with the result
  86009. * @param particle is the particle we are computed the position for
  86010. */
  86011. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86012. /**
  86013. * Clones the current emitter and returns a copy of it
  86014. * @returns the new emitter
  86015. */
  86016. clone(): IParticleEmitterType;
  86017. /**
  86018. * Called by the GPUParticleSystem to setup the update shader
  86019. * @param effect defines the update shader
  86020. */
  86021. applyToShader(effect: Effect): void;
  86022. /**
  86023. * Returns a string to use to update the GPU particles update shader
  86024. * @returns the effect defines string
  86025. */
  86026. getEffectDefines(): string;
  86027. /**
  86028. * Returns a string representing the class name
  86029. * @returns a string containing the class name
  86030. */
  86031. getClassName(): string;
  86032. /**
  86033. * Serializes the particle system to a JSON object.
  86034. * @returns the JSON object
  86035. */
  86036. serialize(): any;
  86037. /**
  86038. * Parse properties from a JSON object
  86039. * @param serializationObject defines the JSON object
  86040. */
  86041. parse(serializationObject: any): void;
  86042. }
  86043. }
  86044. declare module BABYLON {
  86045. /**
  86046. * Particle emitter emitting particles from the inside of a box.
  86047. * It emits the particles randomly between 2 given directions.
  86048. */
  86049. export class BoxParticleEmitter implements IParticleEmitterType {
  86050. /**
  86051. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86052. */
  86053. direction1: Vector3;
  86054. /**
  86055. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86056. */
  86057. direction2: Vector3;
  86058. /**
  86059. * 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.
  86060. */
  86061. minEmitBox: Vector3;
  86062. /**
  86063. * 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.
  86064. */
  86065. maxEmitBox: Vector3;
  86066. /**
  86067. * Creates a new instance BoxParticleEmitter
  86068. */
  86069. constructor();
  86070. /**
  86071. * Called by the particle System when the direction is computed for the created particle.
  86072. * @param worldMatrix is the world matrix of the particle system
  86073. * @param directionToUpdate is the direction vector to update with the result
  86074. * @param particle is the particle we are computed the direction for
  86075. */
  86076. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86077. /**
  86078. * Called by the particle System when the position is computed for the created particle.
  86079. * @param worldMatrix is the world matrix of the particle system
  86080. * @param positionToUpdate is the position vector to update with the result
  86081. * @param particle is the particle we are computed the position for
  86082. */
  86083. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86084. /**
  86085. * Clones the current emitter and returns a copy of it
  86086. * @returns the new emitter
  86087. */
  86088. clone(): BoxParticleEmitter;
  86089. /**
  86090. * Called by the GPUParticleSystem to setup the update shader
  86091. * @param effect defines the update shader
  86092. */
  86093. applyToShader(effect: Effect): void;
  86094. /**
  86095. * Returns a string to use to update the GPU particles update shader
  86096. * @returns a string containng the defines string
  86097. */
  86098. getEffectDefines(): string;
  86099. /**
  86100. * Returns the string "BoxParticleEmitter"
  86101. * @returns a string containing the class name
  86102. */
  86103. getClassName(): string;
  86104. /**
  86105. * Serializes the particle system to a JSON object.
  86106. * @returns the JSON object
  86107. */
  86108. serialize(): any;
  86109. /**
  86110. * Parse properties from a JSON object
  86111. * @param serializationObject defines the JSON object
  86112. */
  86113. parse(serializationObject: any): void;
  86114. }
  86115. }
  86116. declare module BABYLON {
  86117. /**
  86118. * Particle emitter emitting particles from the inside of a cone.
  86119. * It emits the particles alongside the cone volume from the base to the particle.
  86120. * The emission direction might be randomized.
  86121. */
  86122. export class ConeParticleEmitter implements IParticleEmitterType {
  86123. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86124. directionRandomizer: number;
  86125. private _radius;
  86126. private _angle;
  86127. private _height;
  86128. /**
  86129. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  86130. */
  86131. radiusRange: number;
  86132. /**
  86133. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  86134. */
  86135. heightRange: number;
  86136. /**
  86137. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  86138. */
  86139. emitFromSpawnPointOnly: boolean;
  86140. /**
  86141. * Gets or sets the radius of the emission cone
  86142. */
  86143. radius: number;
  86144. /**
  86145. * Gets or sets the angle of the emission cone
  86146. */
  86147. angle: number;
  86148. private _buildHeight;
  86149. /**
  86150. * Creates a new instance ConeParticleEmitter
  86151. * @param radius the radius of the emission cone (1 by default)
  86152. * @param angle the cone base angle (PI by default)
  86153. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  86154. */
  86155. constructor(radius?: number, angle?: number,
  86156. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  86157. directionRandomizer?: number);
  86158. /**
  86159. * Called by the particle System when the direction is computed for the created particle.
  86160. * @param worldMatrix is the world matrix of the particle system
  86161. * @param directionToUpdate is the direction vector to update with the result
  86162. * @param particle is the particle we are computed the direction for
  86163. */
  86164. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86165. /**
  86166. * Called by the particle System when the position is computed for the created particle.
  86167. * @param worldMatrix is the world matrix of the particle system
  86168. * @param positionToUpdate is the position vector to update with the result
  86169. * @param particle is the particle we are computed the position for
  86170. */
  86171. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86172. /**
  86173. * Clones the current emitter and returns a copy of it
  86174. * @returns the new emitter
  86175. */
  86176. clone(): ConeParticleEmitter;
  86177. /**
  86178. * Called by the GPUParticleSystem to setup the update shader
  86179. * @param effect defines the update shader
  86180. */
  86181. applyToShader(effect: Effect): void;
  86182. /**
  86183. * Returns a string to use to update the GPU particles update shader
  86184. * @returns a string containng the defines string
  86185. */
  86186. getEffectDefines(): string;
  86187. /**
  86188. * Returns the string "ConeParticleEmitter"
  86189. * @returns a string containing the class name
  86190. */
  86191. getClassName(): string;
  86192. /**
  86193. * Serializes the particle system to a JSON object.
  86194. * @returns the JSON object
  86195. */
  86196. serialize(): any;
  86197. /**
  86198. * Parse properties from a JSON object
  86199. * @param serializationObject defines the JSON object
  86200. */
  86201. parse(serializationObject: any): void;
  86202. }
  86203. }
  86204. declare module BABYLON {
  86205. /**
  86206. * Particle emitter emitting particles from the inside of a cylinder.
  86207. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  86208. */
  86209. export class CylinderParticleEmitter implements IParticleEmitterType {
  86210. /**
  86211. * The radius of the emission cylinder.
  86212. */
  86213. radius: number;
  86214. /**
  86215. * The height of the emission cylinder.
  86216. */
  86217. height: number;
  86218. /**
  86219. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86220. */
  86221. radiusRange: number;
  86222. /**
  86223. * How much to randomize the particle direction [0-1].
  86224. */
  86225. directionRandomizer: number;
  86226. /**
  86227. * Creates a new instance CylinderParticleEmitter
  86228. * @param radius the radius of the emission cylinder (1 by default)
  86229. * @param height the height of the emission cylinder (1 by default)
  86230. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86231. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86232. */
  86233. constructor(
  86234. /**
  86235. * The radius of the emission cylinder.
  86236. */
  86237. radius?: number,
  86238. /**
  86239. * The height of the emission cylinder.
  86240. */
  86241. height?: number,
  86242. /**
  86243. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86244. */
  86245. radiusRange?: number,
  86246. /**
  86247. * How much to randomize the particle direction [0-1].
  86248. */
  86249. directionRandomizer?: number);
  86250. /**
  86251. * Called by the particle System when the direction is computed for the created particle.
  86252. * @param worldMatrix is the world matrix of the particle system
  86253. * @param directionToUpdate is the direction vector to update with the result
  86254. * @param particle is the particle we are computed the direction for
  86255. */
  86256. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86257. /**
  86258. * Called by the particle System when the position is computed for the created particle.
  86259. * @param worldMatrix is the world matrix of the particle system
  86260. * @param positionToUpdate is the position vector to update with the result
  86261. * @param particle is the particle we are computed the position for
  86262. */
  86263. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86264. /**
  86265. * Clones the current emitter and returns a copy of it
  86266. * @returns the new emitter
  86267. */
  86268. clone(): CylinderParticleEmitter;
  86269. /**
  86270. * Called by the GPUParticleSystem to setup the update shader
  86271. * @param effect defines the update shader
  86272. */
  86273. applyToShader(effect: Effect): void;
  86274. /**
  86275. * Returns a string to use to update the GPU particles update shader
  86276. * @returns a string containng the defines string
  86277. */
  86278. getEffectDefines(): string;
  86279. /**
  86280. * Returns the string "CylinderParticleEmitter"
  86281. * @returns a string containing the class name
  86282. */
  86283. getClassName(): string;
  86284. /**
  86285. * Serializes the particle system to a JSON object.
  86286. * @returns the JSON object
  86287. */
  86288. serialize(): any;
  86289. /**
  86290. * Parse properties from a JSON object
  86291. * @param serializationObject defines the JSON object
  86292. */
  86293. parse(serializationObject: any): void;
  86294. }
  86295. /**
  86296. * Particle emitter emitting particles from the inside of a cylinder.
  86297. * It emits the particles randomly between two vectors.
  86298. */
  86299. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  86300. /**
  86301. * The min limit of the emission direction.
  86302. */
  86303. direction1: Vector3;
  86304. /**
  86305. * The max limit of the emission direction.
  86306. */
  86307. direction2: Vector3;
  86308. /**
  86309. * Creates a new instance CylinderDirectedParticleEmitter
  86310. * @param radius the radius of the emission cylinder (1 by default)
  86311. * @param height the height of the emission cylinder (1 by default)
  86312. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86313. * @param direction1 the min limit of the emission direction (up vector by default)
  86314. * @param direction2 the max limit of the emission direction (up vector by default)
  86315. */
  86316. constructor(radius?: number, height?: number, radiusRange?: number,
  86317. /**
  86318. * The min limit of the emission direction.
  86319. */
  86320. direction1?: Vector3,
  86321. /**
  86322. * The max limit of the emission direction.
  86323. */
  86324. direction2?: Vector3);
  86325. /**
  86326. * Called by the particle System when the direction is computed for the created particle.
  86327. * @param worldMatrix is the world matrix of the particle system
  86328. * @param directionToUpdate is the direction vector to update with the result
  86329. * @param particle is the particle we are computed the direction for
  86330. */
  86331. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86332. /**
  86333. * Clones the current emitter and returns a copy of it
  86334. * @returns the new emitter
  86335. */
  86336. clone(): CylinderDirectedParticleEmitter;
  86337. /**
  86338. * Called by the GPUParticleSystem to setup the update shader
  86339. * @param effect defines the update shader
  86340. */
  86341. applyToShader(effect: Effect): void;
  86342. /**
  86343. * Returns a string to use to update the GPU particles update shader
  86344. * @returns a string containng the defines string
  86345. */
  86346. getEffectDefines(): string;
  86347. /**
  86348. * Returns the string "CylinderDirectedParticleEmitter"
  86349. * @returns a string containing the class name
  86350. */
  86351. getClassName(): string;
  86352. /**
  86353. * Serializes the particle system to a JSON object.
  86354. * @returns the JSON object
  86355. */
  86356. serialize(): any;
  86357. /**
  86358. * Parse properties from a JSON object
  86359. * @param serializationObject defines the JSON object
  86360. */
  86361. parse(serializationObject: any): void;
  86362. }
  86363. }
  86364. declare module BABYLON {
  86365. /**
  86366. * Particle emitter emitting particles from the inside of a hemisphere.
  86367. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86368. */
  86369. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86370. /**
  86371. * The radius of the emission hemisphere.
  86372. */
  86373. radius: number;
  86374. /**
  86375. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86376. */
  86377. radiusRange: number;
  86378. /**
  86379. * How much to randomize the particle direction [0-1].
  86380. */
  86381. directionRandomizer: number;
  86382. /**
  86383. * Creates a new instance HemisphericParticleEmitter
  86384. * @param radius the radius of the emission hemisphere (1 by default)
  86385. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86386. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86387. */
  86388. constructor(
  86389. /**
  86390. * The radius of the emission hemisphere.
  86391. */
  86392. radius?: number,
  86393. /**
  86394. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86395. */
  86396. radiusRange?: number,
  86397. /**
  86398. * How much to randomize the particle direction [0-1].
  86399. */
  86400. directionRandomizer?: number);
  86401. /**
  86402. * Called by the particle System when the direction is computed for the created particle.
  86403. * @param worldMatrix is the world matrix of the particle system
  86404. * @param directionToUpdate is the direction vector to update with the result
  86405. * @param particle is the particle we are computed the direction for
  86406. */
  86407. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86408. /**
  86409. * Called by the particle System when the position is computed for the created particle.
  86410. * @param worldMatrix is the world matrix of the particle system
  86411. * @param positionToUpdate is the position vector to update with the result
  86412. * @param particle is the particle we are computed the position for
  86413. */
  86414. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86415. /**
  86416. * Clones the current emitter and returns a copy of it
  86417. * @returns the new emitter
  86418. */
  86419. clone(): HemisphericParticleEmitter;
  86420. /**
  86421. * Called by the GPUParticleSystem to setup the update shader
  86422. * @param effect defines the update shader
  86423. */
  86424. applyToShader(effect: Effect): void;
  86425. /**
  86426. * Returns a string to use to update the GPU particles update shader
  86427. * @returns a string containng the defines string
  86428. */
  86429. getEffectDefines(): string;
  86430. /**
  86431. * Returns the string "HemisphericParticleEmitter"
  86432. * @returns a string containing the class name
  86433. */
  86434. getClassName(): string;
  86435. /**
  86436. * Serializes the particle system to a JSON object.
  86437. * @returns the JSON object
  86438. */
  86439. serialize(): any;
  86440. /**
  86441. * Parse properties from a JSON object
  86442. * @param serializationObject defines the JSON object
  86443. */
  86444. parse(serializationObject: any): void;
  86445. }
  86446. }
  86447. declare module BABYLON {
  86448. /**
  86449. * Particle emitter emitting particles from a point.
  86450. * It emits the particles randomly between 2 given directions.
  86451. */
  86452. export class PointParticleEmitter implements IParticleEmitterType {
  86453. /**
  86454. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86455. */
  86456. direction1: Vector3;
  86457. /**
  86458. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86459. */
  86460. direction2: Vector3;
  86461. /**
  86462. * Creates a new instance PointParticleEmitter
  86463. */
  86464. constructor();
  86465. /**
  86466. * Called by the particle System when the direction is computed for the created particle.
  86467. * @param worldMatrix is the world matrix of the particle system
  86468. * @param directionToUpdate is the direction vector to update with the result
  86469. * @param particle is the particle we are computed the direction for
  86470. */
  86471. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86472. /**
  86473. * Called by the particle System when the position is computed for the created particle.
  86474. * @param worldMatrix is the world matrix of the particle system
  86475. * @param positionToUpdate is the position vector to update with the result
  86476. * @param particle is the particle we are computed the position for
  86477. */
  86478. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86479. /**
  86480. * Clones the current emitter and returns a copy of it
  86481. * @returns the new emitter
  86482. */
  86483. clone(): PointParticleEmitter;
  86484. /**
  86485. * Called by the GPUParticleSystem to setup the update shader
  86486. * @param effect defines the update shader
  86487. */
  86488. applyToShader(effect: Effect): void;
  86489. /**
  86490. * Returns a string to use to update the GPU particles update shader
  86491. * @returns a string containng the defines string
  86492. */
  86493. getEffectDefines(): string;
  86494. /**
  86495. * Returns the string "PointParticleEmitter"
  86496. * @returns a string containing the class name
  86497. */
  86498. getClassName(): string;
  86499. /**
  86500. * Serializes the particle system to a JSON object.
  86501. * @returns the JSON object
  86502. */
  86503. serialize(): any;
  86504. /**
  86505. * Parse properties from a JSON object
  86506. * @param serializationObject defines the JSON object
  86507. */
  86508. parse(serializationObject: any): void;
  86509. }
  86510. }
  86511. declare module BABYLON {
  86512. /**
  86513. * Particle emitter emitting particles from the inside of a sphere.
  86514. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86515. */
  86516. export class SphereParticleEmitter implements IParticleEmitterType {
  86517. /**
  86518. * The radius of the emission sphere.
  86519. */
  86520. radius: number;
  86521. /**
  86522. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86523. */
  86524. radiusRange: number;
  86525. /**
  86526. * How much to randomize the particle direction [0-1].
  86527. */
  86528. directionRandomizer: number;
  86529. /**
  86530. * Creates a new instance SphereParticleEmitter
  86531. * @param radius the radius of the emission sphere (1 by default)
  86532. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86533. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86534. */
  86535. constructor(
  86536. /**
  86537. * The radius of the emission sphere.
  86538. */
  86539. radius?: number,
  86540. /**
  86541. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86542. */
  86543. radiusRange?: number,
  86544. /**
  86545. * How much to randomize the particle direction [0-1].
  86546. */
  86547. directionRandomizer?: number);
  86548. /**
  86549. * Called by the particle System when the direction is computed for the created particle.
  86550. * @param worldMatrix is the world matrix of the particle system
  86551. * @param directionToUpdate is the direction vector to update with the result
  86552. * @param particle is the particle we are computed the direction for
  86553. */
  86554. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86555. /**
  86556. * Called by the particle System when the position is computed for the created particle.
  86557. * @param worldMatrix is the world matrix of the particle system
  86558. * @param positionToUpdate is the position vector to update with the result
  86559. * @param particle is the particle we are computed the position for
  86560. */
  86561. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86562. /**
  86563. * Clones the current emitter and returns a copy of it
  86564. * @returns the new emitter
  86565. */
  86566. clone(): SphereParticleEmitter;
  86567. /**
  86568. * Called by the GPUParticleSystem to setup the update shader
  86569. * @param effect defines the update shader
  86570. */
  86571. applyToShader(effect: Effect): void;
  86572. /**
  86573. * Returns a string to use to update the GPU particles update shader
  86574. * @returns a string containng the defines string
  86575. */
  86576. getEffectDefines(): string;
  86577. /**
  86578. * Returns the string "SphereParticleEmitter"
  86579. * @returns a string containing the class name
  86580. */
  86581. getClassName(): string;
  86582. /**
  86583. * Serializes the particle system to a JSON object.
  86584. * @returns the JSON object
  86585. */
  86586. serialize(): any;
  86587. /**
  86588. * Parse properties from a JSON object
  86589. * @param serializationObject defines the JSON object
  86590. */
  86591. parse(serializationObject: any): void;
  86592. }
  86593. /**
  86594. * Particle emitter emitting particles from the inside of a sphere.
  86595. * It emits the particles randomly between two vectors.
  86596. */
  86597. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86598. /**
  86599. * The min limit of the emission direction.
  86600. */
  86601. direction1: Vector3;
  86602. /**
  86603. * The max limit of the emission direction.
  86604. */
  86605. direction2: Vector3;
  86606. /**
  86607. * Creates a new instance SphereDirectedParticleEmitter
  86608. * @param radius the radius of the emission sphere (1 by default)
  86609. * @param direction1 the min limit of the emission direction (up vector by default)
  86610. * @param direction2 the max limit of the emission direction (up vector by default)
  86611. */
  86612. constructor(radius?: number,
  86613. /**
  86614. * The min limit of the emission direction.
  86615. */
  86616. direction1?: Vector3,
  86617. /**
  86618. * The max limit of the emission direction.
  86619. */
  86620. direction2?: Vector3);
  86621. /**
  86622. * Called by the particle System when the direction is computed for the created particle.
  86623. * @param worldMatrix is the world matrix of the particle system
  86624. * @param directionToUpdate is the direction vector to update with the result
  86625. * @param particle is the particle we are computed the direction for
  86626. */
  86627. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86628. /**
  86629. * Clones the current emitter and returns a copy of it
  86630. * @returns the new emitter
  86631. */
  86632. clone(): SphereDirectedParticleEmitter;
  86633. /**
  86634. * Called by the GPUParticleSystem to setup the update shader
  86635. * @param effect defines the update shader
  86636. */
  86637. applyToShader(effect: Effect): void;
  86638. /**
  86639. * Returns a string to use to update the GPU particles update shader
  86640. * @returns a string containng the defines string
  86641. */
  86642. getEffectDefines(): string;
  86643. /**
  86644. * Returns the string "SphereDirectedParticleEmitter"
  86645. * @returns a string containing the class name
  86646. */
  86647. getClassName(): string;
  86648. /**
  86649. * Serializes the particle system to a JSON object.
  86650. * @returns the JSON object
  86651. */
  86652. serialize(): any;
  86653. /**
  86654. * Parse properties from a JSON object
  86655. * @param serializationObject defines the JSON object
  86656. */
  86657. parse(serializationObject: any): void;
  86658. }
  86659. }
  86660. declare module BABYLON {
  86661. /**
  86662. * Interface representing a particle system in Babylon.js.
  86663. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86664. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86665. */
  86666. export interface IParticleSystem {
  86667. /**
  86668. * List of animations used by the particle system.
  86669. */
  86670. animations: Animation[];
  86671. /**
  86672. * The id of the Particle system.
  86673. */
  86674. id: string;
  86675. /**
  86676. * The name of the Particle system.
  86677. */
  86678. name: string;
  86679. /**
  86680. * The emitter represents the Mesh or position we are attaching the particle system to.
  86681. */
  86682. emitter: Nullable<AbstractMesh | Vector3>;
  86683. /**
  86684. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86685. */
  86686. isBillboardBased: boolean;
  86687. /**
  86688. * The rendering group used by the Particle system to chose when to render.
  86689. */
  86690. renderingGroupId: number;
  86691. /**
  86692. * The layer mask we are rendering the particles through.
  86693. */
  86694. layerMask: number;
  86695. /**
  86696. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86697. */
  86698. updateSpeed: number;
  86699. /**
  86700. * The amount of time the particle system is running (depends of the overall update speed).
  86701. */
  86702. targetStopDuration: number;
  86703. /**
  86704. * The texture used to render each particle. (this can be a spritesheet)
  86705. */
  86706. particleTexture: Nullable<Texture>;
  86707. /**
  86708. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86709. */
  86710. blendMode: number;
  86711. /**
  86712. * Minimum life time of emitting particles.
  86713. */
  86714. minLifeTime: number;
  86715. /**
  86716. * Maximum life time of emitting particles.
  86717. */
  86718. maxLifeTime: number;
  86719. /**
  86720. * Minimum Size of emitting particles.
  86721. */
  86722. minSize: number;
  86723. /**
  86724. * Maximum Size of emitting particles.
  86725. */
  86726. maxSize: number;
  86727. /**
  86728. * Minimum scale of emitting particles on X axis.
  86729. */
  86730. minScaleX: number;
  86731. /**
  86732. * Maximum scale of emitting particles on X axis.
  86733. */
  86734. maxScaleX: number;
  86735. /**
  86736. * Minimum scale of emitting particles on Y axis.
  86737. */
  86738. minScaleY: number;
  86739. /**
  86740. * Maximum scale of emitting particles on Y axis.
  86741. */
  86742. maxScaleY: number;
  86743. /**
  86744. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86745. */
  86746. color1: Color4;
  86747. /**
  86748. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86749. */
  86750. color2: Color4;
  86751. /**
  86752. * Color the particle will have at the end of its lifetime.
  86753. */
  86754. colorDead: Color4;
  86755. /**
  86756. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86757. */
  86758. emitRate: number;
  86759. /**
  86760. * You can use gravity if you want to give an orientation to your particles.
  86761. */
  86762. gravity: Vector3;
  86763. /**
  86764. * Minimum power of emitting particles.
  86765. */
  86766. minEmitPower: number;
  86767. /**
  86768. * Maximum power of emitting particles.
  86769. */
  86770. maxEmitPower: number;
  86771. /**
  86772. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86773. */
  86774. minAngularSpeed: number;
  86775. /**
  86776. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86777. */
  86778. maxAngularSpeed: number;
  86779. /**
  86780. * Gets or sets the minimal initial rotation in radians.
  86781. */
  86782. minInitialRotation: number;
  86783. /**
  86784. * Gets or sets the maximal initial rotation in radians.
  86785. */
  86786. maxInitialRotation: number;
  86787. /**
  86788. * The particle emitter type defines the emitter used by the particle system.
  86789. * It can be for example box, sphere, or cone...
  86790. */
  86791. particleEmitterType: Nullable<IParticleEmitterType>;
  86792. /**
  86793. * Defines the delay in milliseconds before starting the system (0 by default)
  86794. */
  86795. startDelay: number;
  86796. /**
  86797. * 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
  86798. */
  86799. preWarmCycles: number;
  86800. /**
  86801. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86802. */
  86803. preWarmStepOffset: number;
  86804. /**
  86805. * 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)
  86806. */
  86807. spriteCellChangeSpeed: number;
  86808. /**
  86809. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86810. */
  86811. startSpriteCellID: number;
  86812. /**
  86813. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86814. */
  86815. endSpriteCellID: number;
  86816. /**
  86817. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86818. */
  86819. spriteCellWidth: number;
  86820. /**
  86821. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86822. */
  86823. spriteCellHeight: number;
  86824. /**
  86825. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86826. */
  86827. spriteRandomStartCell: boolean;
  86828. /**
  86829. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86830. */
  86831. isAnimationSheetEnabled: boolean;
  86832. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86833. translationPivot: Vector2;
  86834. /**
  86835. * Gets or sets a texture used to add random noise to particle positions
  86836. */
  86837. noiseTexture: Nullable<BaseTexture>;
  86838. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86839. noiseStrength: Vector3;
  86840. /**
  86841. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86842. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86843. */
  86844. billboardMode: number;
  86845. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86846. limitVelocityDamping: number;
  86847. /**
  86848. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86849. */
  86850. beginAnimationOnStart: boolean;
  86851. /**
  86852. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86853. */
  86854. beginAnimationFrom: number;
  86855. /**
  86856. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86857. */
  86858. beginAnimationTo: number;
  86859. /**
  86860. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86861. */
  86862. beginAnimationLoop: boolean;
  86863. /**
  86864. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86865. */
  86866. disposeOnStop: boolean;
  86867. /**
  86868. * Gets the maximum number of particles active at the same time.
  86869. * @returns The max number of active particles.
  86870. */
  86871. getCapacity(): number;
  86872. /**
  86873. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86874. * @returns True if it has been started, otherwise false.
  86875. */
  86876. isStarted(): boolean;
  86877. /**
  86878. * Animates the particle system for this frame.
  86879. */
  86880. animate(): void;
  86881. /**
  86882. * Renders the particle system in its current state.
  86883. * @returns the current number of particles
  86884. */
  86885. render(): number;
  86886. /**
  86887. * Dispose the particle system and frees its associated resources.
  86888. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86889. */
  86890. dispose(disposeTexture?: boolean): void;
  86891. /**
  86892. * Clones the particle system.
  86893. * @param name The name of the cloned object
  86894. * @param newEmitter The new emitter to use
  86895. * @returns the cloned particle system
  86896. */
  86897. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86898. /**
  86899. * Serializes the particle system to a JSON object.
  86900. * @returns the JSON object
  86901. */
  86902. serialize(): any;
  86903. /**
  86904. * Rebuild the particle system
  86905. */
  86906. rebuild(): void;
  86907. /**
  86908. * Starts the particle system and begins to emit
  86909. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86910. */
  86911. start(delay?: number): void;
  86912. /**
  86913. * Stops the particle system.
  86914. */
  86915. stop(): void;
  86916. /**
  86917. * Remove all active particles
  86918. */
  86919. reset(): void;
  86920. /**
  86921. * Is this system ready to be used/rendered
  86922. * @return true if the system is ready
  86923. */
  86924. isReady(): boolean;
  86925. /**
  86926. * Adds a new color gradient
  86927. * @param gradient defines the gradient to use (between 0 and 1)
  86928. * @param color1 defines the color to affect to the specified gradient
  86929. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86930. * @returns the current particle system
  86931. */
  86932. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86933. /**
  86934. * Remove a specific color gradient
  86935. * @param gradient defines the gradient to remove
  86936. * @returns the current particle system
  86937. */
  86938. removeColorGradient(gradient: number): IParticleSystem;
  86939. /**
  86940. * Adds a new size gradient
  86941. * @param gradient defines the gradient to use (between 0 and 1)
  86942. * @param factor defines the size factor to affect to the specified gradient
  86943. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86944. * @returns the current particle system
  86945. */
  86946. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86947. /**
  86948. * Remove a specific size gradient
  86949. * @param gradient defines the gradient to remove
  86950. * @returns the current particle system
  86951. */
  86952. removeSizeGradient(gradient: number): IParticleSystem;
  86953. /**
  86954. * Gets the current list of color gradients.
  86955. * You must use addColorGradient and removeColorGradient to udpate this list
  86956. * @returns the list of color gradients
  86957. */
  86958. getColorGradients(): Nullable<Array<ColorGradient>>;
  86959. /**
  86960. * Gets the current list of size gradients.
  86961. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86962. * @returns the list of size gradients
  86963. */
  86964. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86965. /**
  86966. * Gets the current list of angular speed gradients.
  86967. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86968. * @returns the list of angular speed gradients
  86969. */
  86970. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86971. /**
  86972. * Adds a new angular speed gradient
  86973. * @param gradient defines the gradient to use (between 0 and 1)
  86974. * @param factor defines the angular speed to affect to the specified gradient
  86975. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86976. * @returns the current particle system
  86977. */
  86978. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86979. /**
  86980. * Remove a specific angular speed gradient
  86981. * @param gradient defines the gradient to remove
  86982. * @returns the current particle system
  86983. */
  86984. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86985. /**
  86986. * Gets the current list of velocity gradients.
  86987. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86988. * @returns the list of velocity gradients
  86989. */
  86990. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86991. /**
  86992. * Adds a new velocity gradient
  86993. * @param gradient defines the gradient to use (between 0 and 1)
  86994. * @param factor defines the velocity to affect to the specified gradient
  86995. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86996. * @returns the current particle system
  86997. */
  86998. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86999. /**
  87000. * Remove a specific velocity gradient
  87001. * @param gradient defines the gradient to remove
  87002. * @returns the current particle system
  87003. */
  87004. removeVelocityGradient(gradient: number): IParticleSystem;
  87005. /**
  87006. * Gets the current list of limit velocity gradients.
  87007. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  87008. * @returns the list of limit velocity gradients
  87009. */
  87010. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  87011. /**
  87012. * Adds a new limit velocity gradient
  87013. * @param gradient defines the gradient to use (between 0 and 1)
  87014. * @param factor defines the limit velocity to affect to the specified gradient
  87015. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87016. * @returns the current particle system
  87017. */
  87018. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87019. /**
  87020. * Remove a specific limit velocity gradient
  87021. * @param gradient defines the gradient to remove
  87022. * @returns the current particle system
  87023. */
  87024. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  87025. /**
  87026. * Adds a new drag gradient
  87027. * @param gradient defines the gradient to use (between 0 and 1)
  87028. * @param factor defines the drag to affect to the specified gradient
  87029. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87030. * @returns the current particle system
  87031. */
  87032. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87033. /**
  87034. * Remove a specific drag gradient
  87035. * @param gradient defines the gradient to remove
  87036. * @returns the current particle system
  87037. */
  87038. removeDragGradient(gradient: number): IParticleSystem;
  87039. /**
  87040. * Gets the current list of drag gradients.
  87041. * You must use addDragGradient and removeDragGradient to udpate this list
  87042. * @returns the list of drag gradients
  87043. */
  87044. getDragGradients(): Nullable<Array<FactorGradient>>;
  87045. /**
  87046. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  87047. * @param gradient defines the gradient to use (between 0 and 1)
  87048. * @param factor defines the emit rate to affect to the specified gradient
  87049. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87050. * @returns the current particle system
  87051. */
  87052. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87053. /**
  87054. * Remove a specific emit rate gradient
  87055. * @param gradient defines the gradient to remove
  87056. * @returns the current particle system
  87057. */
  87058. removeEmitRateGradient(gradient: number): IParticleSystem;
  87059. /**
  87060. * Gets the current list of emit rate gradients.
  87061. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  87062. * @returns the list of emit rate gradients
  87063. */
  87064. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  87065. /**
  87066. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  87067. * @param gradient defines the gradient to use (between 0 and 1)
  87068. * @param factor defines the start size to affect to the specified gradient
  87069. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87070. * @returns the current particle system
  87071. */
  87072. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87073. /**
  87074. * Remove a specific start size gradient
  87075. * @param gradient defines the gradient to remove
  87076. * @returns the current particle system
  87077. */
  87078. removeStartSizeGradient(gradient: number): IParticleSystem;
  87079. /**
  87080. * Gets the current list of start size gradients.
  87081. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  87082. * @returns the list of start size gradients
  87083. */
  87084. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  87085. /**
  87086. * Adds a new life time gradient
  87087. * @param gradient defines the gradient to use (between 0 and 1)
  87088. * @param factor defines the life time factor to affect to the specified gradient
  87089. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  87090. * @returns the current particle system
  87091. */
  87092. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  87093. /**
  87094. * Remove a specific life time gradient
  87095. * @param gradient defines the gradient to remove
  87096. * @returns the current particle system
  87097. */
  87098. removeLifeTimeGradient(gradient: number): IParticleSystem;
  87099. /**
  87100. * Gets the current list of life time gradients.
  87101. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  87102. * @returns the list of life time gradients
  87103. */
  87104. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  87105. /**
  87106. * Gets the current list of color gradients.
  87107. * You must use addColorGradient and removeColorGradient to udpate this list
  87108. * @returns the list of color gradients
  87109. */
  87110. getColorGradients(): Nullable<Array<ColorGradient>>;
  87111. /**
  87112. * Adds a new ramp gradient used to remap particle colors
  87113. * @param gradient defines the gradient to use (between 0 and 1)
  87114. * @param color defines the color to affect to the specified gradient
  87115. * @returns the current particle system
  87116. */
  87117. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  87118. /**
  87119. * Gets the current list of ramp gradients.
  87120. * You must use addRampGradient and removeRampGradient to udpate this list
  87121. * @returns the list of ramp gradients
  87122. */
  87123. getRampGradients(): Nullable<Array<Color3Gradient>>;
  87124. /** Gets or sets a boolean indicating that ramp gradients must be used
  87125. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  87126. */
  87127. useRampGradients: boolean;
  87128. /**
  87129. * Adds a new color remap gradient
  87130. * @param gradient defines the gradient to use (between 0 and 1)
  87131. * @param min defines the color remap minimal range
  87132. * @param max defines the color remap maximal range
  87133. * @returns the current particle system
  87134. */
  87135. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87136. /**
  87137. * Gets the current list of color remap gradients.
  87138. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  87139. * @returns the list of color remap gradients
  87140. */
  87141. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  87142. /**
  87143. * Adds a new alpha remap gradient
  87144. * @param gradient defines the gradient to use (between 0 and 1)
  87145. * @param min defines the alpha remap minimal range
  87146. * @param max defines the alpha remap maximal range
  87147. * @returns the current particle system
  87148. */
  87149. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  87150. /**
  87151. * Gets the current list of alpha remap gradients.
  87152. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  87153. * @returns the list of alpha remap gradients
  87154. */
  87155. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  87156. /**
  87157. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  87158. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87159. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87160. * @returns the emitter
  87161. */
  87162. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  87163. /**
  87164. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  87165. * @param radius The radius of the hemisphere to emit from
  87166. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87167. * @returns the emitter
  87168. */
  87169. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  87170. /**
  87171. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  87172. * @param radius The radius of the sphere to emit from
  87173. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  87174. * @returns the emitter
  87175. */
  87176. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  87177. /**
  87178. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  87179. * @param radius The radius of the sphere to emit from
  87180. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  87181. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  87182. * @returns the emitter
  87183. */
  87184. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87185. /**
  87186. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  87187. * @param radius The radius of the emission cylinder
  87188. * @param height The height of the emission cylinder
  87189. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  87190. * @param directionRandomizer How much to randomize the particle direction [0-1]
  87191. * @returns the emitter
  87192. */
  87193. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  87194. /**
  87195. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  87196. * @param radius The radius of the cylinder to emit from
  87197. * @param height The height of the emission cylinder
  87198. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  87199. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  87200. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  87201. * @returns the emitter
  87202. */
  87203. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  87204. /**
  87205. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  87206. * @param radius The radius of the cone to emit from
  87207. * @param angle The base angle of the cone
  87208. * @returns the emitter
  87209. */
  87210. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  87211. /**
  87212. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  87213. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  87214. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  87215. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87216. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  87217. * @returns the emitter
  87218. */
  87219. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  87220. /**
  87221. * Get hosting scene
  87222. * @returns the scene
  87223. */
  87224. getScene(): Scene;
  87225. }
  87226. }
  87227. declare module BABYLON {
  87228. /**
  87229. * Creates an instance based on a source mesh.
  87230. */
  87231. export class InstancedMesh extends AbstractMesh {
  87232. private _sourceMesh;
  87233. private _currentLOD;
  87234. /** @hidden */
  87235. _indexInSourceMeshInstanceArray: number;
  87236. constructor(name: string, source: Mesh);
  87237. /**
  87238. * Returns the string "InstancedMesh".
  87239. */
  87240. getClassName(): string;
  87241. /** Gets the list of lights affecting that mesh */
  87242. readonly lightSources: Light[];
  87243. _resyncLightSources(): void;
  87244. _resyncLighSource(light: Light): void;
  87245. _removeLightSource(light: Light, dispose: boolean): void;
  87246. /**
  87247. * If the source mesh receives shadows
  87248. */
  87249. readonly receiveShadows: boolean;
  87250. /**
  87251. * The material of the source mesh
  87252. */
  87253. readonly material: Nullable<Material>;
  87254. /**
  87255. * Visibility of the source mesh
  87256. */
  87257. readonly visibility: number;
  87258. /**
  87259. * Skeleton of the source mesh
  87260. */
  87261. readonly skeleton: Nullable<Skeleton>;
  87262. /**
  87263. * Rendering ground id of the source mesh
  87264. */
  87265. renderingGroupId: number;
  87266. /**
  87267. * Returns the total number of vertices (integer).
  87268. */
  87269. getTotalVertices(): number;
  87270. /**
  87271. * Returns a positive integer : the total number of indices in this mesh geometry.
  87272. * @returns the numner of indices or zero if the mesh has no geometry.
  87273. */
  87274. getTotalIndices(): number;
  87275. /**
  87276. * The source mesh of the instance
  87277. */
  87278. readonly sourceMesh: Mesh;
  87279. /**
  87280. * Is this node ready to be used/rendered
  87281. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87282. * @return {boolean} is it ready
  87283. */
  87284. isReady(completeCheck?: boolean): boolean;
  87285. /**
  87286. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87287. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  87288. * @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.
  87289. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  87290. */
  87291. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  87292. /**
  87293. * Sets the vertex data of the mesh geometry for the requested `kind`.
  87294. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  87295. * The `data` are either a numeric array either a Float32Array.
  87296. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  87297. * 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).
  87298. * Note that a new underlying VertexBuffer object is created each call.
  87299. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  87300. *
  87301. * Possible `kind` values :
  87302. * - VertexBuffer.PositionKind
  87303. * - VertexBuffer.UVKind
  87304. * - VertexBuffer.UV2Kind
  87305. * - VertexBuffer.UV3Kind
  87306. * - VertexBuffer.UV4Kind
  87307. * - VertexBuffer.UV5Kind
  87308. * - VertexBuffer.UV6Kind
  87309. * - VertexBuffer.ColorKind
  87310. * - VertexBuffer.MatricesIndicesKind
  87311. * - VertexBuffer.MatricesIndicesExtraKind
  87312. * - VertexBuffer.MatricesWeightsKind
  87313. * - VertexBuffer.MatricesWeightsExtraKind
  87314. *
  87315. * Returns the Mesh.
  87316. */
  87317. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87318. /**
  87319. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87320. * If the mesh has no geometry, it is simply returned as it is.
  87321. * The `data` are either a numeric array either a Float32Array.
  87322. * No new underlying VertexBuffer object is created.
  87323. * 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.
  87324. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87325. *
  87326. * Possible `kind` values :
  87327. * - VertexBuffer.PositionKind
  87328. * - VertexBuffer.UVKind
  87329. * - VertexBuffer.UV2Kind
  87330. * - VertexBuffer.UV3Kind
  87331. * - VertexBuffer.UV4Kind
  87332. * - VertexBuffer.UV5Kind
  87333. * - VertexBuffer.UV6Kind
  87334. * - VertexBuffer.ColorKind
  87335. * - VertexBuffer.MatricesIndicesKind
  87336. * - VertexBuffer.MatricesIndicesExtraKind
  87337. * - VertexBuffer.MatricesWeightsKind
  87338. * - VertexBuffer.MatricesWeightsExtraKind
  87339. *
  87340. * Returns the Mesh.
  87341. */
  87342. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87343. /**
  87344. * Sets the mesh indices.
  87345. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87346. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87347. * This method creates a new index buffer each call.
  87348. * Returns the Mesh.
  87349. */
  87350. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87351. /**
  87352. * Boolean : True if the mesh owns the requested kind of data.
  87353. */
  87354. isVerticesDataPresent(kind: string): boolean;
  87355. /**
  87356. * Returns an array of indices (IndicesArray).
  87357. */
  87358. getIndices(): Nullable<IndicesArray>;
  87359. readonly _positions: Nullable<Vector3[]>;
  87360. /**
  87361. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87362. * This means the mesh underlying bounding box and sphere are recomputed.
  87363. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87364. * @returns the current mesh
  87365. */
  87366. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87367. /** @hidden */
  87368. _preActivate(): InstancedMesh;
  87369. /** @hidden */
  87370. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87371. /** @hidden */
  87372. _postActivate(): void;
  87373. getWorldMatrix(): Matrix;
  87374. readonly isAnInstance: boolean;
  87375. /**
  87376. * Returns the current associated LOD AbstractMesh.
  87377. */
  87378. getLOD(camera: Camera): AbstractMesh;
  87379. /** @hidden */
  87380. _syncSubMeshes(): InstancedMesh;
  87381. /** @hidden */
  87382. _generatePointsArray(): boolean;
  87383. /**
  87384. * Creates a new InstancedMesh from the current mesh.
  87385. * - name (string) : the cloned mesh name
  87386. * - newParent (optional Node) : the optional Node to parent the clone to.
  87387. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87388. *
  87389. * Returns the clone.
  87390. */
  87391. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87392. /**
  87393. * Disposes the InstancedMesh.
  87394. * Returns nothing.
  87395. */
  87396. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87397. }
  87398. interface Mesh {
  87399. /**
  87400. * Register a custom buffer that will be instanced
  87401. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87402. * @param kind defines the buffer kind
  87403. * @param stride defines the stride in floats
  87404. */
  87405. registerInstancedBuffer(kind: string, stride: number): void;
  87406. /** @hidden */
  87407. _userInstancedBuffersStorage: {
  87408. data: {
  87409. [key: string]: Float32Array;
  87410. };
  87411. sizes: {
  87412. [key: string]: number;
  87413. };
  87414. vertexBuffers: {
  87415. [key: string]: Nullable<VertexBuffer>;
  87416. };
  87417. strides: {
  87418. [key: string]: number;
  87419. };
  87420. };
  87421. }
  87422. interface AbstractMesh {
  87423. /**
  87424. * Object used to store instanced buffers defined by user
  87425. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87426. */
  87427. instancedBuffers: {
  87428. [key: string]: any;
  87429. };
  87430. }
  87431. }
  87432. declare module BABYLON {
  87433. /**
  87434. * Defines the options associated with the creation of a shader material.
  87435. */
  87436. export interface IShaderMaterialOptions {
  87437. /**
  87438. * Does the material work in alpha blend mode
  87439. */
  87440. needAlphaBlending: boolean;
  87441. /**
  87442. * Does the material work in alpha test mode
  87443. */
  87444. needAlphaTesting: boolean;
  87445. /**
  87446. * The list of attribute names used in the shader
  87447. */
  87448. attributes: string[];
  87449. /**
  87450. * The list of unifrom names used in the shader
  87451. */
  87452. uniforms: string[];
  87453. /**
  87454. * The list of UBO names used in the shader
  87455. */
  87456. uniformBuffers: string[];
  87457. /**
  87458. * The list of sampler names used in the shader
  87459. */
  87460. samplers: string[];
  87461. /**
  87462. * The list of defines used in the shader
  87463. */
  87464. defines: string[];
  87465. }
  87466. /**
  87467. * 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.
  87468. *
  87469. * This returned material effects how the mesh will look based on the code in the shaders.
  87470. *
  87471. * @see http://doc.babylonjs.com/how_to/shader_material
  87472. */
  87473. export class ShaderMaterial extends Material {
  87474. private _shaderPath;
  87475. private _options;
  87476. private _textures;
  87477. private _textureArrays;
  87478. private _floats;
  87479. private _ints;
  87480. private _floatsArrays;
  87481. private _colors3;
  87482. private _colors3Arrays;
  87483. private _colors4;
  87484. private _colors4Arrays;
  87485. private _vectors2;
  87486. private _vectors3;
  87487. private _vectors4;
  87488. private _matrices;
  87489. private _matrixArrays;
  87490. private _matrices3x3;
  87491. private _matrices2x2;
  87492. private _vectors2Arrays;
  87493. private _vectors3Arrays;
  87494. private _vectors4Arrays;
  87495. private _cachedWorldViewMatrix;
  87496. private _cachedWorldViewProjectionMatrix;
  87497. private _renderId;
  87498. private _multiview;
  87499. /**
  87500. * Instantiate a new shader material.
  87501. * 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.
  87502. * This returned material effects how the mesh will look based on the code in the shaders.
  87503. * @see http://doc.babylonjs.com/how_to/shader_material
  87504. * @param name Define the name of the material in the scene
  87505. * @param scene Define the scene the material belongs to
  87506. * @param shaderPath Defines the route to the shader code in one of three ways:
  87507. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87508. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87509. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87510. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87511. * @param options Define the options used to create the shader
  87512. */
  87513. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87514. /**
  87515. * Gets the shader path used to define the shader code
  87516. * It can be modified to trigger a new compilation
  87517. */
  87518. /**
  87519. * Sets the shader path used to define the shader code
  87520. * It can be modified to trigger a new compilation
  87521. */
  87522. shaderPath: any;
  87523. /**
  87524. * Gets the options used to compile the shader.
  87525. * They can be modified to trigger a new compilation
  87526. */
  87527. readonly options: IShaderMaterialOptions;
  87528. /**
  87529. * Gets the current class name of the material e.g. "ShaderMaterial"
  87530. * Mainly use in serialization.
  87531. * @returns the class name
  87532. */
  87533. getClassName(): string;
  87534. /**
  87535. * Specifies if the material will require alpha blending
  87536. * @returns a boolean specifying if alpha blending is needed
  87537. */
  87538. needAlphaBlending(): boolean;
  87539. /**
  87540. * Specifies if this material should be rendered in alpha test mode
  87541. * @returns a boolean specifying if an alpha test is needed.
  87542. */
  87543. needAlphaTesting(): boolean;
  87544. private _checkUniform;
  87545. /**
  87546. * Set a texture in the shader.
  87547. * @param name Define the name of the uniform samplers as defined in the shader
  87548. * @param texture Define the texture to bind to this sampler
  87549. * @return the material itself allowing "fluent" like uniform updates
  87550. */
  87551. setTexture(name: string, texture: Texture): ShaderMaterial;
  87552. /**
  87553. * Set a texture array in the shader.
  87554. * @param name Define the name of the uniform sampler array as defined in the shader
  87555. * @param textures Define the list of textures to bind to this sampler
  87556. * @return the material itself allowing "fluent" like uniform updates
  87557. */
  87558. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87559. /**
  87560. * Set a float in the shader.
  87561. * @param name Define the name of the uniform as defined in the shader
  87562. * @param value Define the value to give to the uniform
  87563. * @return the material itself allowing "fluent" like uniform updates
  87564. */
  87565. setFloat(name: string, value: number): ShaderMaterial;
  87566. /**
  87567. * Set a int in the shader.
  87568. * @param name Define the name of the uniform as defined in the shader
  87569. * @param value Define the value to give to the uniform
  87570. * @return the material itself allowing "fluent" like uniform updates
  87571. */
  87572. setInt(name: string, value: number): ShaderMaterial;
  87573. /**
  87574. * Set an array of floats in the shader.
  87575. * @param name Define the name of the uniform as defined in the shader
  87576. * @param value Define the value to give to the uniform
  87577. * @return the material itself allowing "fluent" like uniform updates
  87578. */
  87579. setFloats(name: string, value: number[]): ShaderMaterial;
  87580. /**
  87581. * Set a vec3 in the shader from a Color3.
  87582. * @param name Define the name of the uniform as defined in the shader
  87583. * @param value Define the value to give to the uniform
  87584. * @return the material itself allowing "fluent" like uniform updates
  87585. */
  87586. setColor3(name: string, value: Color3): ShaderMaterial;
  87587. /**
  87588. * Set a vec3 array in the shader from a Color3 array.
  87589. * @param name Define the name of the uniform as defined in the shader
  87590. * @param value Define the value to give to the uniform
  87591. * @return the material itself allowing "fluent" like uniform updates
  87592. */
  87593. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87594. /**
  87595. * Set a vec4 in the shader from a Color4.
  87596. * @param name Define the name of the uniform as defined in the shader
  87597. * @param value Define the value to give to the uniform
  87598. * @return the material itself allowing "fluent" like uniform updates
  87599. */
  87600. setColor4(name: string, value: Color4): ShaderMaterial;
  87601. /**
  87602. * Set a vec4 array in the shader from a Color4 array.
  87603. * @param name Define the name of the uniform as defined in the shader
  87604. * @param value Define the value to give to the uniform
  87605. * @return the material itself allowing "fluent" like uniform updates
  87606. */
  87607. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87608. /**
  87609. * Set a vec2 in the shader from a Vector2.
  87610. * @param name Define the name of the uniform as defined in the shader
  87611. * @param value Define the value to give to the uniform
  87612. * @return the material itself allowing "fluent" like uniform updates
  87613. */
  87614. setVector2(name: string, value: Vector2): ShaderMaterial;
  87615. /**
  87616. * Set a vec3 in the shader from a Vector3.
  87617. * @param name Define the name of the uniform as defined in the shader
  87618. * @param value Define the value to give to the uniform
  87619. * @return the material itself allowing "fluent" like uniform updates
  87620. */
  87621. setVector3(name: string, value: Vector3): ShaderMaterial;
  87622. /**
  87623. * Set a vec4 in the shader from a Vector4.
  87624. * @param name Define the name of the uniform as defined in the shader
  87625. * @param value Define the value to give to the uniform
  87626. * @return the material itself allowing "fluent" like uniform updates
  87627. */
  87628. setVector4(name: string, value: Vector4): ShaderMaterial;
  87629. /**
  87630. * Set a mat4 in the shader from a Matrix.
  87631. * @param name Define the name of the uniform as defined in the shader
  87632. * @param value Define the value to give to the uniform
  87633. * @return the material itself allowing "fluent" like uniform updates
  87634. */
  87635. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87636. /**
  87637. * Set a float32Array in the shader from a matrix array.
  87638. * @param name Define the name of the uniform as defined in the shader
  87639. * @param value Define the value to give to the uniform
  87640. * @return the material itself allowing "fluent" like uniform updates
  87641. */
  87642. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87643. /**
  87644. * Set a mat3 in the shader from a Float32Array.
  87645. * @param name Define the name of the uniform as defined in the shader
  87646. * @param value Define the value to give to the uniform
  87647. * @return the material itself allowing "fluent" like uniform updates
  87648. */
  87649. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87650. /**
  87651. * Set a mat2 in the shader from a Float32Array.
  87652. * @param name Define the name of the uniform as defined in the shader
  87653. * @param value Define the value to give to the uniform
  87654. * @return the material itself allowing "fluent" like uniform updates
  87655. */
  87656. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87657. /**
  87658. * Set a vec2 array in the shader from a number array.
  87659. * @param name Define the name of the uniform as defined in the shader
  87660. * @param value Define the value to give to the uniform
  87661. * @return the material itself allowing "fluent" like uniform updates
  87662. */
  87663. setArray2(name: string, value: number[]): ShaderMaterial;
  87664. /**
  87665. * Set a vec3 array in the shader from a number array.
  87666. * @param name Define the name of the uniform as defined in the shader
  87667. * @param value Define the value to give to the uniform
  87668. * @return the material itself allowing "fluent" like uniform updates
  87669. */
  87670. setArray3(name: string, value: number[]): ShaderMaterial;
  87671. /**
  87672. * Set a vec4 array in the shader from a number array.
  87673. * @param name Define the name of the uniform as defined in the shader
  87674. * @param value Define the value to give to the uniform
  87675. * @return the material itself allowing "fluent" like uniform updates
  87676. */
  87677. setArray4(name: string, value: number[]): ShaderMaterial;
  87678. private _checkCache;
  87679. /**
  87680. * Specifies that the submesh is ready to be used
  87681. * @param mesh defines the mesh to check
  87682. * @param subMesh defines which submesh to check
  87683. * @param useInstances specifies that instances should be used
  87684. * @returns a boolean indicating that the submesh is ready or not
  87685. */
  87686. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87687. /**
  87688. * Checks if the material is ready to render the requested mesh
  87689. * @param mesh Define the mesh to render
  87690. * @param useInstances Define whether or not the material is used with instances
  87691. * @returns true if ready, otherwise false
  87692. */
  87693. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87694. /**
  87695. * Binds the world matrix to the material
  87696. * @param world defines the world transformation matrix
  87697. */
  87698. bindOnlyWorldMatrix(world: Matrix): void;
  87699. /**
  87700. * Binds the material to the mesh
  87701. * @param world defines the world transformation matrix
  87702. * @param mesh defines the mesh to bind the material to
  87703. */
  87704. bind(world: Matrix, mesh?: Mesh): void;
  87705. /**
  87706. * Gets the active textures from the material
  87707. * @returns an array of textures
  87708. */
  87709. getActiveTextures(): BaseTexture[];
  87710. /**
  87711. * Specifies if the material uses a texture
  87712. * @param texture defines the texture to check against the material
  87713. * @returns a boolean specifying if the material uses the texture
  87714. */
  87715. hasTexture(texture: BaseTexture): boolean;
  87716. /**
  87717. * Makes a duplicate of the material, and gives it a new name
  87718. * @param name defines the new name for the duplicated material
  87719. * @returns the cloned material
  87720. */
  87721. clone(name: string): ShaderMaterial;
  87722. /**
  87723. * Disposes the material
  87724. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87725. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87726. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87727. */
  87728. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87729. /**
  87730. * Serializes this material in a JSON representation
  87731. * @returns the serialized material object
  87732. */
  87733. serialize(): any;
  87734. /**
  87735. * Creates a shader material from parsed shader material data
  87736. * @param source defines the JSON represnetation of the material
  87737. * @param scene defines the hosting scene
  87738. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87739. * @returns a new material
  87740. */
  87741. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87742. }
  87743. }
  87744. declare module BABYLON {
  87745. /** @hidden */
  87746. export var colorPixelShader: {
  87747. name: string;
  87748. shader: string;
  87749. };
  87750. }
  87751. declare module BABYLON {
  87752. /** @hidden */
  87753. export var colorVertexShader: {
  87754. name: string;
  87755. shader: string;
  87756. };
  87757. }
  87758. declare module BABYLON {
  87759. /**
  87760. * Line mesh
  87761. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87762. */
  87763. export class LinesMesh extends Mesh {
  87764. /**
  87765. * If vertex color should be applied to the mesh
  87766. */
  87767. readonly useVertexColor?: boolean | undefined;
  87768. /**
  87769. * If vertex alpha should be applied to the mesh
  87770. */
  87771. readonly useVertexAlpha?: boolean | undefined;
  87772. /**
  87773. * Color of the line (Default: White)
  87774. */
  87775. color: Color3;
  87776. /**
  87777. * Alpha of the line (Default: 1)
  87778. */
  87779. alpha: number;
  87780. /**
  87781. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87782. * This margin is expressed in world space coordinates, so its value may vary.
  87783. * Default value is 0.1
  87784. */
  87785. intersectionThreshold: number;
  87786. private _colorShader;
  87787. private color4;
  87788. /**
  87789. * Creates a new LinesMesh
  87790. * @param name defines the name
  87791. * @param scene defines the hosting scene
  87792. * @param parent defines the parent mesh if any
  87793. * @param source defines the optional source LinesMesh used to clone data from
  87794. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87795. * When false, achieved by calling a clone(), also passing False.
  87796. * This will make creation of children, recursive.
  87797. * @param useVertexColor defines if this LinesMesh supports vertex color
  87798. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87799. */
  87800. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87801. /**
  87802. * If vertex color should be applied to the mesh
  87803. */
  87804. useVertexColor?: boolean | undefined,
  87805. /**
  87806. * If vertex alpha should be applied to the mesh
  87807. */
  87808. useVertexAlpha?: boolean | undefined);
  87809. private _addClipPlaneDefine;
  87810. private _removeClipPlaneDefine;
  87811. isReady(): boolean;
  87812. /**
  87813. * Returns the string "LineMesh"
  87814. */
  87815. getClassName(): string;
  87816. /**
  87817. * @hidden
  87818. */
  87819. /**
  87820. * @hidden
  87821. */
  87822. material: Material;
  87823. /**
  87824. * @hidden
  87825. */
  87826. readonly checkCollisions: boolean;
  87827. /** @hidden */
  87828. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87829. /** @hidden */
  87830. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87831. /**
  87832. * Disposes of the line mesh
  87833. * @param doNotRecurse If children should be disposed
  87834. */
  87835. dispose(doNotRecurse?: boolean): void;
  87836. /**
  87837. * Returns a new LineMesh object cloned from the current one.
  87838. */
  87839. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87840. /**
  87841. * Creates a new InstancedLinesMesh object from the mesh model.
  87842. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87843. * @param name defines the name of the new instance
  87844. * @returns a new InstancedLinesMesh
  87845. */
  87846. createInstance(name: string): InstancedLinesMesh;
  87847. }
  87848. /**
  87849. * Creates an instance based on a source LinesMesh
  87850. */
  87851. export class InstancedLinesMesh extends InstancedMesh {
  87852. /**
  87853. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87854. * This margin is expressed in world space coordinates, so its value may vary.
  87855. * Initilized with the intersectionThreshold value of the source LinesMesh
  87856. */
  87857. intersectionThreshold: number;
  87858. constructor(name: string, source: LinesMesh);
  87859. /**
  87860. * Returns the string "InstancedLinesMesh".
  87861. */
  87862. getClassName(): string;
  87863. }
  87864. }
  87865. declare module BABYLON {
  87866. /** @hidden */
  87867. export var linePixelShader: {
  87868. name: string;
  87869. shader: string;
  87870. };
  87871. }
  87872. declare module BABYLON {
  87873. /** @hidden */
  87874. export var lineVertexShader: {
  87875. name: string;
  87876. shader: string;
  87877. };
  87878. }
  87879. declare module BABYLON {
  87880. interface AbstractMesh {
  87881. /**
  87882. * Gets the edgesRenderer associated with the mesh
  87883. */
  87884. edgesRenderer: Nullable<EdgesRenderer>;
  87885. }
  87886. interface LinesMesh {
  87887. /**
  87888. * Enables the edge rendering mode on the mesh.
  87889. * This mode makes the mesh edges visible
  87890. * @param epsilon defines the maximal distance between two angles to detect a face
  87891. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87892. * @returns the currentAbstractMesh
  87893. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87894. */
  87895. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87896. }
  87897. interface InstancedLinesMesh {
  87898. /**
  87899. * Enables the edge rendering mode on the mesh.
  87900. * This mode makes the mesh edges visible
  87901. * @param epsilon defines the maximal distance between two angles to detect a face
  87902. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87903. * @returns the current InstancedLinesMesh
  87904. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87905. */
  87906. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87907. }
  87908. /**
  87909. * Defines the minimum contract an Edges renderer should follow.
  87910. */
  87911. export interface IEdgesRenderer extends IDisposable {
  87912. /**
  87913. * Gets or sets a boolean indicating if the edgesRenderer is active
  87914. */
  87915. isEnabled: boolean;
  87916. /**
  87917. * Renders the edges of the attached mesh,
  87918. */
  87919. render(): void;
  87920. /**
  87921. * Checks wether or not the edges renderer is ready to render.
  87922. * @return true if ready, otherwise false.
  87923. */
  87924. isReady(): boolean;
  87925. }
  87926. /**
  87927. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87928. */
  87929. export class EdgesRenderer implements IEdgesRenderer {
  87930. /**
  87931. * Define the size of the edges with an orthographic camera
  87932. */
  87933. edgesWidthScalerForOrthographic: number;
  87934. /**
  87935. * Define the size of the edges with a perspective camera
  87936. */
  87937. edgesWidthScalerForPerspective: number;
  87938. protected _source: AbstractMesh;
  87939. protected _linesPositions: number[];
  87940. protected _linesNormals: number[];
  87941. protected _linesIndices: number[];
  87942. protected _epsilon: number;
  87943. protected _indicesCount: number;
  87944. protected _lineShader: ShaderMaterial;
  87945. protected _ib: DataBuffer;
  87946. protected _buffers: {
  87947. [key: string]: Nullable<VertexBuffer>;
  87948. };
  87949. protected _checkVerticesInsteadOfIndices: boolean;
  87950. private _meshRebuildObserver;
  87951. private _meshDisposeObserver;
  87952. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87953. isEnabled: boolean;
  87954. /**
  87955. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87956. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87957. * @param source Mesh used to create edges
  87958. * @param epsilon sum of angles in adjacency to check for edge
  87959. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87960. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87961. */
  87962. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87963. protected _prepareRessources(): void;
  87964. /** @hidden */
  87965. _rebuild(): void;
  87966. /**
  87967. * Releases the required resources for the edges renderer
  87968. */
  87969. dispose(): void;
  87970. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87971. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87972. /**
  87973. * Checks if the pair of p0 and p1 is en edge
  87974. * @param faceIndex
  87975. * @param edge
  87976. * @param faceNormals
  87977. * @param p0
  87978. * @param p1
  87979. * @private
  87980. */
  87981. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87982. /**
  87983. * push line into the position, normal and index buffer
  87984. * @protected
  87985. */
  87986. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87987. /**
  87988. * Generates lines edges from adjacencjes
  87989. * @private
  87990. */
  87991. _generateEdgesLines(): void;
  87992. /**
  87993. * Checks wether or not the edges renderer is ready to render.
  87994. * @return true if ready, otherwise false.
  87995. */
  87996. isReady(): boolean;
  87997. /**
  87998. * Renders the edges of the attached mesh,
  87999. */
  88000. render(): void;
  88001. }
  88002. /**
  88003. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  88004. */
  88005. export class LineEdgesRenderer extends EdgesRenderer {
  88006. /**
  88007. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  88008. * @param source LineMesh used to generate edges
  88009. * @param epsilon not important (specified angle for edge detection)
  88010. * @param checkVerticesInsteadOfIndices not important for LineMesh
  88011. */
  88012. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  88013. /**
  88014. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  88015. */
  88016. _generateEdgesLines(): void;
  88017. }
  88018. }
  88019. declare module BABYLON {
  88020. /**
  88021. * This represents the object necessary to create a rendering group.
  88022. * This is exclusively used and created by the rendering manager.
  88023. * To modify the behavior, you use the available helpers in your scene or meshes.
  88024. * @hidden
  88025. */
  88026. export class RenderingGroup {
  88027. index: number;
  88028. private static _zeroVector;
  88029. private _scene;
  88030. private _opaqueSubMeshes;
  88031. private _transparentSubMeshes;
  88032. private _alphaTestSubMeshes;
  88033. private _depthOnlySubMeshes;
  88034. private _particleSystems;
  88035. private _spriteManagers;
  88036. private _opaqueSortCompareFn;
  88037. private _alphaTestSortCompareFn;
  88038. private _transparentSortCompareFn;
  88039. private _renderOpaque;
  88040. private _renderAlphaTest;
  88041. private _renderTransparent;
  88042. /** @hidden */
  88043. _edgesRenderers: SmartArray<IEdgesRenderer>;
  88044. onBeforeTransparentRendering: () => void;
  88045. /**
  88046. * Set the opaque sort comparison function.
  88047. * If null the sub meshes will be render in the order they were created
  88048. */
  88049. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88050. /**
  88051. * Set the alpha test sort comparison function.
  88052. * If null the sub meshes will be render in the order they were created
  88053. */
  88054. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88055. /**
  88056. * Set the transparent sort comparison function.
  88057. * If null the sub meshes will be render in the order they were created
  88058. */
  88059. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  88060. /**
  88061. * Creates a new rendering group.
  88062. * @param index The rendering group index
  88063. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  88064. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  88065. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  88066. */
  88067. 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>);
  88068. /**
  88069. * Render all the sub meshes contained in the group.
  88070. * @param customRenderFunction Used to override the default render behaviour of the group.
  88071. * @returns true if rendered some submeshes.
  88072. */
  88073. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  88074. /**
  88075. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  88076. * @param subMeshes The submeshes to render
  88077. */
  88078. private renderOpaqueSorted;
  88079. /**
  88080. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  88081. * @param subMeshes The submeshes to render
  88082. */
  88083. private renderAlphaTestSorted;
  88084. /**
  88085. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  88086. * @param subMeshes The submeshes to render
  88087. */
  88088. private renderTransparentSorted;
  88089. /**
  88090. * Renders the submeshes in a specified order.
  88091. * @param subMeshes The submeshes to sort before render
  88092. * @param sortCompareFn The comparison function use to sort
  88093. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  88094. * @param transparent Specifies to activate blending if true
  88095. */
  88096. private static renderSorted;
  88097. /**
  88098. * Renders the submeshes in the order they were dispatched (no sort applied).
  88099. * @param subMeshes The submeshes to render
  88100. */
  88101. private static renderUnsorted;
  88102. /**
  88103. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88104. * are rendered back to front if in the same alpha index.
  88105. *
  88106. * @param a The first submesh
  88107. * @param b The second submesh
  88108. * @returns The result of the comparison
  88109. */
  88110. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  88111. /**
  88112. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88113. * are rendered back to front.
  88114. *
  88115. * @param a The first submesh
  88116. * @param b The second submesh
  88117. * @returns The result of the comparison
  88118. */
  88119. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  88120. /**
  88121. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  88122. * are rendered front to back (prevent overdraw).
  88123. *
  88124. * @param a The first submesh
  88125. * @param b The second submesh
  88126. * @returns The result of the comparison
  88127. */
  88128. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  88129. /**
  88130. * Resets the different lists of submeshes to prepare a new frame.
  88131. */
  88132. prepare(): void;
  88133. dispose(): void;
  88134. /**
  88135. * Inserts the submesh in its correct queue depending on its material.
  88136. * @param subMesh The submesh to dispatch
  88137. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88138. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88139. */
  88140. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88141. dispatchSprites(spriteManager: ISpriteManager): void;
  88142. dispatchParticles(particleSystem: IParticleSystem): void;
  88143. private _renderParticles;
  88144. private _renderSprites;
  88145. }
  88146. }
  88147. declare module BABYLON {
  88148. /**
  88149. * Interface describing the different options available in the rendering manager
  88150. * regarding Auto Clear between groups.
  88151. */
  88152. export interface IRenderingManagerAutoClearSetup {
  88153. /**
  88154. * Defines whether or not autoclear is enable.
  88155. */
  88156. autoClear: boolean;
  88157. /**
  88158. * Defines whether or not to autoclear the depth buffer.
  88159. */
  88160. depth: boolean;
  88161. /**
  88162. * Defines whether or not to autoclear the stencil buffer.
  88163. */
  88164. stencil: boolean;
  88165. }
  88166. /**
  88167. * This class is used by the onRenderingGroupObservable
  88168. */
  88169. export class RenderingGroupInfo {
  88170. /**
  88171. * The Scene that being rendered
  88172. */
  88173. scene: Scene;
  88174. /**
  88175. * The camera currently used for the rendering pass
  88176. */
  88177. camera: Nullable<Camera>;
  88178. /**
  88179. * The ID of the renderingGroup being processed
  88180. */
  88181. renderingGroupId: number;
  88182. }
  88183. /**
  88184. * This is the manager responsible of all the rendering for meshes sprites and particles.
  88185. * It is enable to manage the different groups as well as the different necessary sort functions.
  88186. * This should not be used directly aside of the few static configurations
  88187. */
  88188. export class RenderingManager {
  88189. /**
  88190. * The max id used for rendering groups (not included)
  88191. */
  88192. static MAX_RENDERINGGROUPS: number;
  88193. /**
  88194. * The min id used for rendering groups (included)
  88195. */
  88196. static MIN_RENDERINGGROUPS: number;
  88197. /**
  88198. * Used to globally prevent autoclearing scenes.
  88199. */
  88200. static AUTOCLEAR: boolean;
  88201. /**
  88202. * @hidden
  88203. */
  88204. _useSceneAutoClearSetup: boolean;
  88205. private _scene;
  88206. private _renderingGroups;
  88207. private _depthStencilBufferAlreadyCleaned;
  88208. private _autoClearDepthStencil;
  88209. private _customOpaqueSortCompareFn;
  88210. private _customAlphaTestSortCompareFn;
  88211. private _customTransparentSortCompareFn;
  88212. private _renderingGroupInfo;
  88213. /**
  88214. * Instantiates a new rendering group for a particular scene
  88215. * @param scene Defines the scene the groups belongs to
  88216. */
  88217. constructor(scene: Scene);
  88218. private _clearDepthStencilBuffer;
  88219. /**
  88220. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  88221. * @hidden
  88222. */
  88223. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  88224. /**
  88225. * Resets the different information of the group to prepare a new frame
  88226. * @hidden
  88227. */
  88228. reset(): void;
  88229. /**
  88230. * Dispose and release the group and its associated resources.
  88231. * @hidden
  88232. */
  88233. dispose(): void;
  88234. /**
  88235. * Clear the info related to rendering groups preventing retention points during dispose.
  88236. */
  88237. freeRenderingGroups(): void;
  88238. private _prepareRenderingGroup;
  88239. /**
  88240. * Add a sprite manager to the rendering manager in order to render it this frame.
  88241. * @param spriteManager Define the sprite manager to render
  88242. */
  88243. dispatchSprites(spriteManager: ISpriteManager): void;
  88244. /**
  88245. * Add a particle system to the rendering manager in order to render it this frame.
  88246. * @param particleSystem Define the particle system to render
  88247. */
  88248. dispatchParticles(particleSystem: IParticleSystem): void;
  88249. /**
  88250. * Add a submesh to the manager in order to render it this frame
  88251. * @param subMesh The submesh to dispatch
  88252. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  88253. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  88254. */
  88255. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  88256. /**
  88257. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88258. * This allowed control for front to back rendering or reversly depending of the special needs.
  88259. *
  88260. * @param renderingGroupId The rendering group id corresponding to its index
  88261. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88262. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88263. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88264. */
  88265. 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;
  88266. /**
  88267. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88268. *
  88269. * @param renderingGroupId The rendering group id corresponding to its index
  88270. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88271. * @param depth Automatically clears depth between groups if true and autoClear is true.
  88272. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  88273. */
  88274. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  88275. /**
  88276. * Gets the current auto clear configuration for one rendering group of the rendering
  88277. * manager.
  88278. * @param index the rendering group index to get the information for
  88279. * @returns The auto clear setup for the requested rendering group
  88280. */
  88281. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  88282. }
  88283. }
  88284. declare module BABYLON {
  88285. /**
  88286. * This Helps creating a texture that will be created from a camera in your scene.
  88287. * It is basically a dynamic texture that could be used to create special effects for instance.
  88288. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  88289. */
  88290. export class RenderTargetTexture extends Texture {
  88291. isCube: boolean;
  88292. /**
  88293. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  88294. */
  88295. static readonly REFRESHRATE_RENDER_ONCE: number;
  88296. /**
  88297. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  88298. */
  88299. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  88300. /**
  88301. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  88302. * the central point of your effect and can save a lot of performances.
  88303. */
  88304. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  88305. /**
  88306. * Use this predicate to dynamically define the list of mesh you want to render.
  88307. * If set, the renderList property will be overwritten.
  88308. */
  88309. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  88310. private _renderList;
  88311. /**
  88312. * Use this list to define the list of mesh you want to render.
  88313. */
  88314. renderList: Nullable<Array<AbstractMesh>>;
  88315. private _hookArray;
  88316. /**
  88317. * Define if particles should be rendered in your texture.
  88318. */
  88319. renderParticles: boolean;
  88320. /**
  88321. * Define if sprites should be rendered in your texture.
  88322. */
  88323. renderSprites: boolean;
  88324. /**
  88325. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88326. */
  88327. coordinatesMode: number;
  88328. /**
  88329. * Define the camera used to render the texture.
  88330. */
  88331. activeCamera: Nullable<Camera>;
  88332. /**
  88333. * Override the render function of the texture with your own one.
  88334. */
  88335. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88336. /**
  88337. * Define if camera post processes should be use while rendering the texture.
  88338. */
  88339. useCameraPostProcesses: boolean;
  88340. /**
  88341. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88342. */
  88343. ignoreCameraViewport: boolean;
  88344. private _postProcessManager;
  88345. private _postProcesses;
  88346. private _resizeObserver;
  88347. /**
  88348. * An event triggered when the texture is unbind.
  88349. */
  88350. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88351. /**
  88352. * An event triggered when the texture is unbind.
  88353. */
  88354. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88355. private _onAfterUnbindObserver;
  88356. /**
  88357. * Set a after unbind callback in the texture.
  88358. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88359. */
  88360. onAfterUnbind: () => void;
  88361. /**
  88362. * An event triggered before rendering the texture
  88363. */
  88364. onBeforeRenderObservable: Observable<number>;
  88365. private _onBeforeRenderObserver;
  88366. /**
  88367. * Set a before render callback in the texture.
  88368. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88369. */
  88370. onBeforeRender: (faceIndex: number) => void;
  88371. /**
  88372. * An event triggered after rendering the texture
  88373. */
  88374. onAfterRenderObservable: Observable<number>;
  88375. private _onAfterRenderObserver;
  88376. /**
  88377. * Set a after render callback in the texture.
  88378. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88379. */
  88380. onAfterRender: (faceIndex: number) => void;
  88381. /**
  88382. * An event triggered after the texture clear
  88383. */
  88384. onClearObservable: Observable<Engine>;
  88385. private _onClearObserver;
  88386. /**
  88387. * Set a clear callback in the texture.
  88388. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88389. */
  88390. onClear: (Engine: Engine) => void;
  88391. /**
  88392. * An event triggered when the texture is resized.
  88393. */
  88394. onResizeObservable: Observable<RenderTargetTexture>;
  88395. /**
  88396. * Define the clear color of the Render Target if it should be different from the scene.
  88397. */
  88398. clearColor: Color4;
  88399. protected _size: number | {
  88400. width: number;
  88401. height: number;
  88402. };
  88403. protected _initialSizeParameter: number | {
  88404. width: number;
  88405. height: number;
  88406. } | {
  88407. ratio: number;
  88408. };
  88409. protected _sizeRatio: Nullable<number>;
  88410. /** @hidden */
  88411. _generateMipMaps: boolean;
  88412. protected _renderingManager: RenderingManager;
  88413. /** @hidden */
  88414. _waitingRenderList: string[];
  88415. protected _doNotChangeAspectRatio: boolean;
  88416. protected _currentRefreshId: number;
  88417. protected _refreshRate: number;
  88418. protected _textureMatrix: Matrix;
  88419. protected _samples: number;
  88420. protected _renderTargetOptions: RenderTargetCreationOptions;
  88421. /**
  88422. * Gets render target creation options that were used.
  88423. */
  88424. readonly renderTargetOptions: RenderTargetCreationOptions;
  88425. protected _engine: Engine;
  88426. protected _onRatioRescale(): void;
  88427. /**
  88428. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88429. * It must define where the camera used to render the texture is set
  88430. */
  88431. boundingBoxPosition: Vector3;
  88432. private _boundingBoxSize;
  88433. /**
  88434. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88435. * When defined, the cubemap will switch to local mode
  88436. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88437. * @example https://www.babylonjs-playground.com/#RNASML
  88438. */
  88439. boundingBoxSize: Vector3;
  88440. /**
  88441. * In case the RTT has been created with a depth texture, get the associated
  88442. * depth texture.
  88443. * Otherwise, return null.
  88444. */
  88445. depthStencilTexture: Nullable<InternalTexture>;
  88446. /**
  88447. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88448. * or used a shadow, depth texture...
  88449. * @param name The friendly name of the texture
  88450. * @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)
  88451. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88452. * @param generateMipMaps True if mip maps need to be generated after render.
  88453. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88454. * @param type The type of the buffer in the RTT (int, half float, float...)
  88455. * @param isCube True if a cube texture needs to be created
  88456. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88457. * @param generateDepthBuffer True to generate a depth buffer
  88458. * @param generateStencilBuffer True to generate a stencil buffer
  88459. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88460. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88461. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88462. */
  88463. constructor(name: string, size: number | {
  88464. width: number;
  88465. height: number;
  88466. } | {
  88467. ratio: number;
  88468. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88469. /**
  88470. * Creates a depth stencil texture.
  88471. * This is only available in WebGL 2 or with the depth texture extension available.
  88472. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88473. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88474. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88475. */
  88476. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88477. private _processSizeParameter;
  88478. /**
  88479. * Define the number of samples to use in case of MSAA.
  88480. * It defaults to one meaning no MSAA has been enabled.
  88481. */
  88482. samples: number;
  88483. /**
  88484. * Resets the refresh counter of the texture and start bak from scratch.
  88485. * Could be useful to regenerate the texture if it is setup to render only once.
  88486. */
  88487. resetRefreshCounter(): void;
  88488. /**
  88489. * Define the refresh rate of the texture or the rendering frequency.
  88490. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88491. */
  88492. refreshRate: number;
  88493. /**
  88494. * Adds a post process to the render target rendering passes.
  88495. * @param postProcess define the post process to add
  88496. */
  88497. addPostProcess(postProcess: PostProcess): void;
  88498. /**
  88499. * Clear all the post processes attached to the render target
  88500. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88501. */
  88502. clearPostProcesses(dispose?: boolean): void;
  88503. /**
  88504. * Remove one of the post process from the list of attached post processes to the texture
  88505. * @param postProcess define the post process to remove from the list
  88506. */
  88507. removePostProcess(postProcess: PostProcess): void;
  88508. /** @hidden */
  88509. _shouldRender(): boolean;
  88510. /**
  88511. * Gets the actual render size of the texture.
  88512. * @returns the width of the render size
  88513. */
  88514. getRenderSize(): number;
  88515. /**
  88516. * Gets the actual render width of the texture.
  88517. * @returns the width of the render size
  88518. */
  88519. getRenderWidth(): number;
  88520. /**
  88521. * Gets the actual render height of the texture.
  88522. * @returns the height of the render size
  88523. */
  88524. getRenderHeight(): number;
  88525. /**
  88526. * Get if the texture can be rescaled or not.
  88527. */
  88528. readonly canRescale: boolean;
  88529. /**
  88530. * Resize the texture using a ratio.
  88531. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88532. */
  88533. scale(ratio: number): void;
  88534. /**
  88535. * Get the texture reflection matrix used to rotate/transform the reflection.
  88536. * @returns the reflection matrix
  88537. */
  88538. getReflectionTextureMatrix(): Matrix;
  88539. /**
  88540. * Resize the texture to a new desired size.
  88541. * Be carrefull as it will recreate all the data in the new texture.
  88542. * @param size Define the new size. It can be:
  88543. * - a number for squared texture,
  88544. * - an object containing { width: number, height: number }
  88545. * - or an object containing a ratio { ratio: number }
  88546. */
  88547. resize(size: number | {
  88548. width: number;
  88549. height: number;
  88550. } | {
  88551. ratio: number;
  88552. }): void;
  88553. /**
  88554. * Renders all the objects from the render list into the texture.
  88555. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88556. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88557. */
  88558. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88559. private _bestReflectionRenderTargetDimension;
  88560. /**
  88561. * @hidden
  88562. * @param faceIndex face index to bind to if this is a cubetexture
  88563. */
  88564. _bindFrameBuffer(faceIndex?: number): void;
  88565. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88566. private renderToTarget;
  88567. /**
  88568. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88569. * This allowed control for front to back rendering or reversly depending of the special needs.
  88570. *
  88571. * @param renderingGroupId The rendering group id corresponding to its index
  88572. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88573. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88574. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88575. */
  88576. 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;
  88577. /**
  88578. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88579. *
  88580. * @param renderingGroupId The rendering group id corresponding to its index
  88581. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88582. */
  88583. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88584. /**
  88585. * Clones the texture.
  88586. * @returns the cloned texture
  88587. */
  88588. clone(): RenderTargetTexture;
  88589. /**
  88590. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88591. * @returns The JSON representation of the texture
  88592. */
  88593. serialize(): any;
  88594. /**
  88595. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88596. */
  88597. disposeFramebufferObjects(): void;
  88598. /**
  88599. * Dispose the texture and release its associated resources.
  88600. */
  88601. dispose(): void;
  88602. /** @hidden */
  88603. _rebuild(): void;
  88604. /**
  88605. * Clear the info related to rendering groups preventing retention point in material dispose.
  88606. */
  88607. freeRenderingGroups(): void;
  88608. /**
  88609. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88610. * @returns the view count
  88611. */
  88612. getViewCount(): number;
  88613. }
  88614. }
  88615. declare module BABYLON {
  88616. /**
  88617. * Options for compiling materials.
  88618. */
  88619. export interface IMaterialCompilationOptions {
  88620. /**
  88621. * Defines whether clip planes are enabled.
  88622. */
  88623. clipPlane: boolean;
  88624. /**
  88625. * Defines whether instances are enabled.
  88626. */
  88627. useInstances: boolean;
  88628. }
  88629. /**
  88630. * Base class for the main features of a material in Babylon.js
  88631. */
  88632. export class Material implements IAnimatable {
  88633. /**
  88634. * Returns the triangle fill mode
  88635. */
  88636. static readonly TriangleFillMode: number;
  88637. /**
  88638. * Returns the wireframe mode
  88639. */
  88640. static readonly WireFrameFillMode: number;
  88641. /**
  88642. * Returns the point fill mode
  88643. */
  88644. static readonly PointFillMode: number;
  88645. /**
  88646. * Returns the point list draw mode
  88647. */
  88648. static readonly PointListDrawMode: number;
  88649. /**
  88650. * Returns the line list draw mode
  88651. */
  88652. static readonly LineListDrawMode: number;
  88653. /**
  88654. * Returns the line loop draw mode
  88655. */
  88656. static readonly LineLoopDrawMode: number;
  88657. /**
  88658. * Returns the line strip draw mode
  88659. */
  88660. static readonly LineStripDrawMode: number;
  88661. /**
  88662. * Returns the triangle strip draw mode
  88663. */
  88664. static readonly TriangleStripDrawMode: number;
  88665. /**
  88666. * Returns the triangle fan draw mode
  88667. */
  88668. static readonly TriangleFanDrawMode: number;
  88669. /**
  88670. * Stores the clock-wise side orientation
  88671. */
  88672. static readonly ClockWiseSideOrientation: number;
  88673. /**
  88674. * Stores the counter clock-wise side orientation
  88675. */
  88676. static readonly CounterClockWiseSideOrientation: number;
  88677. /**
  88678. * The dirty texture flag value
  88679. */
  88680. static readonly TextureDirtyFlag: number;
  88681. /**
  88682. * The dirty light flag value
  88683. */
  88684. static readonly LightDirtyFlag: number;
  88685. /**
  88686. * The dirty fresnel flag value
  88687. */
  88688. static readonly FresnelDirtyFlag: number;
  88689. /**
  88690. * The dirty attribute flag value
  88691. */
  88692. static readonly AttributesDirtyFlag: number;
  88693. /**
  88694. * The dirty misc flag value
  88695. */
  88696. static readonly MiscDirtyFlag: number;
  88697. /**
  88698. * The all dirty flag value
  88699. */
  88700. static readonly AllDirtyFlag: number;
  88701. /**
  88702. * The ID of the material
  88703. */
  88704. id: string;
  88705. /**
  88706. * Gets or sets the unique id of the material
  88707. */
  88708. uniqueId: number;
  88709. /**
  88710. * The name of the material
  88711. */
  88712. name: string;
  88713. /**
  88714. * Gets or sets user defined metadata
  88715. */
  88716. metadata: any;
  88717. /**
  88718. * For internal use only. Please do not use.
  88719. */
  88720. reservedDataStore: any;
  88721. /**
  88722. * Specifies if the ready state should be checked on each call
  88723. */
  88724. checkReadyOnEveryCall: boolean;
  88725. /**
  88726. * Specifies if the ready state should be checked once
  88727. */
  88728. checkReadyOnlyOnce: boolean;
  88729. /**
  88730. * The state of the material
  88731. */
  88732. state: string;
  88733. /**
  88734. * The alpha value of the material
  88735. */
  88736. protected _alpha: number;
  88737. /**
  88738. * List of inspectable custom properties (used by the Inspector)
  88739. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88740. */
  88741. inspectableCustomProperties: IInspectable[];
  88742. /**
  88743. * Sets the alpha value of the material
  88744. */
  88745. /**
  88746. * Gets the alpha value of the material
  88747. */
  88748. alpha: number;
  88749. /**
  88750. * Specifies if back face culling is enabled
  88751. */
  88752. protected _backFaceCulling: boolean;
  88753. /**
  88754. * Sets the back-face culling state
  88755. */
  88756. /**
  88757. * Gets the back-face culling state
  88758. */
  88759. backFaceCulling: boolean;
  88760. /**
  88761. * Stores the value for side orientation
  88762. */
  88763. sideOrientation: number;
  88764. /**
  88765. * Callback triggered when the material is compiled
  88766. */
  88767. onCompiled: Nullable<(effect: Effect) => void>;
  88768. /**
  88769. * Callback triggered when an error occurs
  88770. */
  88771. onError: Nullable<(effect: Effect, errors: string) => void>;
  88772. /**
  88773. * Callback triggered to get the render target textures
  88774. */
  88775. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88776. /**
  88777. * Gets a boolean indicating that current material needs to register RTT
  88778. */
  88779. readonly hasRenderTargetTextures: boolean;
  88780. /**
  88781. * Specifies if the material should be serialized
  88782. */
  88783. doNotSerialize: boolean;
  88784. /**
  88785. * @hidden
  88786. */
  88787. _storeEffectOnSubMeshes: boolean;
  88788. /**
  88789. * Stores the animations for the material
  88790. */
  88791. animations: Nullable<Array<Animation>>;
  88792. /**
  88793. * An event triggered when the material is disposed
  88794. */
  88795. onDisposeObservable: Observable<Material>;
  88796. /**
  88797. * An observer which watches for dispose events
  88798. */
  88799. private _onDisposeObserver;
  88800. private _onUnBindObservable;
  88801. /**
  88802. * Called during a dispose event
  88803. */
  88804. onDispose: () => void;
  88805. private _onBindObservable;
  88806. /**
  88807. * An event triggered when the material is bound
  88808. */
  88809. readonly onBindObservable: Observable<AbstractMesh>;
  88810. /**
  88811. * An observer which watches for bind events
  88812. */
  88813. private _onBindObserver;
  88814. /**
  88815. * Called during a bind event
  88816. */
  88817. onBind: (Mesh: AbstractMesh) => void;
  88818. /**
  88819. * An event triggered when the material is unbound
  88820. */
  88821. readonly onUnBindObservable: Observable<Material>;
  88822. /**
  88823. * Stores the value of the alpha mode
  88824. */
  88825. private _alphaMode;
  88826. /**
  88827. * Sets the value of the alpha mode.
  88828. *
  88829. * | Value | Type | Description |
  88830. * | --- | --- | --- |
  88831. * | 0 | ALPHA_DISABLE | |
  88832. * | 1 | ALPHA_ADD | |
  88833. * | 2 | ALPHA_COMBINE | |
  88834. * | 3 | ALPHA_SUBTRACT | |
  88835. * | 4 | ALPHA_MULTIPLY | |
  88836. * | 5 | ALPHA_MAXIMIZED | |
  88837. * | 6 | ALPHA_ONEONE | |
  88838. * | 7 | ALPHA_PREMULTIPLIED | |
  88839. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88840. * | 9 | ALPHA_INTERPOLATE | |
  88841. * | 10 | ALPHA_SCREENMODE | |
  88842. *
  88843. */
  88844. /**
  88845. * Gets the value of the alpha mode
  88846. */
  88847. alphaMode: number;
  88848. /**
  88849. * Stores the state of the need depth pre-pass value
  88850. */
  88851. private _needDepthPrePass;
  88852. /**
  88853. * Sets the need depth pre-pass value
  88854. */
  88855. /**
  88856. * Gets the depth pre-pass value
  88857. */
  88858. needDepthPrePass: boolean;
  88859. /**
  88860. * Specifies if depth writing should be disabled
  88861. */
  88862. disableDepthWrite: boolean;
  88863. /**
  88864. * Specifies if depth writing should be forced
  88865. */
  88866. forceDepthWrite: boolean;
  88867. /**
  88868. * Specifies the depth function that should be used. 0 means the default engine function
  88869. */
  88870. depthFunction: number;
  88871. /**
  88872. * Specifies if there should be a separate pass for culling
  88873. */
  88874. separateCullingPass: boolean;
  88875. /**
  88876. * Stores the state specifing if fog should be enabled
  88877. */
  88878. private _fogEnabled;
  88879. /**
  88880. * Sets the state for enabling fog
  88881. */
  88882. /**
  88883. * Gets the value of the fog enabled state
  88884. */
  88885. fogEnabled: boolean;
  88886. /**
  88887. * Stores the size of points
  88888. */
  88889. pointSize: number;
  88890. /**
  88891. * Stores the z offset value
  88892. */
  88893. zOffset: number;
  88894. /**
  88895. * Gets a value specifying if wireframe mode is enabled
  88896. */
  88897. /**
  88898. * Sets the state of wireframe mode
  88899. */
  88900. wireframe: boolean;
  88901. /**
  88902. * Gets the value specifying if point clouds are enabled
  88903. */
  88904. /**
  88905. * Sets the state of point cloud mode
  88906. */
  88907. pointsCloud: boolean;
  88908. /**
  88909. * Gets the material fill mode
  88910. */
  88911. /**
  88912. * Sets the material fill mode
  88913. */
  88914. fillMode: number;
  88915. /**
  88916. * @hidden
  88917. * Stores the effects for the material
  88918. */
  88919. _effect: Nullable<Effect>;
  88920. /**
  88921. * @hidden
  88922. * Specifies if the material was previously ready
  88923. */
  88924. _wasPreviouslyReady: boolean;
  88925. /**
  88926. * Specifies if uniform buffers should be used
  88927. */
  88928. private _useUBO;
  88929. /**
  88930. * Stores a reference to the scene
  88931. */
  88932. private _scene;
  88933. /**
  88934. * Stores the fill mode state
  88935. */
  88936. private _fillMode;
  88937. /**
  88938. * Specifies if the depth write state should be cached
  88939. */
  88940. private _cachedDepthWriteState;
  88941. /**
  88942. * Specifies if the depth function state should be cached
  88943. */
  88944. private _cachedDepthFunctionState;
  88945. /**
  88946. * Stores the uniform buffer
  88947. */
  88948. protected _uniformBuffer: UniformBuffer;
  88949. /** @hidden */
  88950. _indexInSceneMaterialArray: number;
  88951. /** @hidden */
  88952. meshMap: Nullable<{
  88953. [id: string]: AbstractMesh | undefined;
  88954. }>;
  88955. /**
  88956. * Creates a material instance
  88957. * @param name defines the name of the material
  88958. * @param scene defines the scene to reference
  88959. * @param doNotAdd specifies if the material should be added to the scene
  88960. */
  88961. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88962. /**
  88963. * Returns a string representation of the current material
  88964. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88965. * @returns a string with material information
  88966. */
  88967. toString(fullDetails?: boolean): string;
  88968. /**
  88969. * Gets the class name of the material
  88970. * @returns a string with the class name of the material
  88971. */
  88972. getClassName(): string;
  88973. /**
  88974. * Specifies if updates for the material been locked
  88975. */
  88976. readonly isFrozen: boolean;
  88977. /**
  88978. * Locks updates for the material
  88979. */
  88980. freeze(): void;
  88981. /**
  88982. * Unlocks updates for the material
  88983. */
  88984. unfreeze(): void;
  88985. /**
  88986. * Specifies if the material is ready to be used
  88987. * @param mesh defines the mesh to check
  88988. * @param useInstances specifies if instances should be used
  88989. * @returns a boolean indicating if the material is ready to be used
  88990. */
  88991. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88992. /**
  88993. * Specifies that the submesh is ready to be used
  88994. * @param mesh defines the mesh to check
  88995. * @param subMesh defines which submesh to check
  88996. * @param useInstances specifies that instances should be used
  88997. * @returns a boolean indicating that the submesh is ready or not
  88998. */
  88999. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89000. /**
  89001. * Returns the material effect
  89002. * @returns the effect associated with the material
  89003. */
  89004. getEffect(): Nullable<Effect>;
  89005. /**
  89006. * Returns the current scene
  89007. * @returns a Scene
  89008. */
  89009. getScene(): Scene;
  89010. /**
  89011. * Specifies if the material will require alpha blending
  89012. * @returns a boolean specifying if alpha blending is needed
  89013. */
  89014. needAlphaBlending(): boolean;
  89015. /**
  89016. * Specifies if the mesh will require alpha blending
  89017. * @param mesh defines the mesh to check
  89018. * @returns a boolean specifying if alpha blending is needed for the mesh
  89019. */
  89020. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  89021. /**
  89022. * Specifies if this material should be rendered in alpha test mode
  89023. * @returns a boolean specifying if an alpha test is needed.
  89024. */
  89025. needAlphaTesting(): boolean;
  89026. /**
  89027. * Gets the texture used for the alpha test
  89028. * @returns the texture to use for alpha testing
  89029. */
  89030. getAlphaTestTexture(): Nullable<BaseTexture>;
  89031. /**
  89032. * Marks the material to indicate that it needs to be re-calculated
  89033. */
  89034. markDirty(): void;
  89035. /** @hidden */
  89036. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  89037. /**
  89038. * Binds the material to the mesh
  89039. * @param world defines the world transformation matrix
  89040. * @param mesh defines the mesh to bind the material to
  89041. */
  89042. bind(world: Matrix, mesh?: Mesh): void;
  89043. /**
  89044. * Binds the submesh to the material
  89045. * @param world defines the world transformation matrix
  89046. * @param mesh defines the mesh containing the submesh
  89047. * @param subMesh defines the submesh to bind the material to
  89048. */
  89049. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  89050. /**
  89051. * Binds the world matrix to the material
  89052. * @param world defines the world transformation matrix
  89053. */
  89054. bindOnlyWorldMatrix(world: Matrix): void;
  89055. /**
  89056. * Binds the scene's uniform buffer to the effect.
  89057. * @param effect defines the effect to bind to the scene uniform buffer
  89058. * @param sceneUbo defines the uniform buffer storing scene data
  89059. */
  89060. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  89061. /**
  89062. * Binds the view matrix to the effect
  89063. * @param effect defines the effect to bind the view matrix to
  89064. */
  89065. bindView(effect: Effect): void;
  89066. /**
  89067. * Binds the view projection matrix to the effect
  89068. * @param effect defines the effect to bind the view projection matrix to
  89069. */
  89070. bindViewProjection(effect: Effect): void;
  89071. /**
  89072. * Specifies if material alpha testing should be turned on for the mesh
  89073. * @param mesh defines the mesh to check
  89074. */
  89075. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  89076. /**
  89077. * Processes to execute after binding the material to a mesh
  89078. * @param mesh defines the rendered mesh
  89079. */
  89080. protected _afterBind(mesh?: Mesh): void;
  89081. /**
  89082. * Unbinds the material from the mesh
  89083. */
  89084. unbind(): void;
  89085. /**
  89086. * Gets the active textures from the material
  89087. * @returns an array of textures
  89088. */
  89089. getActiveTextures(): BaseTexture[];
  89090. /**
  89091. * Specifies if the material uses a texture
  89092. * @param texture defines the texture to check against the material
  89093. * @returns a boolean specifying if the material uses the texture
  89094. */
  89095. hasTexture(texture: BaseTexture): boolean;
  89096. /**
  89097. * Makes a duplicate of the material, and gives it a new name
  89098. * @param name defines the new name for the duplicated material
  89099. * @returns the cloned material
  89100. */
  89101. clone(name: string): Nullable<Material>;
  89102. /**
  89103. * Gets the meshes bound to the material
  89104. * @returns an array of meshes bound to the material
  89105. */
  89106. getBindedMeshes(): AbstractMesh[];
  89107. /**
  89108. * Force shader compilation
  89109. * @param mesh defines the mesh associated with this material
  89110. * @param onCompiled defines a function to execute once the material is compiled
  89111. * @param options defines the options to configure the compilation
  89112. * @param onError defines a function to execute if the material fails compiling
  89113. */
  89114. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  89115. /**
  89116. * Force shader compilation
  89117. * @param mesh defines the mesh that will use this material
  89118. * @param options defines additional options for compiling the shaders
  89119. * @returns a promise that resolves when the compilation completes
  89120. */
  89121. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  89122. private static readonly _AllDirtyCallBack;
  89123. private static readonly _ImageProcessingDirtyCallBack;
  89124. private static readonly _TextureDirtyCallBack;
  89125. private static readonly _FresnelDirtyCallBack;
  89126. private static readonly _MiscDirtyCallBack;
  89127. private static readonly _LightsDirtyCallBack;
  89128. private static readonly _AttributeDirtyCallBack;
  89129. private static _FresnelAndMiscDirtyCallBack;
  89130. private static _TextureAndMiscDirtyCallBack;
  89131. private static readonly _DirtyCallbackArray;
  89132. private static readonly _RunDirtyCallBacks;
  89133. /**
  89134. * Marks a define in the material to indicate that it needs to be re-computed
  89135. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  89136. */
  89137. markAsDirty(flag: number): void;
  89138. /**
  89139. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  89140. * @param func defines a function which checks material defines against the submeshes
  89141. */
  89142. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  89143. /**
  89144. * Indicates that we need to re-calculated for all submeshes
  89145. */
  89146. protected _markAllSubMeshesAsAllDirty(): void;
  89147. /**
  89148. * Indicates that image processing needs to be re-calculated for all submeshes
  89149. */
  89150. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  89151. /**
  89152. * Indicates that textures need to be re-calculated for all submeshes
  89153. */
  89154. protected _markAllSubMeshesAsTexturesDirty(): void;
  89155. /**
  89156. * Indicates that fresnel needs to be re-calculated for all submeshes
  89157. */
  89158. protected _markAllSubMeshesAsFresnelDirty(): void;
  89159. /**
  89160. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  89161. */
  89162. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  89163. /**
  89164. * Indicates that lights need to be re-calculated for all submeshes
  89165. */
  89166. protected _markAllSubMeshesAsLightsDirty(): void;
  89167. /**
  89168. * Indicates that attributes need to be re-calculated for all submeshes
  89169. */
  89170. protected _markAllSubMeshesAsAttributesDirty(): void;
  89171. /**
  89172. * Indicates that misc needs to be re-calculated for all submeshes
  89173. */
  89174. protected _markAllSubMeshesAsMiscDirty(): void;
  89175. /**
  89176. * Indicates that textures and misc need to be re-calculated for all submeshes
  89177. */
  89178. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  89179. /**
  89180. * Disposes the material
  89181. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  89182. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  89183. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  89184. */
  89185. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  89186. /** @hidden */
  89187. private releaseVertexArrayObject;
  89188. /**
  89189. * Serializes this material
  89190. * @returns the serialized material object
  89191. */
  89192. serialize(): any;
  89193. /**
  89194. * Creates a material from parsed material data
  89195. * @param parsedMaterial defines parsed material data
  89196. * @param scene defines the hosting scene
  89197. * @param rootUrl defines the root URL to use to load textures
  89198. * @returns a new material
  89199. */
  89200. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  89201. }
  89202. }
  89203. declare module BABYLON {
  89204. /**
  89205. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89206. * separate meshes. This can be use to improve performances.
  89207. * @see http://doc.babylonjs.com/how_to/multi_materials
  89208. */
  89209. export class MultiMaterial extends Material {
  89210. private _subMaterials;
  89211. /**
  89212. * Gets or Sets the list of Materials used within the multi material.
  89213. * They need to be ordered according to the submeshes order in the associated mesh
  89214. */
  89215. subMaterials: Nullable<Material>[];
  89216. /**
  89217. * Function used to align with Node.getChildren()
  89218. * @returns the list of Materials used within the multi material
  89219. */
  89220. getChildren(): Nullable<Material>[];
  89221. /**
  89222. * Instantiates a new Multi Material
  89223. * A multi-material is used to apply different materials to different parts of the same object without the need of
  89224. * separate meshes. This can be use to improve performances.
  89225. * @see http://doc.babylonjs.com/how_to/multi_materials
  89226. * @param name Define the name in the scene
  89227. * @param scene Define the scene the material belongs to
  89228. */
  89229. constructor(name: string, scene: Scene);
  89230. private _hookArray;
  89231. /**
  89232. * Get one of the submaterial by its index in the submaterials array
  89233. * @param index The index to look the sub material at
  89234. * @returns The Material if the index has been defined
  89235. */
  89236. getSubMaterial(index: number): Nullable<Material>;
  89237. /**
  89238. * Get the list of active textures for the whole sub materials list.
  89239. * @returns All the textures that will be used during the rendering
  89240. */
  89241. getActiveTextures(): BaseTexture[];
  89242. /**
  89243. * Gets the current class name of the material e.g. "MultiMaterial"
  89244. * Mainly use in serialization.
  89245. * @returns the class name
  89246. */
  89247. getClassName(): string;
  89248. /**
  89249. * Checks if the material is ready to render the requested sub mesh
  89250. * @param mesh Define the mesh the submesh belongs to
  89251. * @param subMesh Define the sub mesh to look readyness for
  89252. * @param useInstances Define whether or not the material is used with instances
  89253. * @returns true if ready, otherwise false
  89254. */
  89255. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  89256. /**
  89257. * Clones the current material and its related sub materials
  89258. * @param name Define the name of the newly cloned material
  89259. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  89260. * @returns the cloned material
  89261. */
  89262. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  89263. /**
  89264. * Serializes the materials into a JSON representation.
  89265. * @returns the JSON representation
  89266. */
  89267. serialize(): any;
  89268. /**
  89269. * Dispose the material and release its associated resources
  89270. * @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)
  89271. * @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)
  89272. * @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)
  89273. */
  89274. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  89275. /**
  89276. * Creates a MultiMaterial from parsed MultiMaterial data.
  89277. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  89278. * @param scene defines the hosting scene
  89279. * @returns a new MultiMaterial
  89280. */
  89281. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  89282. }
  89283. }
  89284. declare module BABYLON {
  89285. /**
  89286. * Base class for submeshes
  89287. */
  89288. export class BaseSubMesh {
  89289. /** @hidden */
  89290. _materialDefines: Nullable<MaterialDefines>;
  89291. /** @hidden */
  89292. _materialEffect: Nullable<Effect>;
  89293. /**
  89294. * Gets associated effect
  89295. */
  89296. readonly effect: Nullable<Effect>;
  89297. /**
  89298. * Sets associated effect (effect used to render this submesh)
  89299. * @param effect defines the effect to associate with
  89300. * @param defines defines the set of defines used to compile this effect
  89301. */
  89302. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  89303. }
  89304. /**
  89305. * Defines a subdivision inside a mesh
  89306. */
  89307. export class SubMesh extends BaseSubMesh implements ICullable {
  89308. /** the material index to use */
  89309. materialIndex: number;
  89310. /** vertex index start */
  89311. verticesStart: number;
  89312. /** vertices count */
  89313. verticesCount: number;
  89314. /** index start */
  89315. indexStart: number;
  89316. /** indices count */
  89317. indexCount: number;
  89318. /** @hidden */
  89319. _linesIndexCount: number;
  89320. private _mesh;
  89321. private _renderingMesh;
  89322. private _boundingInfo;
  89323. private _linesIndexBuffer;
  89324. /** @hidden */
  89325. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89326. /** @hidden */
  89327. _trianglePlanes: Plane[];
  89328. /** @hidden */
  89329. _lastColliderTransformMatrix: Nullable<Matrix>;
  89330. /** @hidden */
  89331. _renderId: number;
  89332. /** @hidden */
  89333. _alphaIndex: number;
  89334. /** @hidden */
  89335. _distanceToCamera: number;
  89336. /** @hidden */
  89337. _id: number;
  89338. private _currentMaterial;
  89339. /**
  89340. * Add a new submesh to a mesh
  89341. * @param materialIndex defines the material index to use
  89342. * @param verticesStart defines vertex index start
  89343. * @param verticesCount defines vertices count
  89344. * @param indexStart defines index start
  89345. * @param indexCount defines indices count
  89346. * @param mesh defines the parent mesh
  89347. * @param renderingMesh defines an optional rendering mesh
  89348. * @param createBoundingBox defines if bounding box should be created for this submesh
  89349. * @returns the new submesh
  89350. */
  89351. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89352. /**
  89353. * Creates a new submesh
  89354. * @param materialIndex defines the material index to use
  89355. * @param verticesStart defines vertex index start
  89356. * @param verticesCount defines vertices count
  89357. * @param indexStart defines index start
  89358. * @param indexCount defines indices count
  89359. * @param mesh defines the parent mesh
  89360. * @param renderingMesh defines an optional rendering mesh
  89361. * @param createBoundingBox defines if bounding box should be created for this submesh
  89362. */
  89363. constructor(
  89364. /** the material index to use */
  89365. materialIndex: number,
  89366. /** vertex index start */
  89367. verticesStart: number,
  89368. /** vertices count */
  89369. verticesCount: number,
  89370. /** index start */
  89371. indexStart: number,
  89372. /** indices count */
  89373. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89374. /**
  89375. * Returns true if this submesh covers the entire parent mesh
  89376. * @ignorenaming
  89377. */
  89378. readonly IsGlobal: boolean;
  89379. /**
  89380. * Returns the submesh BoudingInfo object
  89381. * @returns current bounding info (or mesh's one if the submesh is global)
  89382. */
  89383. getBoundingInfo(): BoundingInfo;
  89384. /**
  89385. * Sets the submesh BoundingInfo
  89386. * @param boundingInfo defines the new bounding info to use
  89387. * @returns the SubMesh
  89388. */
  89389. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89390. /**
  89391. * Returns the mesh of the current submesh
  89392. * @return the parent mesh
  89393. */
  89394. getMesh(): AbstractMesh;
  89395. /**
  89396. * Returns the rendering mesh of the submesh
  89397. * @returns the rendering mesh (could be different from parent mesh)
  89398. */
  89399. getRenderingMesh(): Mesh;
  89400. /**
  89401. * Returns the submesh material
  89402. * @returns null or the current material
  89403. */
  89404. getMaterial(): Nullable<Material>;
  89405. /**
  89406. * Sets a new updated BoundingInfo object to the submesh
  89407. * @param data defines an optional position array to use to determine the bounding info
  89408. * @returns the SubMesh
  89409. */
  89410. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89411. /** @hidden */
  89412. _checkCollision(collider: Collider): boolean;
  89413. /**
  89414. * Updates the submesh BoundingInfo
  89415. * @param world defines the world matrix to use to update the bounding info
  89416. * @returns the submesh
  89417. */
  89418. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89419. /**
  89420. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89421. * @param frustumPlanes defines the frustum planes
  89422. * @returns true if the submesh is intersecting with the frustum
  89423. */
  89424. isInFrustum(frustumPlanes: Plane[]): boolean;
  89425. /**
  89426. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89427. * @param frustumPlanes defines the frustum planes
  89428. * @returns true if the submesh is inside the frustum
  89429. */
  89430. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89431. /**
  89432. * Renders the submesh
  89433. * @param enableAlphaMode defines if alpha needs to be used
  89434. * @returns the submesh
  89435. */
  89436. render(enableAlphaMode: boolean): SubMesh;
  89437. /**
  89438. * @hidden
  89439. */
  89440. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89441. /**
  89442. * Checks if the submesh intersects with a ray
  89443. * @param ray defines the ray to test
  89444. * @returns true is the passed ray intersects the submesh bounding box
  89445. */
  89446. canIntersects(ray: Ray): boolean;
  89447. /**
  89448. * Intersects current submesh with a ray
  89449. * @param ray defines the ray to test
  89450. * @param positions defines mesh's positions array
  89451. * @param indices defines mesh's indices array
  89452. * @param fastCheck defines if only bounding info should be used
  89453. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89454. * @returns intersection info or null if no intersection
  89455. */
  89456. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89457. /** @hidden */
  89458. private _intersectLines;
  89459. /** @hidden */
  89460. private _intersectUnIndexedLines;
  89461. /** @hidden */
  89462. private _intersectTriangles;
  89463. /** @hidden */
  89464. private _intersectUnIndexedTriangles;
  89465. /** @hidden */
  89466. _rebuild(): void;
  89467. /**
  89468. * Creates a new submesh from the passed mesh
  89469. * @param newMesh defines the new hosting mesh
  89470. * @param newRenderingMesh defines an optional rendering mesh
  89471. * @returns the new submesh
  89472. */
  89473. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89474. /**
  89475. * Release associated resources
  89476. */
  89477. dispose(): void;
  89478. /**
  89479. * Gets the class name
  89480. * @returns the string "SubMesh".
  89481. */
  89482. getClassName(): string;
  89483. /**
  89484. * Creates a new submesh from indices data
  89485. * @param materialIndex the index of the main mesh material
  89486. * @param startIndex the index where to start the copy in the mesh indices array
  89487. * @param indexCount the number of indices to copy then from the startIndex
  89488. * @param mesh the main mesh to create the submesh from
  89489. * @param renderingMesh the optional rendering mesh
  89490. * @returns a new submesh
  89491. */
  89492. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89493. }
  89494. }
  89495. declare module BABYLON {
  89496. /**
  89497. * Class used to represent data loading progression
  89498. */
  89499. export class SceneLoaderFlags {
  89500. private static _ForceFullSceneLoadingForIncremental;
  89501. private static _ShowLoadingScreen;
  89502. private static _CleanBoneMatrixWeights;
  89503. private static _loggingLevel;
  89504. /**
  89505. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89506. */
  89507. static ForceFullSceneLoadingForIncremental: boolean;
  89508. /**
  89509. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89510. */
  89511. static ShowLoadingScreen: boolean;
  89512. /**
  89513. * Defines the current logging level (while loading the scene)
  89514. * @ignorenaming
  89515. */
  89516. static loggingLevel: number;
  89517. /**
  89518. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89519. */
  89520. static CleanBoneMatrixWeights: boolean;
  89521. }
  89522. }
  89523. declare module BABYLON {
  89524. /**
  89525. * Class used to store geometry data (vertex buffers + index buffer)
  89526. */
  89527. export class Geometry implements IGetSetVerticesData {
  89528. /**
  89529. * Gets or sets the ID of the geometry
  89530. */
  89531. id: string;
  89532. /**
  89533. * Gets or sets the unique ID of the geometry
  89534. */
  89535. uniqueId: number;
  89536. /**
  89537. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89538. */
  89539. delayLoadState: number;
  89540. /**
  89541. * Gets the file containing the data to load when running in delay load state
  89542. */
  89543. delayLoadingFile: Nullable<string>;
  89544. /**
  89545. * Callback called when the geometry is updated
  89546. */
  89547. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89548. private _scene;
  89549. private _engine;
  89550. private _meshes;
  89551. private _totalVertices;
  89552. /** @hidden */
  89553. _indices: IndicesArray;
  89554. /** @hidden */
  89555. _vertexBuffers: {
  89556. [key: string]: VertexBuffer;
  89557. };
  89558. private _isDisposed;
  89559. private _extend;
  89560. private _boundingBias;
  89561. /** @hidden */
  89562. _delayInfo: Array<string>;
  89563. private _indexBuffer;
  89564. private _indexBufferIsUpdatable;
  89565. /** @hidden */
  89566. _boundingInfo: Nullable<BoundingInfo>;
  89567. /** @hidden */
  89568. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89569. /** @hidden */
  89570. _softwareSkinningFrameId: number;
  89571. private _vertexArrayObjects;
  89572. private _updatable;
  89573. /** @hidden */
  89574. _positions: Nullable<Vector3[]>;
  89575. /**
  89576. * 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
  89577. */
  89578. /**
  89579. * 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
  89580. */
  89581. boundingBias: Vector2;
  89582. /**
  89583. * Static function used to attach a new empty geometry to a mesh
  89584. * @param mesh defines the mesh to attach the geometry to
  89585. * @returns the new Geometry
  89586. */
  89587. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89588. /**
  89589. * Creates a new geometry
  89590. * @param id defines the unique ID
  89591. * @param scene defines the hosting scene
  89592. * @param vertexData defines the VertexData used to get geometry data
  89593. * @param updatable defines if geometry must be updatable (false by default)
  89594. * @param mesh defines the mesh that will be associated with the geometry
  89595. */
  89596. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89597. /**
  89598. * Gets the current extend of the geometry
  89599. */
  89600. readonly extend: {
  89601. minimum: Vector3;
  89602. maximum: Vector3;
  89603. };
  89604. /**
  89605. * Gets the hosting scene
  89606. * @returns the hosting Scene
  89607. */
  89608. getScene(): Scene;
  89609. /**
  89610. * Gets the hosting engine
  89611. * @returns the hosting Engine
  89612. */
  89613. getEngine(): Engine;
  89614. /**
  89615. * Defines if the geometry is ready to use
  89616. * @returns true if the geometry is ready to be used
  89617. */
  89618. isReady(): boolean;
  89619. /**
  89620. * Gets a value indicating that the geometry should not be serialized
  89621. */
  89622. readonly doNotSerialize: boolean;
  89623. /** @hidden */
  89624. _rebuild(): void;
  89625. /**
  89626. * Affects all geometry data in one call
  89627. * @param vertexData defines the geometry data
  89628. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89629. */
  89630. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89631. /**
  89632. * Set specific vertex data
  89633. * @param kind defines the data kind (Position, normal, etc...)
  89634. * @param data defines the vertex data to use
  89635. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89636. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89637. */
  89638. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89639. /**
  89640. * Removes a specific vertex data
  89641. * @param kind defines the data kind (Position, normal, etc...)
  89642. */
  89643. removeVerticesData(kind: string): void;
  89644. /**
  89645. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89646. * @param buffer defines the vertex buffer to use
  89647. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89648. */
  89649. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89650. /**
  89651. * Update a specific vertex buffer
  89652. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89653. * It will do nothing if the buffer is not updatable
  89654. * @param kind defines the data kind (Position, normal, etc...)
  89655. * @param data defines the data to use
  89656. * @param offset defines the offset in the target buffer where to store the data
  89657. * @param useBytes set to true if the offset is in bytes
  89658. */
  89659. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89660. /**
  89661. * Update a specific vertex buffer
  89662. * This function will create a new buffer if the current one is not updatable
  89663. * @param kind defines the data kind (Position, normal, etc...)
  89664. * @param data defines the data to use
  89665. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89666. */
  89667. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89668. private _updateBoundingInfo;
  89669. /** @hidden */
  89670. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89671. /**
  89672. * Gets total number of vertices
  89673. * @returns the total number of vertices
  89674. */
  89675. getTotalVertices(): number;
  89676. /**
  89677. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89678. * @param kind defines the data kind (Position, normal, etc...)
  89679. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89680. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89681. * @returns a float array containing vertex data
  89682. */
  89683. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89684. /**
  89685. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89686. * @param kind defines the data kind (Position, normal, etc...)
  89687. * @returns true if the vertex buffer with the specified kind is updatable
  89688. */
  89689. isVertexBufferUpdatable(kind: string): boolean;
  89690. /**
  89691. * Gets a specific vertex buffer
  89692. * @param kind defines the data kind (Position, normal, etc...)
  89693. * @returns a VertexBuffer
  89694. */
  89695. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89696. /**
  89697. * Returns all vertex buffers
  89698. * @return an object holding all vertex buffers indexed by kind
  89699. */
  89700. getVertexBuffers(): Nullable<{
  89701. [key: string]: VertexBuffer;
  89702. }>;
  89703. /**
  89704. * Gets a boolean indicating if specific vertex buffer is present
  89705. * @param kind defines the data kind (Position, normal, etc...)
  89706. * @returns true if data is present
  89707. */
  89708. isVerticesDataPresent(kind: string): boolean;
  89709. /**
  89710. * Gets a list of all attached data kinds (Position, normal, etc...)
  89711. * @returns a list of string containing all kinds
  89712. */
  89713. getVerticesDataKinds(): string[];
  89714. /**
  89715. * Update index buffer
  89716. * @param indices defines the indices to store in the index buffer
  89717. * @param offset defines the offset in the target buffer where to store the data
  89718. * @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)
  89719. */
  89720. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89721. /**
  89722. * Creates a new index buffer
  89723. * @param indices defines the indices to store in the index buffer
  89724. * @param totalVertices defines the total number of vertices (could be null)
  89725. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89726. */
  89727. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89728. /**
  89729. * Return the total number of indices
  89730. * @returns the total number of indices
  89731. */
  89732. getTotalIndices(): number;
  89733. /**
  89734. * Gets the index buffer array
  89735. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89736. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89737. * @returns the index buffer array
  89738. */
  89739. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89740. /**
  89741. * Gets the index buffer
  89742. * @return the index buffer
  89743. */
  89744. getIndexBuffer(): Nullable<DataBuffer>;
  89745. /** @hidden */
  89746. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89747. /**
  89748. * Release the associated resources for a specific mesh
  89749. * @param mesh defines the source mesh
  89750. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89751. */
  89752. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89753. /**
  89754. * Apply current geometry to a given mesh
  89755. * @param mesh defines the mesh to apply geometry to
  89756. */
  89757. applyToMesh(mesh: Mesh): void;
  89758. private _updateExtend;
  89759. private _applyToMesh;
  89760. private notifyUpdate;
  89761. /**
  89762. * Load the geometry if it was flagged as delay loaded
  89763. * @param scene defines the hosting scene
  89764. * @param onLoaded defines a callback called when the geometry is loaded
  89765. */
  89766. load(scene: Scene, onLoaded?: () => void): void;
  89767. private _queueLoad;
  89768. /**
  89769. * Invert the geometry to move from a right handed system to a left handed one.
  89770. */
  89771. toLeftHanded(): void;
  89772. /** @hidden */
  89773. _resetPointsArrayCache(): void;
  89774. /** @hidden */
  89775. _generatePointsArray(): boolean;
  89776. /**
  89777. * Gets a value indicating if the geometry is disposed
  89778. * @returns true if the geometry was disposed
  89779. */
  89780. isDisposed(): boolean;
  89781. private _disposeVertexArrayObjects;
  89782. /**
  89783. * Free all associated resources
  89784. */
  89785. dispose(): void;
  89786. /**
  89787. * Clone the current geometry into a new geometry
  89788. * @param id defines the unique ID of the new geometry
  89789. * @returns a new geometry object
  89790. */
  89791. copy(id: string): Geometry;
  89792. /**
  89793. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89794. * @return a JSON representation of the current geometry data (without the vertices data)
  89795. */
  89796. serialize(): any;
  89797. private toNumberArray;
  89798. /**
  89799. * Serialize all vertices data into a JSON oject
  89800. * @returns a JSON representation of the current geometry data
  89801. */
  89802. serializeVerticeData(): any;
  89803. /**
  89804. * Extracts a clone of a mesh geometry
  89805. * @param mesh defines the source mesh
  89806. * @param id defines the unique ID of the new geometry object
  89807. * @returns the new geometry object
  89808. */
  89809. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89810. /**
  89811. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89812. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89813. * Be aware Math.random() could cause collisions, but:
  89814. * "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"
  89815. * @returns a string containing a new GUID
  89816. */
  89817. static RandomId(): string;
  89818. /** @hidden */
  89819. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89820. private static _CleanMatricesWeights;
  89821. /**
  89822. * Create a new geometry from persisted data (Using .babylon file format)
  89823. * @param parsedVertexData defines the persisted data
  89824. * @param scene defines the hosting scene
  89825. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89826. * @returns the new geometry object
  89827. */
  89828. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89829. }
  89830. }
  89831. declare module BABYLON {
  89832. /**
  89833. * Define an interface for all classes that will get and set the data on vertices
  89834. */
  89835. export interface IGetSetVerticesData {
  89836. /**
  89837. * Gets a boolean indicating if specific vertex data is present
  89838. * @param kind defines the vertex data kind to use
  89839. * @returns true is data kind is present
  89840. */
  89841. isVerticesDataPresent(kind: string): boolean;
  89842. /**
  89843. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89844. * @param kind defines the data kind (Position, normal, etc...)
  89845. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89846. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89847. * @returns a float array containing vertex data
  89848. */
  89849. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89850. /**
  89851. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89852. * @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.
  89853. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89854. * @returns the indices array or an empty array if the mesh has no geometry
  89855. */
  89856. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89857. /**
  89858. * Set specific vertex data
  89859. * @param kind defines the data kind (Position, normal, etc...)
  89860. * @param data defines the vertex data to use
  89861. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89862. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89863. */
  89864. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89865. /**
  89866. * Update a specific associated vertex buffer
  89867. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89868. * - VertexBuffer.PositionKind
  89869. * - VertexBuffer.UVKind
  89870. * - VertexBuffer.UV2Kind
  89871. * - VertexBuffer.UV3Kind
  89872. * - VertexBuffer.UV4Kind
  89873. * - VertexBuffer.UV5Kind
  89874. * - VertexBuffer.UV6Kind
  89875. * - VertexBuffer.ColorKind
  89876. * - VertexBuffer.MatricesIndicesKind
  89877. * - VertexBuffer.MatricesIndicesExtraKind
  89878. * - VertexBuffer.MatricesWeightsKind
  89879. * - VertexBuffer.MatricesWeightsExtraKind
  89880. * @param data defines the data source
  89881. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89882. * @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)
  89883. */
  89884. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89885. /**
  89886. * Creates a new index buffer
  89887. * @param indices defines the indices to store in the index buffer
  89888. * @param totalVertices defines the total number of vertices (could be null)
  89889. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89890. */
  89891. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89892. }
  89893. /**
  89894. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89895. */
  89896. export class VertexData {
  89897. /**
  89898. * Mesh side orientation : usually the external or front surface
  89899. */
  89900. static readonly FRONTSIDE: number;
  89901. /**
  89902. * Mesh side orientation : usually the internal or back surface
  89903. */
  89904. static readonly BACKSIDE: number;
  89905. /**
  89906. * Mesh side orientation : both internal and external or front and back surfaces
  89907. */
  89908. static readonly DOUBLESIDE: number;
  89909. /**
  89910. * Mesh side orientation : by default, `FRONTSIDE`
  89911. */
  89912. static readonly DEFAULTSIDE: number;
  89913. /**
  89914. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89915. */
  89916. positions: Nullable<FloatArray>;
  89917. /**
  89918. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89919. */
  89920. normals: Nullable<FloatArray>;
  89921. /**
  89922. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89923. */
  89924. tangents: Nullable<FloatArray>;
  89925. /**
  89926. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89927. */
  89928. uvs: Nullable<FloatArray>;
  89929. /**
  89930. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89931. */
  89932. uvs2: Nullable<FloatArray>;
  89933. /**
  89934. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89935. */
  89936. uvs3: Nullable<FloatArray>;
  89937. /**
  89938. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89939. */
  89940. uvs4: Nullable<FloatArray>;
  89941. /**
  89942. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89943. */
  89944. uvs5: Nullable<FloatArray>;
  89945. /**
  89946. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89947. */
  89948. uvs6: Nullable<FloatArray>;
  89949. /**
  89950. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89951. */
  89952. colors: Nullable<FloatArray>;
  89953. /**
  89954. * 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).
  89955. */
  89956. matricesIndices: Nullable<FloatArray>;
  89957. /**
  89958. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89959. */
  89960. matricesWeights: Nullable<FloatArray>;
  89961. /**
  89962. * An array extending the number of possible indices
  89963. */
  89964. matricesIndicesExtra: Nullable<FloatArray>;
  89965. /**
  89966. * An array extending the number of possible weights when the number of indices is extended
  89967. */
  89968. matricesWeightsExtra: Nullable<FloatArray>;
  89969. /**
  89970. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89971. */
  89972. indices: Nullable<IndicesArray>;
  89973. /**
  89974. * Uses the passed data array to set the set the values for the specified kind of data
  89975. * @param data a linear array of floating numbers
  89976. * @param kind the type of data that is being set, eg positions, colors etc
  89977. */
  89978. set(data: FloatArray, kind: string): void;
  89979. /**
  89980. * Associates the vertexData to the passed Mesh.
  89981. * Sets it as updatable or not (default `false`)
  89982. * @param mesh the mesh the vertexData is applied to
  89983. * @param updatable when used and having the value true allows new data to update the vertexData
  89984. * @returns the VertexData
  89985. */
  89986. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89987. /**
  89988. * Associates the vertexData to the passed Geometry.
  89989. * Sets it as updatable or not (default `false`)
  89990. * @param geometry the geometry the vertexData is applied to
  89991. * @param updatable when used and having the value true allows new data to update the vertexData
  89992. * @returns VertexData
  89993. */
  89994. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89995. /**
  89996. * Updates the associated mesh
  89997. * @param mesh the mesh to be updated
  89998. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89999. * @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
  90000. * @returns VertexData
  90001. */
  90002. updateMesh(mesh: Mesh): VertexData;
  90003. /**
  90004. * Updates the associated geometry
  90005. * @param geometry the geometry to be updated
  90006. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  90007. * @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
  90008. * @returns VertexData.
  90009. */
  90010. updateGeometry(geometry: Geometry): VertexData;
  90011. private _applyTo;
  90012. private _update;
  90013. /**
  90014. * Transforms each position and each normal of the vertexData according to the passed Matrix
  90015. * @param matrix the transforming matrix
  90016. * @returns the VertexData
  90017. */
  90018. transform(matrix: Matrix): VertexData;
  90019. /**
  90020. * Merges the passed VertexData into the current one
  90021. * @param other the VertexData to be merged into the current one
  90022. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  90023. * @returns the modified VertexData
  90024. */
  90025. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  90026. private _mergeElement;
  90027. private _validate;
  90028. /**
  90029. * Serializes the VertexData
  90030. * @returns a serialized object
  90031. */
  90032. serialize(): any;
  90033. /**
  90034. * Extracts the vertexData from a mesh
  90035. * @param mesh the mesh from which to extract the VertexData
  90036. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  90037. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90038. * @returns the object VertexData associated to the passed mesh
  90039. */
  90040. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90041. /**
  90042. * Extracts the vertexData from the geometry
  90043. * @param geometry the geometry from which to extract the VertexData
  90044. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  90045. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  90046. * @returns the object VertexData associated to the passed mesh
  90047. */
  90048. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  90049. private static _ExtractFrom;
  90050. /**
  90051. * Creates the VertexData for a Ribbon
  90052. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  90053. * * pathArray array of paths, each of which an array of successive Vector3
  90054. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  90055. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  90056. * * 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
  90057. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90058. * * 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)
  90059. * * 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)
  90060. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  90061. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  90062. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  90063. * @returns the VertexData of the ribbon
  90064. */
  90065. static CreateRibbon(options: {
  90066. pathArray: Vector3[][];
  90067. closeArray?: boolean;
  90068. closePath?: boolean;
  90069. offset?: number;
  90070. sideOrientation?: number;
  90071. frontUVs?: Vector4;
  90072. backUVs?: Vector4;
  90073. invertUV?: boolean;
  90074. uvs?: Vector2[];
  90075. colors?: Color4[];
  90076. }): VertexData;
  90077. /**
  90078. * Creates the VertexData for a box
  90079. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90080. * * size sets the width, height and depth of the box to the value of size, optional default 1
  90081. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  90082. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  90083. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  90084. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90085. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90086. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90087. * * 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)
  90088. * * 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)
  90089. * @returns the VertexData of the box
  90090. */
  90091. static CreateBox(options: {
  90092. size?: number;
  90093. width?: number;
  90094. height?: number;
  90095. depth?: number;
  90096. faceUV?: Vector4[];
  90097. faceColors?: Color4[];
  90098. sideOrientation?: number;
  90099. frontUVs?: Vector4;
  90100. backUVs?: Vector4;
  90101. }): VertexData;
  90102. /**
  90103. * Creates the VertexData for a tiled box
  90104. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90105. * * faceTiles sets the pattern, tile size and number of tiles for a face
  90106. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  90107. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  90108. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90109. * @returns the VertexData of the box
  90110. */
  90111. static CreateTiledBox(options: {
  90112. pattern?: number;
  90113. width?: number;
  90114. height?: number;
  90115. depth?: number;
  90116. tileSize?: number;
  90117. tileWidth?: number;
  90118. tileHeight?: number;
  90119. alignHorizontal?: number;
  90120. alignVertical?: number;
  90121. faceUV?: Vector4[];
  90122. faceColors?: Color4[];
  90123. sideOrientation?: number;
  90124. }): VertexData;
  90125. /**
  90126. * Creates the VertexData for a tiled plane
  90127. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90128. * * pattern a limited pattern arrangement depending on the number
  90129. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  90130. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  90131. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  90132. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90133. * * 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)
  90134. * * 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)
  90135. * @returns the VertexData of the tiled plane
  90136. */
  90137. static CreateTiledPlane(options: {
  90138. pattern?: number;
  90139. tileSize?: number;
  90140. tileWidth?: number;
  90141. tileHeight?: number;
  90142. size?: number;
  90143. width?: number;
  90144. height?: number;
  90145. alignHorizontal?: number;
  90146. alignVertical?: number;
  90147. sideOrientation?: number;
  90148. frontUVs?: Vector4;
  90149. backUVs?: Vector4;
  90150. }): VertexData;
  90151. /**
  90152. * Creates the VertexData for an ellipsoid, defaults to a sphere
  90153. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90154. * * segments sets the number of horizontal strips optional, default 32
  90155. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  90156. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  90157. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  90158. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  90159. * * 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
  90160. * * 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
  90161. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90162. * * 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)
  90163. * * 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)
  90164. * @returns the VertexData of the ellipsoid
  90165. */
  90166. static CreateSphere(options: {
  90167. segments?: number;
  90168. diameter?: number;
  90169. diameterX?: number;
  90170. diameterY?: number;
  90171. diameterZ?: number;
  90172. arc?: number;
  90173. slice?: number;
  90174. sideOrientation?: number;
  90175. frontUVs?: Vector4;
  90176. backUVs?: Vector4;
  90177. }): VertexData;
  90178. /**
  90179. * Creates the VertexData for a cylinder, cone or prism
  90180. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90181. * * height sets the height (y direction) of the cylinder, optional, default 2
  90182. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  90183. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  90184. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  90185. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90186. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  90187. * * 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
  90188. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90189. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90190. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  90191. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  90192. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90193. * * 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)
  90194. * * 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)
  90195. * @returns the VertexData of the cylinder, cone or prism
  90196. */
  90197. static CreateCylinder(options: {
  90198. height?: number;
  90199. diameterTop?: number;
  90200. diameterBottom?: number;
  90201. diameter?: number;
  90202. tessellation?: number;
  90203. subdivisions?: number;
  90204. arc?: number;
  90205. faceColors?: Color4[];
  90206. faceUV?: Vector4[];
  90207. hasRings?: boolean;
  90208. enclose?: boolean;
  90209. sideOrientation?: number;
  90210. frontUVs?: Vector4;
  90211. backUVs?: Vector4;
  90212. }): VertexData;
  90213. /**
  90214. * Creates the VertexData for a torus
  90215. * @param options an object used to set the following optional parameters for the box, required but can be empty
  90216. * * diameter the diameter of the torus, optional default 1
  90217. * * thickness the diameter of the tube forming the torus, optional default 0.5
  90218. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  90219. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90220. * * 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)
  90221. * * 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)
  90222. * @returns the VertexData of the torus
  90223. */
  90224. static CreateTorus(options: {
  90225. diameter?: number;
  90226. thickness?: number;
  90227. tessellation?: number;
  90228. sideOrientation?: number;
  90229. frontUVs?: Vector4;
  90230. backUVs?: Vector4;
  90231. }): VertexData;
  90232. /**
  90233. * Creates the VertexData of the LineSystem
  90234. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  90235. * - lines an array of lines, each line being an array of successive Vector3
  90236. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  90237. * @returns the VertexData of the LineSystem
  90238. */
  90239. static CreateLineSystem(options: {
  90240. lines: Vector3[][];
  90241. colors?: Nullable<Color4[][]>;
  90242. }): VertexData;
  90243. /**
  90244. * Create the VertexData for a DashedLines
  90245. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  90246. * - points an array successive Vector3
  90247. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  90248. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  90249. * - dashNb the intended total number of dashes, optional, default 200
  90250. * @returns the VertexData for the DashedLines
  90251. */
  90252. static CreateDashedLines(options: {
  90253. points: Vector3[];
  90254. dashSize?: number;
  90255. gapSize?: number;
  90256. dashNb?: number;
  90257. }): VertexData;
  90258. /**
  90259. * Creates the VertexData for a Ground
  90260. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90261. * - width the width (x direction) of the ground, optional, default 1
  90262. * - height the height (z direction) of the ground, optional, default 1
  90263. * - subdivisions the number of subdivisions per side, optional, default 1
  90264. * @returns the VertexData of the Ground
  90265. */
  90266. static CreateGround(options: {
  90267. width?: number;
  90268. height?: number;
  90269. subdivisions?: number;
  90270. subdivisionsX?: number;
  90271. subdivisionsY?: number;
  90272. }): VertexData;
  90273. /**
  90274. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  90275. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  90276. * * xmin the ground minimum X coordinate, optional, default -1
  90277. * * zmin the ground minimum Z coordinate, optional, default -1
  90278. * * xmax the ground maximum X coordinate, optional, default 1
  90279. * * zmax the ground maximum Z coordinate, optional, default 1
  90280. * * 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}
  90281. * * 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}
  90282. * @returns the VertexData of the TiledGround
  90283. */
  90284. static CreateTiledGround(options: {
  90285. xmin: number;
  90286. zmin: number;
  90287. xmax: number;
  90288. zmax: number;
  90289. subdivisions?: {
  90290. w: number;
  90291. h: number;
  90292. };
  90293. precision?: {
  90294. w: number;
  90295. h: number;
  90296. };
  90297. }): VertexData;
  90298. /**
  90299. * Creates the VertexData of the Ground designed from a heightmap
  90300. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  90301. * * width the width (x direction) of the ground
  90302. * * height the height (z direction) of the ground
  90303. * * subdivisions the number of subdivisions per side
  90304. * * minHeight the minimum altitude on the ground, optional, default 0
  90305. * * maxHeight the maximum altitude on the ground, optional default 1
  90306. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  90307. * * buffer the array holding the image color data
  90308. * * bufferWidth the width of image
  90309. * * bufferHeight the height of image
  90310. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  90311. * @returns the VertexData of the Ground designed from a heightmap
  90312. */
  90313. static CreateGroundFromHeightMap(options: {
  90314. width: number;
  90315. height: number;
  90316. subdivisions: number;
  90317. minHeight: number;
  90318. maxHeight: number;
  90319. colorFilter: Color3;
  90320. buffer: Uint8Array;
  90321. bufferWidth: number;
  90322. bufferHeight: number;
  90323. alphaFilter: number;
  90324. }): VertexData;
  90325. /**
  90326. * Creates the VertexData for a Plane
  90327. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90328. * * size sets the width and height of the plane to the value of size, optional default 1
  90329. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90330. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90331. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90332. * * 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)
  90333. * * 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)
  90334. * @returns the VertexData of the box
  90335. */
  90336. static CreatePlane(options: {
  90337. size?: number;
  90338. width?: number;
  90339. height?: number;
  90340. sideOrientation?: number;
  90341. frontUVs?: Vector4;
  90342. backUVs?: Vector4;
  90343. }): VertexData;
  90344. /**
  90345. * Creates the VertexData of the Disc or regular Polygon
  90346. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90347. * * radius the radius of the disc, optional default 0.5
  90348. * * tessellation the number of polygon sides, optional, default 64
  90349. * * 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
  90350. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90351. * * 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)
  90352. * * 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)
  90353. * @returns the VertexData of the box
  90354. */
  90355. static CreateDisc(options: {
  90356. radius?: number;
  90357. tessellation?: number;
  90358. arc?: number;
  90359. sideOrientation?: number;
  90360. frontUVs?: Vector4;
  90361. backUVs?: Vector4;
  90362. }): VertexData;
  90363. /**
  90364. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90365. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90366. * @param polygon a mesh built from polygonTriangulation.build()
  90367. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90368. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90369. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90370. * @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)
  90371. * @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)
  90372. * @returns the VertexData of the Polygon
  90373. */
  90374. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90375. /**
  90376. * Creates the VertexData of the IcoSphere
  90377. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90378. * * radius the radius of the IcoSphere, optional default 1
  90379. * * radiusX allows stretching in the x direction, optional, default radius
  90380. * * radiusY allows stretching in the y direction, optional, default radius
  90381. * * radiusZ allows stretching in the z direction, optional, default radius
  90382. * * flat when true creates a flat shaded mesh, optional, default true
  90383. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90384. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90385. * * 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)
  90386. * * 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)
  90387. * @returns the VertexData of the IcoSphere
  90388. */
  90389. static CreateIcoSphere(options: {
  90390. radius?: number;
  90391. radiusX?: number;
  90392. radiusY?: number;
  90393. radiusZ?: number;
  90394. flat?: boolean;
  90395. subdivisions?: number;
  90396. sideOrientation?: number;
  90397. frontUVs?: Vector4;
  90398. backUVs?: Vector4;
  90399. }): VertexData;
  90400. /**
  90401. * Creates the VertexData for a Polyhedron
  90402. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90403. * * type provided types are:
  90404. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90405. * * 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)
  90406. * * size the size of the IcoSphere, optional default 1
  90407. * * sizeX allows stretching in the x direction, optional, default size
  90408. * * sizeY allows stretching in the y direction, optional, default size
  90409. * * sizeZ allows stretching in the z direction, optional, default size
  90410. * * 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
  90411. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90412. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90413. * * flat when true creates a flat shaded mesh, optional, default true
  90414. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90415. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90416. * * 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)
  90417. * * 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)
  90418. * @returns the VertexData of the Polyhedron
  90419. */
  90420. static CreatePolyhedron(options: {
  90421. type?: number;
  90422. size?: number;
  90423. sizeX?: number;
  90424. sizeY?: number;
  90425. sizeZ?: number;
  90426. custom?: any;
  90427. faceUV?: Vector4[];
  90428. faceColors?: Color4[];
  90429. flat?: boolean;
  90430. sideOrientation?: number;
  90431. frontUVs?: Vector4;
  90432. backUVs?: Vector4;
  90433. }): VertexData;
  90434. /**
  90435. * Creates the VertexData for a TorusKnot
  90436. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90437. * * radius the radius of the torus knot, optional, default 2
  90438. * * tube the thickness of the tube, optional, default 0.5
  90439. * * radialSegments the number of sides on each tube segments, optional, default 32
  90440. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90441. * * p the number of windings around the z axis, optional, default 2
  90442. * * q the number of windings around the x axis, optional, default 3
  90443. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90444. * * 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)
  90445. * * 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)
  90446. * @returns the VertexData of the Torus Knot
  90447. */
  90448. static CreateTorusKnot(options: {
  90449. radius?: number;
  90450. tube?: number;
  90451. radialSegments?: number;
  90452. tubularSegments?: number;
  90453. p?: number;
  90454. q?: number;
  90455. sideOrientation?: number;
  90456. frontUVs?: Vector4;
  90457. backUVs?: Vector4;
  90458. }): VertexData;
  90459. /**
  90460. * Compute normals for given positions and indices
  90461. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90462. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90463. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90464. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90465. * * facetNormals : optional array of facet normals (vector3)
  90466. * * facetPositions : optional array of facet positions (vector3)
  90467. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90468. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90469. * * bInfo : optional bounding info, required for facetPartitioning computation
  90470. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90471. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90472. * * useRightHandedSystem: optional boolean to for right handed system computation
  90473. * * depthSort : optional boolean to enable the facet depth sort computation
  90474. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90475. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90476. */
  90477. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90478. facetNormals?: any;
  90479. facetPositions?: any;
  90480. facetPartitioning?: any;
  90481. ratio?: number;
  90482. bInfo?: any;
  90483. bbSize?: Vector3;
  90484. subDiv?: any;
  90485. useRightHandedSystem?: boolean;
  90486. depthSort?: boolean;
  90487. distanceTo?: Vector3;
  90488. depthSortedFacets?: any;
  90489. }): void;
  90490. /** @hidden */
  90491. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90492. /**
  90493. * Applies VertexData created from the imported parameters to the geometry
  90494. * @param parsedVertexData the parsed data from an imported file
  90495. * @param geometry the geometry to apply the VertexData to
  90496. */
  90497. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90498. }
  90499. }
  90500. declare module BABYLON {
  90501. /**
  90502. * Defines a target to use with MorphTargetManager
  90503. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90504. */
  90505. export class MorphTarget implements IAnimatable {
  90506. /** defines the name of the target */
  90507. name: string;
  90508. /**
  90509. * Gets or sets the list of animations
  90510. */
  90511. animations: Animation[];
  90512. private _scene;
  90513. private _positions;
  90514. private _normals;
  90515. private _tangents;
  90516. private _uvs;
  90517. private _influence;
  90518. private _uniqueId;
  90519. /**
  90520. * Observable raised when the influence changes
  90521. */
  90522. onInfluenceChanged: Observable<boolean>;
  90523. /** @hidden */
  90524. _onDataLayoutChanged: Observable<void>;
  90525. /**
  90526. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90527. */
  90528. influence: number;
  90529. /**
  90530. * Gets or sets the id of the morph Target
  90531. */
  90532. id: string;
  90533. private _animationPropertiesOverride;
  90534. /**
  90535. * Gets or sets the animation properties override
  90536. */
  90537. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90538. /**
  90539. * Creates a new MorphTarget
  90540. * @param name defines the name of the target
  90541. * @param influence defines the influence to use
  90542. * @param scene defines the scene the morphtarget belongs to
  90543. */
  90544. constructor(
  90545. /** defines the name of the target */
  90546. name: string, influence?: number, scene?: Nullable<Scene>);
  90547. /**
  90548. * Gets the unique ID of this manager
  90549. */
  90550. readonly uniqueId: number;
  90551. /**
  90552. * Gets a boolean defining if the target contains position data
  90553. */
  90554. readonly hasPositions: boolean;
  90555. /**
  90556. * Gets a boolean defining if the target contains normal data
  90557. */
  90558. readonly hasNormals: boolean;
  90559. /**
  90560. * Gets a boolean defining if the target contains tangent data
  90561. */
  90562. readonly hasTangents: boolean;
  90563. /**
  90564. * Gets a boolean defining if the target contains texture coordinates data
  90565. */
  90566. readonly hasUVs: boolean;
  90567. /**
  90568. * Affects position data to this target
  90569. * @param data defines the position data to use
  90570. */
  90571. setPositions(data: Nullable<FloatArray>): void;
  90572. /**
  90573. * Gets the position data stored in this target
  90574. * @returns a FloatArray containing the position data (or null if not present)
  90575. */
  90576. getPositions(): Nullable<FloatArray>;
  90577. /**
  90578. * Affects normal data to this target
  90579. * @param data defines the normal data to use
  90580. */
  90581. setNormals(data: Nullable<FloatArray>): void;
  90582. /**
  90583. * Gets the normal data stored in this target
  90584. * @returns a FloatArray containing the normal data (or null if not present)
  90585. */
  90586. getNormals(): Nullable<FloatArray>;
  90587. /**
  90588. * Affects tangent data to this target
  90589. * @param data defines the tangent data to use
  90590. */
  90591. setTangents(data: Nullable<FloatArray>): void;
  90592. /**
  90593. * Gets the tangent data stored in this target
  90594. * @returns a FloatArray containing the tangent data (or null if not present)
  90595. */
  90596. getTangents(): Nullable<FloatArray>;
  90597. /**
  90598. * Affects texture coordinates data to this target
  90599. * @param data defines the texture coordinates data to use
  90600. */
  90601. setUVs(data: Nullable<FloatArray>): void;
  90602. /**
  90603. * Gets the texture coordinates data stored in this target
  90604. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90605. */
  90606. getUVs(): Nullable<FloatArray>;
  90607. /**
  90608. * Clone the current target
  90609. * @returns a new MorphTarget
  90610. */
  90611. clone(): MorphTarget;
  90612. /**
  90613. * Serializes the current target into a Serialization object
  90614. * @returns the serialized object
  90615. */
  90616. serialize(): any;
  90617. /**
  90618. * Returns the string "MorphTarget"
  90619. * @returns "MorphTarget"
  90620. */
  90621. getClassName(): string;
  90622. /**
  90623. * Creates a new target from serialized data
  90624. * @param serializationObject defines the serialized data to use
  90625. * @returns a new MorphTarget
  90626. */
  90627. static Parse(serializationObject: any): MorphTarget;
  90628. /**
  90629. * Creates a MorphTarget from mesh data
  90630. * @param mesh defines the source mesh
  90631. * @param name defines the name to use for the new target
  90632. * @param influence defines the influence to attach to the target
  90633. * @returns a new MorphTarget
  90634. */
  90635. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90636. }
  90637. }
  90638. declare module BABYLON {
  90639. /**
  90640. * This class is used to deform meshes using morphing between different targets
  90641. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90642. */
  90643. export class MorphTargetManager {
  90644. private _targets;
  90645. private _targetInfluenceChangedObservers;
  90646. private _targetDataLayoutChangedObservers;
  90647. private _activeTargets;
  90648. private _scene;
  90649. private _influences;
  90650. private _supportsNormals;
  90651. private _supportsTangents;
  90652. private _supportsUVs;
  90653. private _vertexCount;
  90654. private _uniqueId;
  90655. private _tempInfluences;
  90656. /**
  90657. * Gets or sets a boolean indicating if normals must be morphed
  90658. */
  90659. enableNormalMorphing: boolean;
  90660. /**
  90661. * Gets or sets a boolean indicating if tangents must be morphed
  90662. */
  90663. enableTangentMorphing: boolean;
  90664. /**
  90665. * Gets or sets a boolean indicating if UV must be morphed
  90666. */
  90667. enableUVMorphing: boolean;
  90668. /**
  90669. * Creates a new MorphTargetManager
  90670. * @param scene defines the current scene
  90671. */
  90672. constructor(scene?: Nullable<Scene>);
  90673. /**
  90674. * Gets the unique ID of this manager
  90675. */
  90676. readonly uniqueId: number;
  90677. /**
  90678. * Gets the number of vertices handled by this manager
  90679. */
  90680. readonly vertexCount: number;
  90681. /**
  90682. * Gets a boolean indicating if this manager supports morphing of normals
  90683. */
  90684. readonly supportsNormals: boolean;
  90685. /**
  90686. * Gets a boolean indicating if this manager supports morphing of tangents
  90687. */
  90688. readonly supportsTangents: boolean;
  90689. /**
  90690. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90691. */
  90692. readonly supportsUVs: boolean;
  90693. /**
  90694. * Gets the number of targets stored in this manager
  90695. */
  90696. readonly numTargets: number;
  90697. /**
  90698. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90699. */
  90700. readonly numInfluencers: number;
  90701. /**
  90702. * Gets the list of influences (one per target)
  90703. */
  90704. readonly influences: Float32Array;
  90705. /**
  90706. * Gets the active target at specified index. An active target is a target with an influence > 0
  90707. * @param index defines the index to check
  90708. * @returns the requested target
  90709. */
  90710. getActiveTarget(index: number): MorphTarget;
  90711. /**
  90712. * Gets the target at specified index
  90713. * @param index defines the index to check
  90714. * @returns the requested target
  90715. */
  90716. getTarget(index: number): MorphTarget;
  90717. /**
  90718. * Add a new target to this manager
  90719. * @param target defines the target to add
  90720. */
  90721. addTarget(target: MorphTarget): void;
  90722. /**
  90723. * Removes a target from the manager
  90724. * @param target defines the target to remove
  90725. */
  90726. removeTarget(target: MorphTarget): void;
  90727. /**
  90728. * Clone the current manager
  90729. * @returns a new MorphTargetManager
  90730. */
  90731. clone(): MorphTargetManager;
  90732. /**
  90733. * Serializes the current manager into a Serialization object
  90734. * @returns the serialized object
  90735. */
  90736. serialize(): any;
  90737. private _syncActiveTargets;
  90738. /**
  90739. * Syncrhonize the targets with all the meshes using this morph target manager
  90740. */
  90741. synchronize(): void;
  90742. /**
  90743. * Creates a new MorphTargetManager from serialized data
  90744. * @param serializationObject defines the serialized data
  90745. * @param scene defines the hosting scene
  90746. * @returns the new MorphTargetManager
  90747. */
  90748. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90749. }
  90750. }
  90751. declare module BABYLON {
  90752. /**
  90753. * Class used to represent a specific level of detail of a mesh
  90754. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90755. */
  90756. export class MeshLODLevel {
  90757. /** Defines the distance where this level should start being displayed */
  90758. distance: number;
  90759. /** Defines the mesh to use to render this level */
  90760. mesh: Nullable<Mesh>;
  90761. /**
  90762. * Creates a new LOD level
  90763. * @param distance defines the distance where this level should star being displayed
  90764. * @param mesh defines the mesh to use to render this level
  90765. */
  90766. constructor(
  90767. /** Defines the distance where this level should start being displayed */
  90768. distance: number,
  90769. /** Defines the mesh to use to render this level */
  90770. mesh: Nullable<Mesh>);
  90771. }
  90772. }
  90773. declare module BABYLON {
  90774. /**
  90775. * Mesh representing the gorund
  90776. */
  90777. export class GroundMesh extends Mesh {
  90778. /** If octree should be generated */
  90779. generateOctree: boolean;
  90780. private _heightQuads;
  90781. /** @hidden */
  90782. _subdivisionsX: number;
  90783. /** @hidden */
  90784. _subdivisionsY: number;
  90785. /** @hidden */
  90786. _width: number;
  90787. /** @hidden */
  90788. _height: number;
  90789. /** @hidden */
  90790. _minX: number;
  90791. /** @hidden */
  90792. _maxX: number;
  90793. /** @hidden */
  90794. _minZ: number;
  90795. /** @hidden */
  90796. _maxZ: number;
  90797. constructor(name: string, scene: Scene);
  90798. /**
  90799. * "GroundMesh"
  90800. * @returns "GroundMesh"
  90801. */
  90802. getClassName(): string;
  90803. /**
  90804. * The minimum of x and y subdivisions
  90805. */
  90806. readonly subdivisions: number;
  90807. /**
  90808. * X subdivisions
  90809. */
  90810. readonly subdivisionsX: number;
  90811. /**
  90812. * Y subdivisions
  90813. */
  90814. readonly subdivisionsY: number;
  90815. /**
  90816. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90817. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90818. * @param chunksCount the number of subdivisions for x and y
  90819. * @param octreeBlocksSize (Default: 32)
  90820. */
  90821. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90822. /**
  90823. * Returns a height (y) value in the Worl system :
  90824. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90825. * @param x x coordinate
  90826. * @param z z coordinate
  90827. * @returns the ground y position if (x, z) are outside the ground surface.
  90828. */
  90829. getHeightAtCoordinates(x: number, z: number): number;
  90830. /**
  90831. * Returns a normalized vector (Vector3) orthogonal to the ground
  90832. * at the ground coordinates (x, z) expressed in the World system.
  90833. * @param x x coordinate
  90834. * @param z z coordinate
  90835. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90836. */
  90837. getNormalAtCoordinates(x: number, z: number): Vector3;
  90838. /**
  90839. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90840. * at the ground coordinates (x, z) expressed in the World system.
  90841. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90842. * @param x x coordinate
  90843. * @param z z coordinate
  90844. * @param ref vector to store the result
  90845. * @returns the GroundMesh.
  90846. */
  90847. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90848. /**
  90849. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90850. * if the ground has been updated.
  90851. * This can be used in the render loop.
  90852. * @returns the GroundMesh.
  90853. */
  90854. updateCoordinateHeights(): GroundMesh;
  90855. private _getFacetAt;
  90856. private _initHeightQuads;
  90857. private _computeHeightQuads;
  90858. /**
  90859. * Serializes this ground mesh
  90860. * @param serializationObject object to write serialization to
  90861. */
  90862. serialize(serializationObject: any): void;
  90863. /**
  90864. * Parses a serialized ground mesh
  90865. * @param parsedMesh the serialized mesh
  90866. * @param scene the scene to create the ground mesh in
  90867. * @returns the created ground mesh
  90868. */
  90869. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90870. }
  90871. }
  90872. declare module BABYLON {
  90873. /**
  90874. * Interface for Physics-Joint data
  90875. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90876. */
  90877. export interface PhysicsJointData {
  90878. /**
  90879. * The main pivot of the joint
  90880. */
  90881. mainPivot?: Vector3;
  90882. /**
  90883. * The connected pivot of the joint
  90884. */
  90885. connectedPivot?: Vector3;
  90886. /**
  90887. * The main axis of the joint
  90888. */
  90889. mainAxis?: Vector3;
  90890. /**
  90891. * The connected axis of the joint
  90892. */
  90893. connectedAxis?: Vector3;
  90894. /**
  90895. * The collision of the joint
  90896. */
  90897. collision?: boolean;
  90898. /**
  90899. * Native Oimo/Cannon/Energy data
  90900. */
  90901. nativeParams?: any;
  90902. }
  90903. /**
  90904. * This is a holder class for the physics joint created by the physics plugin
  90905. * It holds a set of functions to control the underlying joint
  90906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90907. */
  90908. export class PhysicsJoint {
  90909. /**
  90910. * The type of the physics joint
  90911. */
  90912. type: number;
  90913. /**
  90914. * The data for the physics joint
  90915. */
  90916. jointData: PhysicsJointData;
  90917. private _physicsJoint;
  90918. protected _physicsPlugin: IPhysicsEnginePlugin;
  90919. /**
  90920. * Initializes the physics joint
  90921. * @param type The type of the physics joint
  90922. * @param jointData The data for the physics joint
  90923. */
  90924. constructor(
  90925. /**
  90926. * The type of the physics joint
  90927. */
  90928. type: number,
  90929. /**
  90930. * The data for the physics joint
  90931. */
  90932. jointData: PhysicsJointData);
  90933. /**
  90934. * Gets the physics joint
  90935. */
  90936. /**
  90937. * Sets the physics joint
  90938. */
  90939. physicsJoint: any;
  90940. /**
  90941. * Sets the physics plugin
  90942. */
  90943. physicsPlugin: IPhysicsEnginePlugin;
  90944. /**
  90945. * Execute a function that is physics-plugin specific.
  90946. * @param {Function} func the function that will be executed.
  90947. * It accepts two parameters: the physics world and the physics joint
  90948. */
  90949. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90950. /**
  90951. * Distance-Joint type
  90952. */
  90953. static DistanceJoint: number;
  90954. /**
  90955. * Hinge-Joint type
  90956. */
  90957. static HingeJoint: number;
  90958. /**
  90959. * Ball-and-Socket joint type
  90960. */
  90961. static BallAndSocketJoint: number;
  90962. /**
  90963. * Wheel-Joint type
  90964. */
  90965. static WheelJoint: number;
  90966. /**
  90967. * Slider-Joint type
  90968. */
  90969. static SliderJoint: number;
  90970. /**
  90971. * Prismatic-Joint type
  90972. */
  90973. static PrismaticJoint: number;
  90974. /**
  90975. * Universal-Joint type
  90976. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90977. */
  90978. static UniversalJoint: number;
  90979. /**
  90980. * Hinge-Joint 2 type
  90981. */
  90982. static Hinge2Joint: number;
  90983. /**
  90984. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90985. */
  90986. static PointToPointJoint: number;
  90987. /**
  90988. * Spring-Joint type
  90989. */
  90990. static SpringJoint: number;
  90991. /**
  90992. * Lock-Joint type
  90993. */
  90994. static LockJoint: number;
  90995. }
  90996. /**
  90997. * A class representing a physics distance joint
  90998. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90999. */
  91000. export class DistanceJoint extends PhysicsJoint {
  91001. /**
  91002. *
  91003. * @param jointData The data for the Distance-Joint
  91004. */
  91005. constructor(jointData: DistanceJointData);
  91006. /**
  91007. * Update the predefined distance.
  91008. * @param maxDistance The maximum preferred distance
  91009. * @param minDistance The minimum preferred distance
  91010. */
  91011. updateDistance(maxDistance: number, minDistance?: number): void;
  91012. }
  91013. /**
  91014. * Represents a Motor-Enabled Joint
  91015. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91016. */
  91017. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  91018. /**
  91019. * Initializes the Motor-Enabled Joint
  91020. * @param type The type of the joint
  91021. * @param jointData The physica joint data for the joint
  91022. */
  91023. constructor(type: number, jointData: PhysicsJointData);
  91024. /**
  91025. * Set the motor values.
  91026. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91027. * @param force the force to apply
  91028. * @param maxForce max force for this motor.
  91029. */
  91030. setMotor(force?: number, maxForce?: number): void;
  91031. /**
  91032. * Set the motor's limits.
  91033. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91034. * @param upperLimit The upper limit of the motor
  91035. * @param lowerLimit The lower limit of the motor
  91036. */
  91037. setLimit(upperLimit: number, lowerLimit?: number): void;
  91038. }
  91039. /**
  91040. * This class represents a single physics Hinge-Joint
  91041. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91042. */
  91043. export class HingeJoint extends MotorEnabledJoint {
  91044. /**
  91045. * Initializes the Hinge-Joint
  91046. * @param jointData The joint data for the Hinge-Joint
  91047. */
  91048. constructor(jointData: PhysicsJointData);
  91049. /**
  91050. * Set the motor values.
  91051. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91052. * @param {number} force the force to apply
  91053. * @param {number} maxForce max force for this motor.
  91054. */
  91055. setMotor(force?: number, maxForce?: number): void;
  91056. /**
  91057. * Set the motor's limits.
  91058. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91059. * @param upperLimit The upper limit of the motor
  91060. * @param lowerLimit The lower limit of the motor
  91061. */
  91062. setLimit(upperLimit: number, lowerLimit?: number): void;
  91063. }
  91064. /**
  91065. * This class represents a dual hinge physics joint (same as wheel joint)
  91066. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91067. */
  91068. export class Hinge2Joint extends MotorEnabledJoint {
  91069. /**
  91070. * Initializes the Hinge2-Joint
  91071. * @param jointData The joint data for the Hinge2-Joint
  91072. */
  91073. constructor(jointData: PhysicsJointData);
  91074. /**
  91075. * Set the motor values.
  91076. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91077. * @param {number} targetSpeed the speed the motor is to reach
  91078. * @param {number} maxForce max force for this motor.
  91079. * @param {motorIndex} the motor's index, 0 or 1.
  91080. */
  91081. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  91082. /**
  91083. * Set the motor limits.
  91084. * Attention, this function is plugin specific. Engines won't react 100% the same.
  91085. * @param {number} upperLimit the upper limit
  91086. * @param {number} lowerLimit lower limit
  91087. * @param {motorIndex} the motor's index, 0 or 1.
  91088. */
  91089. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91090. }
  91091. /**
  91092. * Interface for a motor enabled joint
  91093. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91094. */
  91095. export interface IMotorEnabledJoint {
  91096. /**
  91097. * Physics joint
  91098. */
  91099. physicsJoint: any;
  91100. /**
  91101. * Sets the motor of the motor-enabled joint
  91102. * @param force The force of the motor
  91103. * @param maxForce The maximum force of the motor
  91104. * @param motorIndex The index of the motor
  91105. */
  91106. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  91107. /**
  91108. * Sets the limit of the motor
  91109. * @param upperLimit The upper limit of the motor
  91110. * @param lowerLimit The lower limit of the motor
  91111. * @param motorIndex The index of the motor
  91112. */
  91113. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91114. }
  91115. /**
  91116. * Joint data for a Distance-Joint
  91117. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91118. */
  91119. export interface DistanceJointData extends PhysicsJointData {
  91120. /**
  91121. * Max distance the 2 joint objects can be apart
  91122. */
  91123. maxDistance: number;
  91124. }
  91125. /**
  91126. * Joint data from a spring joint
  91127. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91128. */
  91129. export interface SpringJointData extends PhysicsJointData {
  91130. /**
  91131. * Length of the spring
  91132. */
  91133. length: number;
  91134. /**
  91135. * Stiffness of the spring
  91136. */
  91137. stiffness: number;
  91138. /**
  91139. * Damping of the spring
  91140. */
  91141. damping: number;
  91142. /** this callback will be called when applying the force to the impostors. */
  91143. forceApplicationCallback: () => void;
  91144. }
  91145. }
  91146. declare module BABYLON {
  91147. /**
  91148. * Holds the data for the raycast result
  91149. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91150. */
  91151. export class PhysicsRaycastResult {
  91152. private _hasHit;
  91153. private _hitDistance;
  91154. private _hitNormalWorld;
  91155. private _hitPointWorld;
  91156. private _rayFromWorld;
  91157. private _rayToWorld;
  91158. /**
  91159. * Gets if there was a hit
  91160. */
  91161. readonly hasHit: boolean;
  91162. /**
  91163. * Gets the distance from the hit
  91164. */
  91165. readonly hitDistance: number;
  91166. /**
  91167. * Gets the hit normal/direction in the world
  91168. */
  91169. readonly hitNormalWorld: Vector3;
  91170. /**
  91171. * Gets the hit point in the world
  91172. */
  91173. readonly hitPointWorld: Vector3;
  91174. /**
  91175. * Gets the ray "start point" of the ray in the world
  91176. */
  91177. readonly rayFromWorld: Vector3;
  91178. /**
  91179. * Gets the ray "end point" of the ray in the world
  91180. */
  91181. readonly rayToWorld: Vector3;
  91182. /**
  91183. * Sets the hit data (normal & point in world space)
  91184. * @param hitNormalWorld defines the normal in world space
  91185. * @param hitPointWorld defines the point in world space
  91186. */
  91187. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  91188. /**
  91189. * Sets the distance from the start point to the hit point
  91190. * @param distance
  91191. */
  91192. setHitDistance(distance: number): void;
  91193. /**
  91194. * Calculates the distance manually
  91195. */
  91196. calculateHitDistance(): void;
  91197. /**
  91198. * Resets all the values to default
  91199. * @param from The from point on world space
  91200. * @param to The to point on world space
  91201. */
  91202. reset(from?: Vector3, to?: Vector3): void;
  91203. }
  91204. /**
  91205. * Interface for the size containing width and height
  91206. */
  91207. interface IXYZ {
  91208. /**
  91209. * X
  91210. */
  91211. x: number;
  91212. /**
  91213. * Y
  91214. */
  91215. y: number;
  91216. /**
  91217. * Z
  91218. */
  91219. z: number;
  91220. }
  91221. }
  91222. declare module BABYLON {
  91223. /**
  91224. * Interface used to describe a physics joint
  91225. */
  91226. export interface PhysicsImpostorJoint {
  91227. /** Defines the main impostor to which the joint is linked */
  91228. mainImpostor: PhysicsImpostor;
  91229. /** Defines the impostor that is connected to the main impostor using this joint */
  91230. connectedImpostor: PhysicsImpostor;
  91231. /** Defines the joint itself */
  91232. joint: PhysicsJoint;
  91233. }
  91234. /** @hidden */
  91235. export interface IPhysicsEnginePlugin {
  91236. world: any;
  91237. name: string;
  91238. setGravity(gravity: Vector3): void;
  91239. setTimeStep(timeStep: number): void;
  91240. getTimeStep(): number;
  91241. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  91242. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91243. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  91244. generatePhysicsBody(impostor: PhysicsImpostor): void;
  91245. removePhysicsBody(impostor: PhysicsImpostor): void;
  91246. generateJoint(joint: PhysicsImpostorJoint): void;
  91247. removeJoint(joint: PhysicsImpostorJoint): void;
  91248. isSupported(): boolean;
  91249. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  91250. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  91251. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91252. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  91253. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91254. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  91255. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  91256. getBodyMass(impostor: PhysicsImpostor): number;
  91257. getBodyFriction(impostor: PhysicsImpostor): number;
  91258. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  91259. getBodyRestitution(impostor: PhysicsImpostor): number;
  91260. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  91261. getBodyPressure?(impostor: PhysicsImpostor): number;
  91262. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  91263. getBodyStiffness?(impostor: PhysicsImpostor): number;
  91264. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  91265. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  91266. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  91267. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  91268. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  91269. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91270. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  91271. sleepBody(impostor: PhysicsImpostor): void;
  91272. wakeUpBody(impostor: PhysicsImpostor): void;
  91273. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91274. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  91275. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  91276. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  91277. getRadius(impostor: PhysicsImpostor): number;
  91278. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  91279. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  91280. dispose(): void;
  91281. }
  91282. /**
  91283. * Interface used to define a physics engine
  91284. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  91285. */
  91286. export interface IPhysicsEngine {
  91287. /**
  91288. * Gets the gravity vector used by the simulation
  91289. */
  91290. gravity: Vector3;
  91291. /**
  91292. * Sets the gravity vector used by the simulation
  91293. * @param gravity defines the gravity vector to use
  91294. */
  91295. setGravity(gravity: Vector3): void;
  91296. /**
  91297. * Set the time step of the physics engine.
  91298. * Default is 1/60.
  91299. * To slow it down, enter 1/600 for example.
  91300. * To speed it up, 1/30
  91301. * @param newTimeStep the new timestep to apply to this world.
  91302. */
  91303. setTimeStep(newTimeStep: number): void;
  91304. /**
  91305. * Get the time step of the physics engine.
  91306. * @returns the current time step
  91307. */
  91308. getTimeStep(): number;
  91309. /**
  91310. * Release all resources
  91311. */
  91312. dispose(): void;
  91313. /**
  91314. * Gets the name of the current physics plugin
  91315. * @returns the name of the plugin
  91316. */
  91317. getPhysicsPluginName(): string;
  91318. /**
  91319. * Adding a new impostor for the impostor tracking.
  91320. * This will be done by the impostor itself.
  91321. * @param impostor the impostor to add
  91322. */
  91323. addImpostor(impostor: PhysicsImpostor): void;
  91324. /**
  91325. * Remove an impostor from the engine.
  91326. * This impostor and its mesh will not longer be updated by the physics engine.
  91327. * @param impostor the impostor to remove
  91328. */
  91329. removeImpostor(impostor: PhysicsImpostor): void;
  91330. /**
  91331. * Add a joint to the physics engine
  91332. * @param mainImpostor defines the main impostor to which the joint is added.
  91333. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91334. * @param joint defines the joint that will connect both impostors.
  91335. */
  91336. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91337. /**
  91338. * Removes a joint from the simulation
  91339. * @param mainImpostor defines the impostor used with the joint
  91340. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91341. * @param joint defines the joint to remove
  91342. */
  91343. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91344. /**
  91345. * Gets the current plugin used to run the simulation
  91346. * @returns current plugin
  91347. */
  91348. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91349. /**
  91350. * Gets the list of physic impostors
  91351. * @returns an array of PhysicsImpostor
  91352. */
  91353. getImpostors(): Array<PhysicsImpostor>;
  91354. /**
  91355. * Gets the impostor for a physics enabled object
  91356. * @param object defines the object impersonated by the impostor
  91357. * @returns the PhysicsImpostor or null if not found
  91358. */
  91359. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91360. /**
  91361. * Gets the impostor for a physics body object
  91362. * @param body defines physics body used by the impostor
  91363. * @returns the PhysicsImpostor or null if not found
  91364. */
  91365. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91366. /**
  91367. * Does a raycast in the physics world
  91368. * @param from when should the ray start?
  91369. * @param to when should the ray end?
  91370. * @returns PhysicsRaycastResult
  91371. */
  91372. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91373. /**
  91374. * Called by the scene. No need to call it.
  91375. * @param delta defines the timespam between frames
  91376. */
  91377. _step(delta: number): void;
  91378. }
  91379. }
  91380. declare module BABYLON {
  91381. /**
  91382. * The interface for the physics imposter parameters
  91383. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91384. */
  91385. export interface PhysicsImpostorParameters {
  91386. /**
  91387. * The mass of the physics imposter
  91388. */
  91389. mass: number;
  91390. /**
  91391. * The friction of the physics imposter
  91392. */
  91393. friction?: number;
  91394. /**
  91395. * The coefficient of restitution of the physics imposter
  91396. */
  91397. restitution?: number;
  91398. /**
  91399. * The native options of the physics imposter
  91400. */
  91401. nativeOptions?: any;
  91402. /**
  91403. * Specifies if the parent should be ignored
  91404. */
  91405. ignoreParent?: boolean;
  91406. /**
  91407. * Specifies if bi-directional transformations should be disabled
  91408. */
  91409. disableBidirectionalTransformation?: boolean;
  91410. /**
  91411. * The pressure inside the physics imposter, soft object only
  91412. */
  91413. pressure?: number;
  91414. /**
  91415. * The stiffness the physics imposter, soft object only
  91416. */
  91417. stiffness?: number;
  91418. /**
  91419. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91420. */
  91421. velocityIterations?: number;
  91422. /**
  91423. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91424. */
  91425. positionIterations?: number;
  91426. /**
  91427. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91428. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91429. * Add to fix multiple points
  91430. */
  91431. fixedPoints?: number;
  91432. /**
  91433. * The collision margin around a soft object
  91434. */
  91435. margin?: number;
  91436. /**
  91437. * The collision margin around a soft object
  91438. */
  91439. damping?: number;
  91440. /**
  91441. * The path for a rope based on an extrusion
  91442. */
  91443. path?: any;
  91444. /**
  91445. * The shape of an extrusion used for a rope based on an extrusion
  91446. */
  91447. shape?: any;
  91448. }
  91449. /**
  91450. * Interface for a physics-enabled object
  91451. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91452. */
  91453. export interface IPhysicsEnabledObject {
  91454. /**
  91455. * The position of the physics-enabled object
  91456. */
  91457. position: Vector3;
  91458. /**
  91459. * The rotation of the physics-enabled object
  91460. */
  91461. rotationQuaternion: Nullable<Quaternion>;
  91462. /**
  91463. * The scale of the physics-enabled object
  91464. */
  91465. scaling: Vector3;
  91466. /**
  91467. * The rotation of the physics-enabled object
  91468. */
  91469. rotation?: Vector3;
  91470. /**
  91471. * The parent of the physics-enabled object
  91472. */
  91473. parent?: any;
  91474. /**
  91475. * The bounding info of the physics-enabled object
  91476. * @returns The bounding info of the physics-enabled object
  91477. */
  91478. getBoundingInfo(): BoundingInfo;
  91479. /**
  91480. * Computes the world matrix
  91481. * @param force Specifies if the world matrix should be computed by force
  91482. * @returns A world matrix
  91483. */
  91484. computeWorldMatrix(force: boolean): Matrix;
  91485. /**
  91486. * Gets the world matrix
  91487. * @returns A world matrix
  91488. */
  91489. getWorldMatrix?(): Matrix;
  91490. /**
  91491. * Gets the child meshes
  91492. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91493. * @returns An array of abstract meshes
  91494. */
  91495. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91496. /**
  91497. * Gets the vertex data
  91498. * @param kind The type of vertex data
  91499. * @returns A nullable array of numbers, or a float32 array
  91500. */
  91501. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91502. /**
  91503. * Gets the indices from the mesh
  91504. * @returns A nullable array of index arrays
  91505. */
  91506. getIndices?(): Nullable<IndicesArray>;
  91507. /**
  91508. * Gets the scene from the mesh
  91509. * @returns the indices array or null
  91510. */
  91511. getScene?(): Scene;
  91512. /**
  91513. * Gets the absolute position from the mesh
  91514. * @returns the absolute position
  91515. */
  91516. getAbsolutePosition(): Vector3;
  91517. /**
  91518. * Gets the absolute pivot point from the mesh
  91519. * @returns the absolute pivot point
  91520. */
  91521. getAbsolutePivotPoint(): Vector3;
  91522. /**
  91523. * Rotates the mesh
  91524. * @param axis The axis of rotation
  91525. * @param amount The amount of rotation
  91526. * @param space The space of the rotation
  91527. * @returns The rotation transform node
  91528. */
  91529. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91530. /**
  91531. * Translates the mesh
  91532. * @param axis The axis of translation
  91533. * @param distance The distance of translation
  91534. * @param space The space of the translation
  91535. * @returns The transform node
  91536. */
  91537. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91538. /**
  91539. * Sets the absolute position of the mesh
  91540. * @param absolutePosition The absolute position of the mesh
  91541. * @returns The transform node
  91542. */
  91543. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91544. /**
  91545. * Gets the class name of the mesh
  91546. * @returns The class name
  91547. */
  91548. getClassName(): string;
  91549. }
  91550. /**
  91551. * Represents a physics imposter
  91552. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91553. */
  91554. export class PhysicsImpostor {
  91555. /**
  91556. * The physics-enabled object used as the physics imposter
  91557. */
  91558. object: IPhysicsEnabledObject;
  91559. /**
  91560. * The type of the physics imposter
  91561. */
  91562. type: number;
  91563. private _options;
  91564. private _scene?;
  91565. /**
  91566. * The default object size of the imposter
  91567. */
  91568. static DEFAULT_OBJECT_SIZE: Vector3;
  91569. /**
  91570. * The identity quaternion of the imposter
  91571. */
  91572. static IDENTITY_QUATERNION: Quaternion;
  91573. /** @hidden */
  91574. _pluginData: any;
  91575. private _physicsEngine;
  91576. private _physicsBody;
  91577. private _bodyUpdateRequired;
  91578. private _onBeforePhysicsStepCallbacks;
  91579. private _onAfterPhysicsStepCallbacks;
  91580. /** @hidden */
  91581. _onPhysicsCollideCallbacks: Array<{
  91582. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91583. otherImpostors: Array<PhysicsImpostor>;
  91584. }>;
  91585. private _deltaPosition;
  91586. private _deltaRotation;
  91587. private _deltaRotationConjugated;
  91588. /** @hidden */
  91589. _isFromLine: boolean;
  91590. private _parent;
  91591. private _isDisposed;
  91592. private static _tmpVecs;
  91593. private static _tmpQuat;
  91594. /**
  91595. * Specifies if the physics imposter is disposed
  91596. */
  91597. readonly isDisposed: boolean;
  91598. /**
  91599. * Gets the mass of the physics imposter
  91600. */
  91601. mass: number;
  91602. /**
  91603. * Gets the coefficient of friction
  91604. */
  91605. /**
  91606. * Sets the coefficient of friction
  91607. */
  91608. friction: number;
  91609. /**
  91610. * Gets the coefficient of restitution
  91611. */
  91612. /**
  91613. * Sets the coefficient of restitution
  91614. */
  91615. restitution: number;
  91616. /**
  91617. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91618. */
  91619. /**
  91620. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91621. */
  91622. pressure: number;
  91623. /**
  91624. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91625. */
  91626. /**
  91627. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91628. */
  91629. stiffness: number;
  91630. /**
  91631. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91632. */
  91633. /**
  91634. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91635. */
  91636. velocityIterations: number;
  91637. /**
  91638. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91639. */
  91640. /**
  91641. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91642. */
  91643. positionIterations: number;
  91644. /**
  91645. * The unique id of the physics imposter
  91646. * set by the physics engine when adding this impostor to the array
  91647. */
  91648. uniqueId: number;
  91649. /**
  91650. * @hidden
  91651. */
  91652. soft: boolean;
  91653. /**
  91654. * @hidden
  91655. */
  91656. segments: number;
  91657. private _joints;
  91658. /**
  91659. * Initializes the physics imposter
  91660. * @param object The physics-enabled object used as the physics imposter
  91661. * @param type The type of the physics imposter
  91662. * @param _options The options for the physics imposter
  91663. * @param _scene The Babylon scene
  91664. */
  91665. constructor(
  91666. /**
  91667. * The physics-enabled object used as the physics imposter
  91668. */
  91669. object: IPhysicsEnabledObject,
  91670. /**
  91671. * The type of the physics imposter
  91672. */
  91673. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91674. /**
  91675. * This function will completly initialize this impostor.
  91676. * It will create a new body - but only if this mesh has no parent.
  91677. * If it has, this impostor will not be used other than to define the impostor
  91678. * of the child mesh.
  91679. * @hidden
  91680. */
  91681. _init(): void;
  91682. private _getPhysicsParent;
  91683. /**
  91684. * Should a new body be generated.
  91685. * @returns boolean specifying if body initialization is required
  91686. */
  91687. isBodyInitRequired(): boolean;
  91688. /**
  91689. * Sets the updated scaling
  91690. * @param updated Specifies if the scaling is updated
  91691. */
  91692. setScalingUpdated(): void;
  91693. /**
  91694. * Force a regeneration of this or the parent's impostor's body.
  91695. * Use under cautious - This will remove all joints already implemented.
  91696. */
  91697. forceUpdate(): void;
  91698. /**
  91699. * Gets the body that holds this impostor. Either its own, or its parent.
  91700. */
  91701. /**
  91702. * Set the physics body. Used mainly by the physics engine/plugin
  91703. */
  91704. physicsBody: any;
  91705. /**
  91706. * Get the parent of the physics imposter
  91707. * @returns Physics imposter or null
  91708. */
  91709. /**
  91710. * Sets the parent of the physics imposter
  91711. */
  91712. parent: Nullable<PhysicsImpostor>;
  91713. /**
  91714. * Resets the update flags
  91715. */
  91716. resetUpdateFlags(): void;
  91717. /**
  91718. * Gets the object extend size
  91719. * @returns the object extend size
  91720. */
  91721. getObjectExtendSize(): Vector3;
  91722. /**
  91723. * Gets the object center
  91724. * @returns The object center
  91725. */
  91726. getObjectCenter(): Vector3;
  91727. /**
  91728. * Get a specific parametes from the options parameter
  91729. * @param paramName The object parameter name
  91730. * @returns The object parameter
  91731. */
  91732. getParam(paramName: string): any;
  91733. /**
  91734. * Sets a specific parameter in the options given to the physics plugin
  91735. * @param paramName The parameter name
  91736. * @param value The value of the parameter
  91737. */
  91738. setParam(paramName: string, value: number): void;
  91739. /**
  91740. * Specifically change the body's mass option. Won't recreate the physics body object
  91741. * @param mass The mass of the physics imposter
  91742. */
  91743. setMass(mass: number): void;
  91744. /**
  91745. * Gets the linear velocity
  91746. * @returns linear velocity or null
  91747. */
  91748. getLinearVelocity(): Nullable<Vector3>;
  91749. /**
  91750. * Sets the linear velocity
  91751. * @param velocity linear velocity or null
  91752. */
  91753. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91754. /**
  91755. * Gets the angular velocity
  91756. * @returns angular velocity or null
  91757. */
  91758. getAngularVelocity(): Nullable<Vector3>;
  91759. /**
  91760. * Sets the angular velocity
  91761. * @param velocity The velocity or null
  91762. */
  91763. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91764. /**
  91765. * Execute a function with the physics plugin native code
  91766. * Provide a function the will have two variables - the world object and the physics body object
  91767. * @param func The function to execute with the physics plugin native code
  91768. */
  91769. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91770. /**
  91771. * Register a function that will be executed before the physics world is stepping forward
  91772. * @param func The function to execute before the physics world is stepped forward
  91773. */
  91774. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91775. /**
  91776. * Unregister a function that will be executed before the physics world is stepping forward
  91777. * @param func The function to execute before the physics world is stepped forward
  91778. */
  91779. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91780. /**
  91781. * Register a function that will be executed after the physics step
  91782. * @param func The function to execute after physics step
  91783. */
  91784. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91785. /**
  91786. * Unregisters a function that will be executed after the physics step
  91787. * @param func The function to execute after physics step
  91788. */
  91789. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91790. /**
  91791. * register a function that will be executed when this impostor collides against a different body
  91792. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91793. * @param func Callback that is executed on collision
  91794. */
  91795. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91796. /**
  91797. * Unregisters the physics imposter on contact
  91798. * @param collideAgainst The physics object to collide against
  91799. * @param func Callback to execute on collision
  91800. */
  91801. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91802. private _tmpQuat;
  91803. private _tmpQuat2;
  91804. /**
  91805. * Get the parent rotation
  91806. * @returns The parent rotation
  91807. */
  91808. getParentsRotation(): Quaternion;
  91809. /**
  91810. * this function is executed by the physics engine.
  91811. */
  91812. beforeStep: () => void;
  91813. /**
  91814. * this function is executed by the physics engine
  91815. */
  91816. afterStep: () => void;
  91817. /**
  91818. * Legacy collision detection event support
  91819. */
  91820. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91821. /**
  91822. * event and body object due to cannon's event-based architecture.
  91823. */
  91824. onCollide: (e: {
  91825. body: any;
  91826. }) => void;
  91827. /**
  91828. * Apply a force
  91829. * @param force The force to apply
  91830. * @param contactPoint The contact point for the force
  91831. * @returns The physics imposter
  91832. */
  91833. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91834. /**
  91835. * Apply an impulse
  91836. * @param force The impulse force
  91837. * @param contactPoint The contact point for the impulse force
  91838. * @returns The physics imposter
  91839. */
  91840. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91841. /**
  91842. * A help function to create a joint
  91843. * @param otherImpostor A physics imposter used to create a joint
  91844. * @param jointType The type of joint
  91845. * @param jointData The data for the joint
  91846. * @returns The physics imposter
  91847. */
  91848. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91849. /**
  91850. * Add a joint to this impostor with a different impostor
  91851. * @param otherImpostor A physics imposter used to add a joint
  91852. * @param joint The joint to add
  91853. * @returns The physics imposter
  91854. */
  91855. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91856. /**
  91857. * Add an anchor to a cloth impostor
  91858. * @param otherImpostor rigid impostor to anchor to
  91859. * @param width ratio across width from 0 to 1
  91860. * @param height ratio up height from 0 to 1
  91861. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91862. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91863. * @returns impostor the soft imposter
  91864. */
  91865. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91866. /**
  91867. * Add a hook to a rope impostor
  91868. * @param otherImpostor rigid impostor to anchor to
  91869. * @param length ratio across rope from 0 to 1
  91870. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91871. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91872. * @returns impostor the rope imposter
  91873. */
  91874. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91875. /**
  91876. * Will keep this body still, in a sleep mode.
  91877. * @returns the physics imposter
  91878. */
  91879. sleep(): PhysicsImpostor;
  91880. /**
  91881. * Wake the body up.
  91882. * @returns The physics imposter
  91883. */
  91884. wakeUp(): PhysicsImpostor;
  91885. /**
  91886. * Clones the physics imposter
  91887. * @param newObject The physics imposter clones to this physics-enabled object
  91888. * @returns A nullable physics imposter
  91889. */
  91890. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91891. /**
  91892. * Disposes the physics imposter
  91893. */
  91894. dispose(): void;
  91895. /**
  91896. * Sets the delta position
  91897. * @param position The delta position amount
  91898. */
  91899. setDeltaPosition(position: Vector3): void;
  91900. /**
  91901. * Sets the delta rotation
  91902. * @param rotation The delta rotation amount
  91903. */
  91904. setDeltaRotation(rotation: Quaternion): void;
  91905. /**
  91906. * Gets the box size of the physics imposter and stores the result in the input parameter
  91907. * @param result Stores the box size
  91908. * @returns The physics imposter
  91909. */
  91910. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91911. /**
  91912. * Gets the radius of the physics imposter
  91913. * @returns Radius of the physics imposter
  91914. */
  91915. getRadius(): number;
  91916. /**
  91917. * Sync a bone with this impostor
  91918. * @param bone The bone to sync to the impostor.
  91919. * @param boneMesh The mesh that the bone is influencing.
  91920. * @param jointPivot The pivot of the joint / bone in local space.
  91921. * @param distToJoint Optional distance from the impostor to the joint.
  91922. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91923. */
  91924. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91925. /**
  91926. * Sync impostor to a bone
  91927. * @param bone The bone that the impostor will be synced to.
  91928. * @param boneMesh The mesh that the bone is influencing.
  91929. * @param jointPivot The pivot of the joint / bone in local space.
  91930. * @param distToJoint Optional distance from the impostor to the joint.
  91931. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91932. * @param boneAxis Optional vector3 axis the bone is aligned with
  91933. */
  91934. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91935. /**
  91936. * No-Imposter type
  91937. */
  91938. static NoImpostor: number;
  91939. /**
  91940. * Sphere-Imposter type
  91941. */
  91942. static SphereImpostor: number;
  91943. /**
  91944. * Box-Imposter type
  91945. */
  91946. static BoxImpostor: number;
  91947. /**
  91948. * Plane-Imposter type
  91949. */
  91950. static PlaneImpostor: number;
  91951. /**
  91952. * Mesh-imposter type
  91953. */
  91954. static MeshImpostor: number;
  91955. /**
  91956. * Capsule-Impostor type (Ammo.js plugin only)
  91957. */
  91958. static CapsuleImpostor: number;
  91959. /**
  91960. * Cylinder-Imposter type
  91961. */
  91962. static CylinderImpostor: number;
  91963. /**
  91964. * Particle-Imposter type
  91965. */
  91966. static ParticleImpostor: number;
  91967. /**
  91968. * Heightmap-Imposter type
  91969. */
  91970. static HeightmapImpostor: number;
  91971. /**
  91972. * ConvexHull-Impostor type (Ammo.js plugin only)
  91973. */
  91974. static ConvexHullImpostor: number;
  91975. /**
  91976. * Rope-Imposter type
  91977. */
  91978. static RopeImpostor: number;
  91979. /**
  91980. * Cloth-Imposter type
  91981. */
  91982. static ClothImpostor: number;
  91983. /**
  91984. * Softbody-Imposter type
  91985. */
  91986. static SoftbodyImpostor: number;
  91987. }
  91988. }
  91989. declare module BABYLON {
  91990. /**
  91991. * @hidden
  91992. **/
  91993. export class _CreationDataStorage {
  91994. closePath?: boolean;
  91995. closeArray?: boolean;
  91996. idx: number[];
  91997. dashSize: number;
  91998. gapSize: number;
  91999. path3D: Path3D;
  92000. pathArray: Vector3[][];
  92001. arc: number;
  92002. radius: number;
  92003. cap: number;
  92004. tessellation: number;
  92005. }
  92006. /**
  92007. * @hidden
  92008. **/
  92009. class _InstanceDataStorage {
  92010. visibleInstances: any;
  92011. batchCache: _InstancesBatch;
  92012. instancesBufferSize: number;
  92013. instancesBuffer: Nullable<Buffer>;
  92014. instancesData: Float32Array;
  92015. overridenInstanceCount: number;
  92016. isFrozen: boolean;
  92017. previousBatch: Nullable<_InstancesBatch>;
  92018. hardwareInstancedRendering: boolean;
  92019. sideOrientation: number;
  92020. manualUpdate: boolean;
  92021. }
  92022. /**
  92023. * @hidden
  92024. **/
  92025. export class _InstancesBatch {
  92026. mustReturn: boolean;
  92027. visibleInstances: Nullable<InstancedMesh[]>[];
  92028. renderSelf: boolean[];
  92029. hardwareInstancedRendering: boolean[];
  92030. }
  92031. /**
  92032. * Class used to represent renderable models
  92033. */
  92034. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  92035. /**
  92036. * Mesh side orientation : usually the external or front surface
  92037. */
  92038. static readonly FRONTSIDE: number;
  92039. /**
  92040. * Mesh side orientation : usually the internal or back surface
  92041. */
  92042. static readonly BACKSIDE: number;
  92043. /**
  92044. * Mesh side orientation : both internal and external or front and back surfaces
  92045. */
  92046. static readonly DOUBLESIDE: number;
  92047. /**
  92048. * Mesh side orientation : by default, `FRONTSIDE`
  92049. */
  92050. static readonly DEFAULTSIDE: number;
  92051. /**
  92052. * Mesh cap setting : no cap
  92053. */
  92054. static readonly NO_CAP: number;
  92055. /**
  92056. * Mesh cap setting : one cap at the beginning of the mesh
  92057. */
  92058. static readonly CAP_START: number;
  92059. /**
  92060. * Mesh cap setting : one cap at the end of the mesh
  92061. */
  92062. static readonly CAP_END: number;
  92063. /**
  92064. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  92065. */
  92066. static readonly CAP_ALL: number;
  92067. /**
  92068. * Mesh pattern setting : no flip or rotate
  92069. */
  92070. static readonly NO_FLIP: number;
  92071. /**
  92072. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  92073. */
  92074. static readonly FLIP_TILE: number;
  92075. /**
  92076. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  92077. */
  92078. static readonly ROTATE_TILE: number;
  92079. /**
  92080. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  92081. */
  92082. static readonly FLIP_ROW: number;
  92083. /**
  92084. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  92085. */
  92086. static readonly ROTATE_ROW: number;
  92087. /**
  92088. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  92089. */
  92090. static readonly FLIP_N_ROTATE_TILE: number;
  92091. /**
  92092. * Mesh pattern setting : rotate pattern and rotate
  92093. */
  92094. static readonly FLIP_N_ROTATE_ROW: number;
  92095. /**
  92096. * Mesh tile positioning : part tiles same on left/right or top/bottom
  92097. */
  92098. static readonly CENTER: number;
  92099. /**
  92100. * Mesh tile positioning : part tiles on left
  92101. */
  92102. static readonly LEFT: number;
  92103. /**
  92104. * Mesh tile positioning : part tiles on right
  92105. */
  92106. static readonly RIGHT: number;
  92107. /**
  92108. * Mesh tile positioning : part tiles on top
  92109. */
  92110. static readonly TOP: number;
  92111. /**
  92112. * Mesh tile positioning : part tiles on bottom
  92113. */
  92114. static readonly BOTTOM: number;
  92115. /**
  92116. * Gets the default side orientation.
  92117. * @param orientation the orientation to value to attempt to get
  92118. * @returns the default orientation
  92119. * @hidden
  92120. */
  92121. static _GetDefaultSideOrientation(orientation?: number): number;
  92122. private _internalMeshDataInfo;
  92123. /**
  92124. * An event triggered before rendering the mesh
  92125. */
  92126. readonly onBeforeRenderObservable: Observable<Mesh>;
  92127. /**
  92128. * An event triggered before binding the mesh
  92129. */
  92130. readonly onBeforeBindObservable: Observable<Mesh>;
  92131. /**
  92132. * An event triggered after rendering the mesh
  92133. */
  92134. readonly onAfterRenderObservable: Observable<Mesh>;
  92135. /**
  92136. * An event triggered before drawing the mesh
  92137. */
  92138. readonly onBeforeDrawObservable: Observable<Mesh>;
  92139. private _onBeforeDrawObserver;
  92140. /**
  92141. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  92142. */
  92143. onBeforeDraw: () => void;
  92144. readonly hasInstances: boolean;
  92145. /**
  92146. * Gets the delay loading state of the mesh (when delay loading is turned on)
  92147. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  92148. */
  92149. delayLoadState: number;
  92150. /**
  92151. * Gets the list of instances created from this mesh
  92152. * it is not supposed to be modified manually.
  92153. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  92154. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92155. */
  92156. instances: InstancedMesh[];
  92157. /**
  92158. * Gets the file containing delay loading data for this mesh
  92159. */
  92160. delayLoadingFile: string;
  92161. /** @hidden */
  92162. _binaryInfo: any;
  92163. /**
  92164. * User defined function used to change how LOD level selection is done
  92165. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  92166. */
  92167. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  92168. /**
  92169. * Gets or sets the morph target manager
  92170. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  92171. */
  92172. morphTargetManager: Nullable<MorphTargetManager>;
  92173. /** @hidden */
  92174. _creationDataStorage: Nullable<_CreationDataStorage>;
  92175. /** @hidden */
  92176. _geometry: Nullable<Geometry>;
  92177. /** @hidden */
  92178. _delayInfo: Array<string>;
  92179. /** @hidden */
  92180. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  92181. /** @hidden */
  92182. _instanceDataStorage: _InstanceDataStorage;
  92183. private _effectiveMaterial;
  92184. /** @hidden */
  92185. _shouldGenerateFlatShading: boolean;
  92186. /** @hidden */
  92187. _originalBuilderSideOrientation: number;
  92188. /**
  92189. * Use this property to change the original side orientation defined at construction time
  92190. */
  92191. overrideMaterialSideOrientation: Nullable<number>;
  92192. /**
  92193. * Gets the source mesh (the one used to clone this one from)
  92194. */
  92195. readonly source: Nullable<Mesh>;
  92196. /**
  92197. * Gets or sets a boolean indicating that this mesh does not use index buffer
  92198. */
  92199. isUnIndexed: boolean;
  92200. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  92201. readonly worldMatrixInstancedBuffer: Float32Array;
  92202. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  92203. manualUpdateOfWorldMatrixInstancedBuffer: boolean;
  92204. /**
  92205. * @constructor
  92206. * @param name The value used by scene.getMeshByName() to do a lookup.
  92207. * @param scene The scene to add this mesh to.
  92208. * @param parent The parent of this mesh, if it has one
  92209. * @param source An optional Mesh from which geometry is shared, cloned.
  92210. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92211. * When false, achieved by calling a clone(), also passing False.
  92212. * This will make creation of children, recursive.
  92213. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  92214. */
  92215. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  92216. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  92217. doNotInstantiate: boolean;
  92218. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  92219. /**
  92220. * Gets the class name
  92221. * @returns the string "Mesh".
  92222. */
  92223. getClassName(): string;
  92224. /** @hidden */
  92225. readonly _isMesh: boolean;
  92226. /**
  92227. * Returns a description of this mesh
  92228. * @param fullDetails define if full details about this mesh must be used
  92229. * @returns a descriptive string representing this mesh
  92230. */
  92231. toString(fullDetails?: boolean): string;
  92232. /** @hidden */
  92233. _unBindEffect(): void;
  92234. /**
  92235. * Gets a boolean indicating if this mesh has LOD
  92236. */
  92237. readonly hasLODLevels: boolean;
  92238. /**
  92239. * Gets the list of MeshLODLevel associated with the current mesh
  92240. * @returns an array of MeshLODLevel
  92241. */
  92242. getLODLevels(): MeshLODLevel[];
  92243. private _sortLODLevels;
  92244. /**
  92245. * Add a mesh as LOD level triggered at the given distance.
  92246. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92247. * @param distance The distance from the center of the object to show this level
  92248. * @param mesh The mesh to be added as LOD level (can be null)
  92249. * @return This mesh (for chaining)
  92250. */
  92251. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  92252. /**
  92253. * Returns the LOD level mesh at the passed distance or null if not found.
  92254. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92255. * @param distance The distance from the center of the object to show this level
  92256. * @returns a Mesh or `null`
  92257. */
  92258. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  92259. /**
  92260. * Remove a mesh from the LOD array
  92261. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92262. * @param mesh defines the mesh to be removed
  92263. * @return This mesh (for chaining)
  92264. */
  92265. removeLODLevel(mesh: Mesh): Mesh;
  92266. /**
  92267. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  92268. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  92269. * @param camera defines the camera to use to compute distance
  92270. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  92271. * @return This mesh (for chaining)
  92272. */
  92273. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  92274. /**
  92275. * Gets the mesh internal Geometry object
  92276. */
  92277. readonly geometry: Nullable<Geometry>;
  92278. /**
  92279. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  92280. * @returns the total number of vertices
  92281. */
  92282. getTotalVertices(): number;
  92283. /**
  92284. * Returns the content of an associated vertex buffer
  92285. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92286. * - VertexBuffer.PositionKind
  92287. * - VertexBuffer.UVKind
  92288. * - VertexBuffer.UV2Kind
  92289. * - VertexBuffer.UV3Kind
  92290. * - VertexBuffer.UV4Kind
  92291. * - VertexBuffer.UV5Kind
  92292. * - VertexBuffer.UV6Kind
  92293. * - VertexBuffer.ColorKind
  92294. * - VertexBuffer.MatricesIndicesKind
  92295. * - VertexBuffer.MatricesIndicesExtraKind
  92296. * - VertexBuffer.MatricesWeightsKind
  92297. * - VertexBuffer.MatricesWeightsExtraKind
  92298. * @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
  92299. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  92300. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  92301. */
  92302. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  92303. /**
  92304. * Returns the mesh VertexBuffer object from the requested `kind`
  92305. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92306. * - VertexBuffer.PositionKind
  92307. * - VertexBuffer.NormalKind
  92308. * - VertexBuffer.UVKind
  92309. * - VertexBuffer.UV2Kind
  92310. * - VertexBuffer.UV3Kind
  92311. * - VertexBuffer.UV4Kind
  92312. * - VertexBuffer.UV5Kind
  92313. * - VertexBuffer.UV6Kind
  92314. * - VertexBuffer.ColorKind
  92315. * - VertexBuffer.MatricesIndicesKind
  92316. * - VertexBuffer.MatricesIndicesExtraKind
  92317. * - VertexBuffer.MatricesWeightsKind
  92318. * - VertexBuffer.MatricesWeightsExtraKind
  92319. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  92320. */
  92321. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  92322. /**
  92323. * Tests if a specific vertex buffer is associated with this mesh
  92324. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92325. * - VertexBuffer.PositionKind
  92326. * - VertexBuffer.NormalKind
  92327. * - VertexBuffer.UVKind
  92328. * - VertexBuffer.UV2Kind
  92329. * - VertexBuffer.UV3Kind
  92330. * - VertexBuffer.UV4Kind
  92331. * - VertexBuffer.UV5Kind
  92332. * - VertexBuffer.UV6Kind
  92333. * - VertexBuffer.ColorKind
  92334. * - VertexBuffer.MatricesIndicesKind
  92335. * - VertexBuffer.MatricesIndicesExtraKind
  92336. * - VertexBuffer.MatricesWeightsKind
  92337. * - VertexBuffer.MatricesWeightsExtraKind
  92338. * @returns a boolean
  92339. */
  92340. isVerticesDataPresent(kind: string): boolean;
  92341. /**
  92342. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92343. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92344. * - VertexBuffer.PositionKind
  92345. * - VertexBuffer.UVKind
  92346. * - VertexBuffer.UV2Kind
  92347. * - VertexBuffer.UV3Kind
  92348. * - VertexBuffer.UV4Kind
  92349. * - VertexBuffer.UV5Kind
  92350. * - VertexBuffer.UV6Kind
  92351. * - VertexBuffer.ColorKind
  92352. * - VertexBuffer.MatricesIndicesKind
  92353. * - VertexBuffer.MatricesIndicesExtraKind
  92354. * - VertexBuffer.MatricesWeightsKind
  92355. * - VertexBuffer.MatricesWeightsExtraKind
  92356. * @returns a boolean
  92357. */
  92358. isVertexBufferUpdatable(kind: string): boolean;
  92359. /**
  92360. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92361. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92362. * - VertexBuffer.PositionKind
  92363. * - VertexBuffer.NormalKind
  92364. * - VertexBuffer.UVKind
  92365. * - VertexBuffer.UV2Kind
  92366. * - VertexBuffer.UV3Kind
  92367. * - VertexBuffer.UV4Kind
  92368. * - VertexBuffer.UV5Kind
  92369. * - VertexBuffer.UV6Kind
  92370. * - VertexBuffer.ColorKind
  92371. * - VertexBuffer.MatricesIndicesKind
  92372. * - VertexBuffer.MatricesIndicesExtraKind
  92373. * - VertexBuffer.MatricesWeightsKind
  92374. * - VertexBuffer.MatricesWeightsExtraKind
  92375. * @returns an array of strings
  92376. */
  92377. getVerticesDataKinds(): string[];
  92378. /**
  92379. * Returns a positive integer : the total number of indices in this mesh geometry.
  92380. * @returns the numner of indices or zero if the mesh has no geometry.
  92381. */
  92382. getTotalIndices(): number;
  92383. /**
  92384. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92385. * @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.
  92386. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92387. * @returns the indices array or an empty array if the mesh has no geometry
  92388. */
  92389. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92390. readonly isBlocked: boolean;
  92391. /**
  92392. * Determine if the current mesh is ready to be rendered
  92393. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92394. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92395. * @returns true if all associated assets are ready (material, textures, shaders)
  92396. */
  92397. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92398. /**
  92399. * 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.
  92400. */
  92401. readonly areNormalsFrozen: boolean;
  92402. /**
  92403. * 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.
  92404. * @returns the current mesh
  92405. */
  92406. freezeNormals(): Mesh;
  92407. /**
  92408. * 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
  92409. * @returns the current mesh
  92410. */
  92411. unfreezeNormals(): Mesh;
  92412. /**
  92413. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92414. */
  92415. overridenInstanceCount: number;
  92416. /** @hidden */
  92417. _preActivate(): Mesh;
  92418. /** @hidden */
  92419. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92420. /** @hidden */
  92421. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92422. /**
  92423. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92424. * This means the mesh underlying bounding box and sphere are recomputed.
  92425. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92426. * @returns the current mesh
  92427. */
  92428. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92429. /** @hidden */
  92430. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92431. /**
  92432. * This function will subdivide the mesh into multiple submeshes
  92433. * @param count defines the expected number of submeshes
  92434. */
  92435. subdivide(count: number): void;
  92436. /**
  92437. * Copy a FloatArray into a specific associated vertex buffer
  92438. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92439. * - VertexBuffer.PositionKind
  92440. * - VertexBuffer.UVKind
  92441. * - VertexBuffer.UV2Kind
  92442. * - VertexBuffer.UV3Kind
  92443. * - VertexBuffer.UV4Kind
  92444. * - VertexBuffer.UV5Kind
  92445. * - VertexBuffer.UV6Kind
  92446. * - VertexBuffer.ColorKind
  92447. * - VertexBuffer.MatricesIndicesKind
  92448. * - VertexBuffer.MatricesIndicesExtraKind
  92449. * - VertexBuffer.MatricesWeightsKind
  92450. * - VertexBuffer.MatricesWeightsExtraKind
  92451. * @param data defines the data source
  92452. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92453. * @param stride defines the data stride size (can be null)
  92454. * @returns the current mesh
  92455. */
  92456. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92457. /**
  92458. * Delete a vertex buffer associated with this mesh
  92459. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92460. * - VertexBuffer.PositionKind
  92461. * - VertexBuffer.UVKind
  92462. * - VertexBuffer.UV2Kind
  92463. * - VertexBuffer.UV3Kind
  92464. * - VertexBuffer.UV4Kind
  92465. * - VertexBuffer.UV5Kind
  92466. * - VertexBuffer.UV6Kind
  92467. * - VertexBuffer.ColorKind
  92468. * - VertexBuffer.MatricesIndicesKind
  92469. * - VertexBuffer.MatricesIndicesExtraKind
  92470. * - VertexBuffer.MatricesWeightsKind
  92471. * - VertexBuffer.MatricesWeightsExtraKind
  92472. */
  92473. removeVerticesData(kind: string): void;
  92474. /**
  92475. * Flags an associated vertex buffer as updatable
  92476. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92477. * - VertexBuffer.PositionKind
  92478. * - VertexBuffer.UVKind
  92479. * - VertexBuffer.UV2Kind
  92480. * - VertexBuffer.UV3Kind
  92481. * - VertexBuffer.UV4Kind
  92482. * - VertexBuffer.UV5Kind
  92483. * - VertexBuffer.UV6Kind
  92484. * - VertexBuffer.ColorKind
  92485. * - VertexBuffer.MatricesIndicesKind
  92486. * - VertexBuffer.MatricesIndicesExtraKind
  92487. * - VertexBuffer.MatricesWeightsKind
  92488. * - VertexBuffer.MatricesWeightsExtraKind
  92489. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92490. */
  92491. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92492. /**
  92493. * Sets the mesh global Vertex Buffer
  92494. * @param buffer defines the buffer to use
  92495. * @returns the current mesh
  92496. */
  92497. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92498. /**
  92499. * Update a specific associated vertex buffer
  92500. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92501. * - VertexBuffer.PositionKind
  92502. * - VertexBuffer.UVKind
  92503. * - VertexBuffer.UV2Kind
  92504. * - VertexBuffer.UV3Kind
  92505. * - VertexBuffer.UV4Kind
  92506. * - VertexBuffer.UV5Kind
  92507. * - VertexBuffer.UV6Kind
  92508. * - VertexBuffer.ColorKind
  92509. * - VertexBuffer.MatricesIndicesKind
  92510. * - VertexBuffer.MatricesIndicesExtraKind
  92511. * - VertexBuffer.MatricesWeightsKind
  92512. * - VertexBuffer.MatricesWeightsExtraKind
  92513. * @param data defines the data source
  92514. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92515. * @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)
  92516. * @returns the current mesh
  92517. */
  92518. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92519. /**
  92520. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92521. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92522. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92523. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92524. * @returns the current mesh
  92525. */
  92526. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92527. /**
  92528. * Creates a un-shared specific occurence of the geometry for the mesh.
  92529. * @returns the current mesh
  92530. */
  92531. makeGeometryUnique(): Mesh;
  92532. /**
  92533. * Set the index buffer of this mesh
  92534. * @param indices defines the source data
  92535. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92536. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92537. * @returns the current mesh
  92538. */
  92539. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92540. /**
  92541. * Update the current index buffer
  92542. * @param indices defines the source data
  92543. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92544. * @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)
  92545. * @returns the current mesh
  92546. */
  92547. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92548. /**
  92549. * Invert the geometry to move from a right handed system to a left handed one.
  92550. * @returns the current mesh
  92551. */
  92552. toLeftHanded(): Mesh;
  92553. /** @hidden */
  92554. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92555. /** @hidden */
  92556. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92557. /**
  92558. * Registers for this mesh a javascript function called just before the rendering process
  92559. * @param func defines the function to call before rendering this mesh
  92560. * @returns the current mesh
  92561. */
  92562. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92563. /**
  92564. * Disposes a previously registered javascript function called before the rendering
  92565. * @param func defines the function to remove
  92566. * @returns the current mesh
  92567. */
  92568. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92569. /**
  92570. * Registers for this mesh a javascript function called just after the rendering is complete
  92571. * @param func defines the function to call after rendering this mesh
  92572. * @returns the current mesh
  92573. */
  92574. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92575. /**
  92576. * Disposes a previously registered javascript function called after the rendering.
  92577. * @param func defines the function to remove
  92578. * @returns the current mesh
  92579. */
  92580. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92581. /** @hidden */
  92582. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  92583. /** @hidden */
  92584. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92585. /** @hidden */
  92586. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92587. /** @hidden */
  92588. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92589. /** @hidden */
  92590. _rebuild(): void;
  92591. /** @hidden */
  92592. _freeze(): void;
  92593. /** @hidden */
  92594. _unFreeze(): void;
  92595. /**
  92596. * 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
  92597. * @param subMesh defines the subMesh to render
  92598. * @param enableAlphaMode defines if alpha mode can be changed
  92599. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92600. * @returns the current mesh
  92601. */
  92602. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92603. private _onBeforeDraw;
  92604. /**
  92605. * Renormalize the mesh and patch it up if there are no weights
  92606. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92607. * However in the case of zero weights then we set just a single influence to 1.
  92608. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92609. */
  92610. cleanMatrixWeights(): void;
  92611. private normalizeSkinFourWeights;
  92612. private normalizeSkinWeightsAndExtra;
  92613. /**
  92614. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92615. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92616. * the user know there was an issue with importing the mesh
  92617. * @returns a validation object with skinned, valid and report string
  92618. */
  92619. validateSkinning(): {
  92620. skinned: boolean;
  92621. valid: boolean;
  92622. report: string;
  92623. };
  92624. /** @hidden */
  92625. _checkDelayState(): Mesh;
  92626. private _queueLoad;
  92627. /**
  92628. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92629. * A mesh is in the frustum if its bounding box intersects the frustum
  92630. * @param frustumPlanes defines the frustum to test
  92631. * @returns true if the mesh is in the frustum planes
  92632. */
  92633. isInFrustum(frustumPlanes: Plane[]): boolean;
  92634. /**
  92635. * Sets the mesh material by the material or multiMaterial `id` property
  92636. * @param id is a string identifying the material or the multiMaterial
  92637. * @returns the current mesh
  92638. */
  92639. setMaterialByID(id: string): Mesh;
  92640. /**
  92641. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92642. * @returns an array of IAnimatable
  92643. */
  92644. getAnimatables(): IAnimatable[];
  92645. /**
  92646. * Modifies the mesh geometry according to the passed transformation matrix.
  92647. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92648. * The mesh normals are modified using the same transformation.
  92649. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92650. * @param transform defines the transform matrix to use
  92651. * @see http://doc.babylonjs.com/resources/baking_transformations
  92652. * @returns the current mesh
  92653. */
  92654. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92655. /**
  92656. * Modifies the mesh geometry according to its own current World Matrix.
  92657. * The mesh World Matrix is then reset.
  92658. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92659. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92660. * @see http://doc.babylonjs.com/resources/baking_transformations
  92661. * @returns the current mesh
  92662. */
  92663. bakeCurrentTransformIntoVertices(): Mesh;
  92664. /** @hidden */
  92665. readonly _positions: Nullable<Vector3[]>;
  92666. /** @hidden */
  92667. _resetPointsArrayCache(): Mesh;
  92668. /** @hidden */
  92669. _generatePointsArray(): boolean;
  92670. /**
  92671. * Returns a new Mesh object generated from the current mesh properties.
  92672. * This method must not get confused with createInstance()
  92673. * @param name is a string, the name given to the new mesh
  92674. * @param newParent can be any Node object (default `null`)
  92675. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92676. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92677. * @returns a new mesh
  92678. */
  92679. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92680. /**
  92681. * Releases resources associated with this mesh.
  92682. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92683. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92684. */
  92685. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92686. /** @hidden */
  92687. _disposeInstanceSpecificData(): void;
  92688. /**
  92689. * Modifies the mesh geometry according to a displacement map.
  92690. * 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.
  92691. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92692. * @param url is a string, the URL from the image file is to be downloaded.
  92693. * @param minHeight is the lower limit of the displacement.
  92694. * @param maxHeight is the upper limit of the displacement.
  92695. * @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.
  92696. * @param uvOffset is an optional vector2 used to offset UV.
  92697. * @param uvScale is an optional vector2 used to scale UV.
  92698. * @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.
  92699. * @returns the Mesh.
  92700. */
  92701. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92702. /**
  92703. * Modifies the mesh geometry according to a displacementMap buffer.
  92704. * 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.
  92705. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92706. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92707. * @param heightMapWidth is the width of the buffer image.
  92708. * @param heightMapHeight is the height of the buffer image.
  92709. * @param minHeight is the lower limit of the displacement.
  92710. * @param maxHeight is the upper limit of the displacement.
  92711. * @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.
  92712. * @param uvOffset is an optional vector2 used to offset UV.
  92713. * @param uvScale is an optional vector2 used to scale UV.
  92714. * @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.
  92715. * @returns the Mesh.
  92716. */
  92717. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92718. /**
  92719. * Modify the mesh to get a flat shading rendering.
  92720. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92721. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92722. * @returns current mesh
  92723. */
  92724. convertToFlatShadedMesh(): Mesh;
  92725. /**
  92726. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92727. * In other words, more vertices, no more indices and a single bigger VBO.
  92728. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92729. * @returns current mesh
  92730. */
  92731. convertToUnIndexedMesh(): Mesh;
  92732. /**
  92733. * Inverses facet orientations.
  92734. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92735. * @param flipNormals will also inverts the normals
  92736. * @returns current mesh
  92737. */
  92738. flipFaces(flipNormals?: boolean): Mesh;
  92739. /**
  92740. * Increase the number of facets and hence vertices in a mesh
  92741. * Vertex normals are interpolated from existing vertex normals
  92742. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92743. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92744. */
  92745. increaseVertices(numberPerEdge: number): void;
  92746. /**
  92747. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92748. * This will undo any application of covertToFlatShadedMesh
  92749. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92750. */
  92751. forceSharedVertices(): void;
  92752. /** @hidden */
  92753. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92754. /** @hidden */
  92755. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92756. /**
  92757. * Creates a new InstancedMesh object from the mesh model.
  92758. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92759. * @param name defines the name of the new instance
  92760. * @returns a new InstancedMesh
  92761. */
  92762. createInstance(name: string): InstancedMesh;
  92763. /**
  92764. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92765. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92766. * @returns the current mesh
  92767. */
  92768. synchronizeInstances(): Mesh;
  92769. /**
  92770. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92771. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92772. * This should be used together with the simplification to avoid disappearing triangles.
  92773. * @param successCallback an optional success callback to be called after the optimization finished.
  92774. * @returns the current mesh
  92775. */
  92776. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92777. /**
  92778. * Serialize current mesh
  92779. * @param serializationObject defines the object which will receive the serialization data
  92780. */
  92781. serialize(serializationObject: any): void;
  92782. /** @hidden */
  92783. _syncGeometryWithMorphTargetManager(): void;
  92784. /** @hidden */
  92785. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92786. /**
  92787. * Returns a new Mesh object parsed from the source provided.
  92788. * @param parsedMesh is the source
  92789. * @param scene defines the hosting scene
  92790. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92791. * @returns a new Mesh
  92792. */
  92793. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92794. /**
  92795. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92796. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92797. * @param name defines the name of the mesh to create
  92798. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92799. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92800. * @param closePath creates a seam between the first and the last points of each path of the path array
  92801. * @param offset is taken in account only if the `pathArray` is containing a single path
  92802. * @param scene defines the hosting scene
  92803. * @param updatable defines if the mesh must be flagged as updatable
  92804. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92805. * @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)
  92806. * @returns a new Mesh
  92807. */
  92808. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92809. /**
  92810. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92811. * @param name defines the name of the mesh to create
  92812. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92813. * @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
  92814. * @param scene defines the hosting scene
  92815. * @param updatable defines if the mesh must be flagged as updatable
  92816. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92817. * @returns a new Mesh
  92818. */
  92819. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92820. /**
  92821. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92822. * @param name defines the name of the mesh to create
  92823. * @param size sets the size (float) of each box side (default 1)
  92824. * @param scene defines the hosting scene
  92825. * @param updatable defines if the mesh must be flagged as updatable
  92826. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92827. * @returns a new Mesh
  92828. */
  92829. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92830. /**
  92831. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92832. * @param name defines the name of the mesh to create
  92833. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92834. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92835. * @param scene defines the hosting scene
  92836. * @param updatable defines if the mesh must be flagged as updatable
  92837. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92838. * @returns a new Mesh
  92839. */
  92840. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92841. /**
  92842. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92843. * @param name defines the name of the mesh to create
  92844. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92845. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92846. * @param scene defines the hosting scene
  92847. * @returns a new Mesh
  92848. */
  92849. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92850. /**
  92851. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92852. * @param name defines the name of the mesh to create
  92853. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92854. * @param diameterTop set the top cap diameter (floats, default 1)
  92855. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92856. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92857. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92858. * @param scene defines the hosting scene
  92859. * @param updatable defines if the mesh must be flagged as updatable
  92860. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92861. * @returns a new Mesh
  92862. */
  92863. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92864. /**
  92865. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92866. * @param name defines the name of the mesh to create
  92867. * @param diameter sets the diameter size (float) of the torus (default 1)
  92868. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92869. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92870. * @param scene defines the hosting scene
  92871. * @param updatable defines if the mesh must be flagged as updatable
  92872. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92873. * @returns a new Mesh
  92874. */
  92875. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92876. /**
  92877. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92878. * @param name defines the name of the mesh to create
  92879. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92880. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92881. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92882. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92883. * @param p the number of windings on X axis (positive integers, default 2)
  92884. * @param q the number of windings on Y axis (positive integers, default 3)
  92885. * @param scene defines the hosting scene
  92886. * @param updatable defines if the mesh must be flagged as updatable
  92887. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92888. * @returns a new Mesh
  92889. */
  92890. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92891. /**
  92892. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92893. * @param name defines the name of the mesh to create
  92894. * @param points is an array successive Vector3
  92895. * @param scene defines the hosting scene
  92896. * @param updatable defines if the mesh must be flagged as updatable
  92897. * @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).
  92898. * @returns a new Mesh
  92899. */
  92900. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92901. /**
  92902. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92903. * @param name defines the name of the mesh to create
  92904. * @param points is an array successive Vector3
  92905. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92906. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92907. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92908. * @param scene defines the hosting scene
  92909. * @param updatable defines if the mesh must be flagged as updatable
  92910. * @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)
  92911. * @returns a new Mesh
  92912. */
  92913. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92914. /**
  92915. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92916. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92917. * 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.
  92918. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92919. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92920. * Remember you can only change the shape positions, not their number when updating a polygon.
  92921. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92922. * @param name defines the name of the mesh to create
  92923. * @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
  92924. * @param scene defines the hosting scene
  92925. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92926. * @param updatable defines if the mesh must be flagged as updatable
  92927. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92928. * @param earcutInjection can be used to inject your own earcut reference
  92929. * @returns a new Mesh
  92930. */
  92931. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92932. /**
  92933. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92934. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92935. * @param name defines the name of the mesh to create
  92936. * @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
  92937. * @param depth defines the height of extrusion
  92938. * @param scene defines the hosting scene
  92939. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92940. * @param updatable defines if the mesh must be flagged as updatable
  92941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92942. * @param earcutInjection can be used to inject your own earcut reference
  92943. * @returns a new Mesh
  92944. */
  92945. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92946. /**
  92947. * Creates an extruded shape mesh.
  92948. * 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
  92949. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92950. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92951. * @param name defines the name of the mesh to create
  92952. * @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
  92953. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92954. * @param scale is the value to scale the shape
  92955. * @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
  92956. * @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
  92957. * @param scene defines the hosting scene
  92958. * @param updatable defines if the mesh must be flagged as updatable
  92959. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92960. * @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)
  92961. * @returns a new Mesh
  92962. */
  92963. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92964. /**
  92965. * Creates an custom extruded shape mesh.
  92966. * The custom extrusion is a parametric shape.
  92967. * It has no predefined shape. Its final shape will depend on the input parameters.
  92968. * Please consider using the same method from the MeshBuilder class instead
  92969. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92970. * @param name defines the name of the mesh to create
  92971. * @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
  92972. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92973. * @param scaleFunction is a custom Javascript function called on each path point
  92974. * @param rotationFunction is a custom Javascript function called on each path point
  92975. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92976. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92977. * @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
  92978. * @param scene defines the hosting scene
  92979. * @param updatable defines if the mesh must be flagged as updatable
  92980. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92981. * @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)
  92982. * @returns a new Mesh
  92983. */
  92984. 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;
  92985. /**
  92986. * Creates lathe mesh.
  92987. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92988. * Please consider using the same method from the MeshBuilder class instead
  92989. * @param name defines the name of the mesh to create
  92990. * @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
  92991. * @param radius is the radius value of the lathe
  92992. * @param tessellation is the side number of the lathe.
  92993. * @param scene defines the hosting scene
  92994. * @param updatable defines if the mesh must be flagged as updatable
  92995. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92996. * @returns a new Mesh
  92997. */
  92998. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92999. /**
  93000. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  93001. * @param name defines the name of the mesh to create
  93002. * @param size sets the size (float) of both sides of the plane at once (default 1)
  93003. * @param scene defines the hosting scene
  93004. * @param updatable defines if the mesh must be flagged as updatable
  93005. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93006. * @returns a new Mesh
  93007. */
  93008. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  93009. /**
  93010. * Creates a ground mesh.
  93011. * Please consider using the same method from the MeshBuilder class instead
  93012. * @param name defines the name of the mesh to create
  93013. * @param width set the width of the ground
  93014. * @param height set the height of the ground
  93015. * @param subdivisions sets the number of subdivisions per side
  93016. * @param scene defines the hosting scene
  93017. * @param updatable defines if the mesh must be flagged as updatable
  93018. * @returns a new Mesh
  93019. */
  93020. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  93021. /**
  93022. * Creates a tiled ground mesh.
  93023. * Please consider using the same method from the MeshBuilder class instead
  93024. * @param name defines the name of the mesh to create
  93025. * @param xmin set the ground minimum X coordinate
  93026. * @param zmin set the ground minimum Y coordinate
  93027. * @param xmax set the ground maximum X coordinate
  93028. * @param zmax set the ground maximum Z coordinate
  93029. * @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
  93030. * @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
  93031. * @param scene defines the hosting scene
  93032. * @param updatable defines if the mesh must be flagged as updatable
  93033. * @returns a new Mesh
  93034. */
  93035. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  93036. w: number;
  93037. h: number;
  93038. }, precision: {
  93039. w: number;
  93040. h: number;
  93041. }, scene: Scene, updatable?: boolean): Mesh;
  93042. /**
  93043. * Creates a ground mesh from a height map.
  93044. * Please consider using the same method from the MeshBuilder class instead
  93045. * @see http://doc.babylonjs.com/babylon101/height_map
  93046. * @param name defines the name of the mesh to create
  93047. * @param url sets the URL of the height map image resource
  93048. * @param width set the ground width size
  93049. * @param height set the ground height size
  93050. * @param subdivisions sets the number of subdivision per side
  93051. * @param minHeight is the minimum altitude on the ground
  93052. * @param maxHeight is the maximum altitude on the ground
  93053. * @param scene defines the hosting scene
  93054. * @param updatable defines if the mesh must be flagged as updatable
  93055. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  93056. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  93057. * @returns a new Mesh
  93058. */
  93059. 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;
  93060. /**
  93061. * Creates a tube mesh.
  93062. * The tube is a parametric shape.
  93063. * It has no predefined shape. Its final shape will depend on the input parameters.
  93064. * Please consider using the same method from the MeshBuilder class instead
  93065. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  93066. * @param name defines the name of the mesh to create
  93067. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  93068. * @param radius sets the tube radius size
  93069. * @param tessellation is the number of sides on the tubular surface
  93070. * @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
  93071. * @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
  93072. * @param scene defines the hosting scene
  93073. * @param updatable defines if the mesh must be flagged as updatable
  93074. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  93075. * @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)
  93076. * @returns a new Mesh
  93077. */
  93078. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  93079. (i: number, distance: number): number;
  93080. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  93081. /**
  93082. * Creates a polyhedron mesh.
  93083. * Please consider using the same method from the MeshBuilder class instead.
  93084. * * 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
  93085. * * The parameter `size` (positive float, default 1) sets the polygon size
  93086. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  93087. * * 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`
  93088. * * 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
  93089. * * 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)`)
  93090. * * 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
  93091. * * 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
  93092. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93093. * * 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
  93094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93095. * @param name defines the name of the mesh to create
  93096. * @param options defines the options used to create the mesh
  93097. * @param scene defines the hosting scene
  93098. * @returns a new Mesh
  93099. */
  93100. static CreatePolyhedron(name: string, options: {
  93101. type?: number;
  93102. size?: number;
  93103. sizeX?: number;
  93104. sizeY?: number;
  93105. sizeZ?: number;
  93106. custom?: any;
  93107. faceUV?: Vector4[];
  93108. faceColors?: Color4[];
  93109. updatable?: boolean;
  93110. sideOrientation?: number;
  93111. }, scene: Scene): Mesh;
  93112. /**
  93113. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  93114. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  93115. * * 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`)
  93116. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  93117. * * 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
  93118. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  93119. * * 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
  93120. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93121. * @param name defines the name of the mesh
  93122. * @param options defines the options used to create the mesh
  93123. * @param scene defines the hosting scene
  93124. * @returns a new Mesh
  93125. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  93126. */
  93127. static CreateIcoSphere(name: string, options: {
  93128. radius?: number;
  93129. flat?: boolean;
  93130. subdivisions?: number;
  93131. sideOrientation?: number;
  93132. updatable?: boolean;
  93133. }, scene: Scene): Mesh;
  93134. /**
  93135. * Creates a decal mesh.
  93136. * Please consider using the same method from the MeshBuilder class instead.
  93137. * A decal is a mesh usually applied as a model onto the surface of another mesh
  93138. * @param name defines the name of the mesh
  93139. * @param sourceMesh defines the mesh receiving the decal
  93140. * @param position sets the position of the decal in world coordinates
  93141. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  93142. * @param size sets the decal scaling
  93143. * @param angle sets the angle to rotate the decal
  93144. * @returns a new Mesh
  93145. */
  93146. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  93147. /**
  93148. * Prepare internal position array for software CPU skinning
  93149. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  93150. */
  93151. setPositionsForCPUSkinning(): Float32Array;
  93152. /**
  93153. * Prepare internal normal array for software CPU skinning
  93154. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  93155. */
  93156. setNormalsForCPUSkinning(): Float32Array;
  93157. /**
  93158. * Updates the vertex buffer by applying transformation from the bones
  93159. * @param skeleton defines the skeleton to apply to current mesh
  93160. * @returns the current mesh
  93161. */
  93162. applySkeleton(skeleton: Skeleton): Mesh;
  93163. /**
  93164. * 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
  93165. * @param meshes defines the list of meshes to scan
  93166. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  93167. */
  93168. static MinMax(meshes: AbstractMesh[]): {
  93169. min: Vector3;
  93170. max: Vector3;
  93171. };
  93172. /**
  93173. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  93174. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  93175. * @returns a vector3
  93176. */
  93177. static Center(meshesOrMinMaxVector: {
  93178. min: Vector3;
  93179. max: Vector3;
  93180. } | AbstractMesh[]): Vector3;
  93181. /**
  93182. * Merge the array of meshes into a single mesh for performance reasons.
  93183. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  93184. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  93185. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  93186. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  93187. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  93188. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  93189. * @returns a new mesh
  93190. */
  93191. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  93192. /** @hidden */
  93193. addInstance(instance: InstancedMesh): void;
  93194. /** @hidden */
  93195. removeInstance(instance: InstancedMesh): void;
  93196. }
  93197. }
  93198. declare module BABYLON {
  93199. /**
  93200. * This is the base class of all the camera used in the application.
  93201. * @see http://doc.babylonjs.com/features/cameras
  93202. */
  93203. export class Camera extends Node {
  93204. /** @hidden */
  93205. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  93206. /**
  93207. * This is the default projection mode used by the cameras.
  93208. * It helps recreating a feeling of perspective and better appreciate depth.
  93209. * This is the best way to simulate real life cameras.
  93210. */
  93211. static readonly PERSPECTIVE_CAMERA: number;
  93212. /**
  93213. * This helps creating camera with an orthographic mode.
  93214. * 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.
  93215. */
  93216. static readonly ORTHOGRAPHIC_CAMERA: number;
  93217. /**
  93218. * This is the default FOV mode for perspective cameras.
  93219. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  93220. */
  93221. static readonly FOVMODE_VERTICAL_FIXED: number;
  93222. /**
  93223. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  93224. */
  93225. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  93226. /**
  93227. * This specifies ther is no need for a camera rig.
  93228. * Basically only one eye is rendered corresponding to the camera.
  93229. */
  93230. static readonly RIG_MODE_NONE: number;
  93231. /**
  93232. * Simulates a camera Rig with one blue eye and one red eye.
  93233. * This can be use with 3d blue and red glasses.
  93234. */
  93235. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  93236. /**
  93237. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  93238. */
  93239. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  93240. /**
  93241. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  93242. */
  93243. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  93244. /**
  93245. * Defines that both eyes of the camera will be rendered over under each other.
  93246. */
  93247. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  93248. /**
  93249. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  93250. */
  93251. static readonly RIG_MODE_VR: number;
  93252. /**
  93253. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  93254. */
  93255. static readonly RIG_MODE_WEBVR: number;
  93256. /**
  93257. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  93258. */
  93259. static readonly RIG_MODE_CUSTOM: number;
  93260. /**
  93261. * Defines if by default attaching controls should prevent the default javascript event to continue.
  93262. */
  93263. static ForceAttachControlToAlwaysPreventDefault: boolean;
  93264. /**
  93265. * Define the input manager associated with the camera.
  93266. */
  93267. inputs: CameraInputsManager<Camera>;
  93268. /** @hidden */
  93269. _position: Vector3;
  93270. /**
  93271. * Define the current local position of the camera in the scene
  93272. */
  93273. position: Vector3;
  93274. /**
  93275. * The vector the camera should consider as up.
  93276. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  93277. */
  93278. upVector: Vector3;
  93279. /**
  93280. * Define the current limit on the left side for an orthographic camera
  93281. * In scene unit
  93282. */
  93283. orthoLeft: Nullable<number>;
  93284. /**
  93285. * Define the current limit on the right side for an orthographic camera
  93286. * In scene unit
  93287. */
  93288. orthoRight: Nullable<number>;
  93289. /**
  93290. * Define the current limit on the bottom side for an orthographic camera
  93291. * In scene unit
  93292. */
  93293. orthoBottom: Nullable<number>;
  93294. /**
  93295. * Define the current limit on the top side for an orthographic camera
  93296. * In scene unit
  93297. */
  93298. orthoTop: Nullable<number>;
  93299. /**
  93300. * Field Of View is set in Radians. (default is 0.8)
  93301. */
  93302. fov: number;
  93303. /**
  93304. * Define the minimum distance the camera can see from.
  93305. * This is important to note that the depth buffer are not infinite and the closer it starts
  93306. * the more your scene might encounter depth fighting issue.
  93307. */
  93308. minZ: number;
  93309. /**
  93310. * Define the maximum distance the camera can see to.
  93311. * This is important to note that the depth buffer are not infinite and the further it end
  93312. * the more your scene might encounter depth fighting issue.
  93313. */
  93314. maxZ: number;
  93315. /**
  93316. * Define the default inertia of the camera.
  93317. * This helps giving a smooth feeling to the camera movement.
  93318. */
  93319. inertia: number;
  93320. /**
  93321. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  93322. */
  93323. mode: number;
  93324. /**
  93325. * Define wether the camera is intermediate.
  93326. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93327. */
  93328. isIntermediate: boolean;
  93329. /**
  93330. * Define the viewport of the camera.
  93331. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93332. */
  93333. viewport: Viewport;
  93334. /**
  93335. * Restricts the camera to viewing objects with the same layerMask.
  93336. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93337. */
  93338. layerMask: number;
  93339. /**
  93340. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93341. */
  93342. fovMode: number;
  93343. /**
  93344. * Rig mode of the camera.
  93345. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93346. * This is normally controlled byt the camera themselves as internal use.
  93347. */
  93348. cameraRigMode: number;
  93349. /**
  93350. * Defines the distance between both "eyes" in case of a RIG
  93351. */
  93352. interaxialDistance: number;
  93353. /**
  93354. * Defines if stereoscopic rendering is done side by side or over under.
  93355. */
  93356. isStereoscopicSideBySide: boolean;
  93357. /**
  93358. * 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
  93359. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93360. * else in the scene. (Eg. security camera)
  93361. *
  93362. * 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)
  93363. */
  93364. customRenderTargets: RenderTargetTexture[];
  93365. /**
  93366. * When set, the camera will render to this render target instead of the default canvas
  93367. *
  93368. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93369. */
  93370. outputRenderTarget: Nullable<RenderTargetTexture>;
  93371. /**
  93372. * Observable triggered when the camera view matrix has changed.
  93373. */
  93374. onViewMatrixChangedObservable: Observable<Camera>;
  93375. /**
  93376. * Observable triggered when the camera Projection matrix has changed.
  93377. */
  93378. onProjectionMatrixChangedObservable: Observable<Camera>;
  93379. /**
  93380. * Observable triggered when the inputs have been processed.
  93381. */
  93382. onAfterCheckInputsObservable: Observable<Camera>;
  93383. /**
  93384. * Observable triggered when reset has been called and applied to the camera.
  93385. */
  93386. onRestoreStateObservable: Observable<Camera>;
  93387. /** @hidden */
  93388. _cameraRigParams: any;
  93389. /** @hidden */
  93390. _rigCameras: Camera[];
  93391. /** @hidden */
  93392. _rigPostProcess: Nullable<PostProcess>;
  93393. protected _webvrViewMatrix: Matrix;
  93394. /** @hidden */
  93395. _skipRendering: boolean;
  93396. /** @hidden */
  93397. _projectionMatrix: Matrix;
  93398. /** @hidden */
  93399. _postProcesses: Nullable<PostProcess>[];
  93400. /** @hidden */
  93401. _activeMeshes: SmartArray<AbstractMesh>;
  93402. protected _globalPosition: Vector3;
  93403. /** @hidden */
  93404. _computedViewMatrix: Matrix;
  93405. private _doNotComputeProjectionMatrix;
  93406. private _transformMatrix;
  93407. private _frustumPlanes;
  93408. private _refreshFrustumPlanes;
  93409. private _storedFov;
  93410. private _stateStored;
  93411. /**
  93412. * Instantiates a new camera object.
  93413. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93414. * @see http://doc.babylonjs.com/features/cameras
  93415. * @param name Defines the name of the camera in the scene
  93416. * @param position Defines the position of the camera
  93417. * @param scene Defines the scene the camera belongs too
  93418. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93419. */
  93420. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93421. /**
  93422. * Store current camera state (fov, position, etc..)
  93423. * @returns the camera
  93424. */
  93425. storeState(): Camera;
  93426. /**
  93427. * Restores the camera state values if it has been stored. You must call storeState() first
  93428. */
  93429. protected _restoreStateValues(): boolean;
  93430. /**
  93431. * Restored camera state. You must call storeState() first.
  93432. * @returns true if restored and false otherwise
  93433. */
  93434. restoreState(): boolean;
  93435. /**
  93436. * Gets the class name of the camera.
  93437. * @returns the class name
  93438. */
  93439. getClassName(): string;
  93440. /** @hidden */
  93441. readonly _isCamera: boolean;
  93442. /**
  93443. * Gets a string representation of the camera useful for debug purpose.
  93444. * @param fullDetails Defines that a more verboe level of logging is required
  93445. * @returns the string representation
  93446. */
  93447. toString(fullDetails?: boolean): string;
  93448. /**
  93449. * Gets the current world space position of the camera.
  93450. */
  93451. readonly globalPosition: Vector3;
  93452. /**
  93453. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93454. * @returns the active meshe list
  93455. */
  93456. getActiveMeshes(): SmartArray<AbstractMesh>;
  93457. /**
  93458. * Check wether a mesh is part of the current active mesh list of the camera
  93459. * @param mesh Defines the mesh to check
  93460. * @returns true if active, false otherwise
  93461. */
  93462. isActiveMesh(mesh: Mesh): boolean;
  93463. /**
  93464. * Is this camera ready to be used/rendered
  93465. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93466. * @return true if the camera is ready
  93467. */
  93468. isReady(completeCheck?: boolean): boolean;
  93469. /** @hidden */
  93470. _initCache(): void;
  93471. /** @hidden */
  93472. _updateCache(ignoreParentClass?: boolean): void;
  93473. /** @hidden */
  93474. _isSynchronized(): boolean;
  93475. /** @hidden */
  93476. _isSynchronizedViewMatrix(): boolean;
  93477. /** @hidden */
  93478. _isSynchronizedProjectionMatrix(): boolean;
  93479. /**
  93480. * Attach the input controls to a specific dom element to get the input from.
  93481. * @param element Defines the element the controls should be listened from
  93482. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93483. */
  93484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93485. /**
  93486. * Detach the current controls from the specified dom element.
  93487. * @param element Defines the element to stop listening the inputs from
  93488. */
  93489. detachControl(element: HTMLElement): void;
  93490. /**
  93491. * Update the camera state according to the different inputs gathered during the frame.
  93492. */
  93493. update(): void;
  93494. /** @hidden */
  93495. _checkInputs(): void;
  93496. /** @hidden */
  93497. readonly rigCameras: Camera[];
  93498. /**
  93499. * Gets the post process used by the rig cameras
  93500. */
  93501. readonly rigPostProcess: Nullable<PostProcess>;
  93502. /**
  93503. * Internal, gets the first post proces.
  93504. * @returns the first post process to be run on this camera.
  93505. */
  93506. _getFirstPostProcess(): Nullable<PostProcess>;
  93507. private _cascadePostProcessesToRigCams;
  93508. /**
  93509. * Attach a post process to the camera.
  93510. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93511. * @param postProcess The post process to attach to the camera
  93512. * @param insertAt The position of the post process in case several of them are in use in the scene
  93513. * @returns the position the post process has been inserted at
  93514. */
  93515. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93516. /**
  93517. * Detach a post process to the camera.
  93518. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93519. * @param postProcess The post process to detach from the camera
  93520. */
  93521. detachPostProcess(postProcess: PostProcess): void;
  93522. /**
  93523. * Gets the current world matrix of the camera
  93524. */
  93525. getWorldMatrix(): Matrix;
  93526. /** @hidden */
  93527. _getViewMatrix(): Matrix;
  93528. /**
  93529. * Gets the current view matrix of the camera.
  93530. * @param force forces the camera to recompute the matrix without looking at the cached state
  93531. * @returns the view matrix
  93532. */
  93533. getViewMatrix(force?: boolean): Matrix;
  93534. /**
  93535. * Freeze the projection matrix.
  93536. * It will prevent the cache check of the camera projection compute and can speed up perf
  93537. * if no parameter of the camera are meant to change
  93538. * @param projection Defines manually a projection if necessary
  93539. */
  93540. freezeProjectionMatrix(projection?: Matrix): void;
  93541. /**
  93542. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93543. */
  93544. unfreezeProjectionMatrix(): void;
  93545. /**
  93546. * Gets the current projection matrix of the camera.
  93547. * @param force forces the camera to recompute the matrix without looking at the cached state
  93548. * @returns the projection matrix
  93549. */
  93550. getProjectionMatrix(force?: boolean): Matrix;
  93551. /**
  93552. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93553. * @returns a Matrix
  93554. */
  93555. getTransformationMatrix(): Matrix;
  93556. private _updateFrustumPlanes;
  93557. /**
  93558. * Checks if a cullable object (mesh...) is in the camera frustum
  93559. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93560. * @param target The object to check
  93561. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93562. * @returns true if the object is in frustum otherwise false
  93563. */
  93564. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93565. /**
  93566. * Checks if a cullable object (mesh...) is in the camera frustum
  93567. * Unlike isInFrustum this cheks the full bounding box
  93568. * @param target The object to check
  93569. * @returns true if the object is in frustum otherwise false
  93570. */
  93571. isCompletelyInFrustum(target: ICullable): boolean;
  93572. /**
  93573. * Gets a ray in the forward direction from the camera.
  93574. * @param length Defines the length of the ray to create
  93575. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93576. * @param origin Defines the start point of the ray which defaults to the camera position
  93577. * @returns the forward ray
  93578. */
  93579. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93580. /**
  93581. * Releases resources associated with this node.
  93582. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93583. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93584. */
  93585. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93586. /** @hidden */
  93587. _isLeftCamera: boolean;
  93588. /**
  93589. * Gets the left camera of a rig setup in case of Rigged Camera
  93590. */
  93591. readonly isLeftCamera: boolean;
  93592. /** @hidden */
  93593. _isRightCamera: boolean;
  93594. /**
  93595. * Gets the right camera of a rig setup in case of Rigged Camera
  93596. */
  93597. readonly isRightCamera: boolean;
  93598. /**
  93599. * Gets the left camera of a rig setup in case of Rigged Camera
  93600. */
  93601. readonly leftCamera: Nullable<FreeCamera>;
  93602. /**
  93603. * Gets the right camera of a rig setup in case of Rigged Camera
  93604. */
  93605. readonly rightCamera: Nullable<FreeCamera>;
  93606. /**
  93607. * Gets the left camera target of a rig setup in case of Rigged Camera
  93608. * @returns the target position
  93609. */
  93610. getLeftTarget(): Nullable<Vector3>;
  93611. /**
  93612. * Gets the right camera target of a rig setup in case of Rigged Camera
  93613. * @returns the target position
  93614. */
  93615. getRightTarget(): Nullable<Vector3>;
  93616. /**
  93617. * @hidden
  93618. */
  93619. setCameraRigMode(mode: number, rigParams: any): void;
  93620. /** @hidden */
  93621. static _setStereoscopicRigMode(camera: Camera): void;
  93622. /** @hidden */
  93623. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93624. /** @hidden */
  93625. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93626. /** @hidden */
  93627. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93628. /** @hidden */
  93629. _getVRProjectionMatrix(): Matrix;
  93630. protected _updateCameraRotationMatrix(): void;
  93631. protected _updateWebVRCameraRotationMatrix(): void;
  93632. /**
  93633. * This function MUST be overwritten by the different WebVR cameras available.
  93634. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93635. * @hidden
  93636. */
  93637. _getWebVRProjectionMatrix(): Matrix;
  93638. /**
  93639. * This function MUST be overwritten by the different WebVR cameras available.
  93640. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93641. * @hidden
  93642. */
  93643. _getWebVRViewMatrix(): Matrix;
  93644. /** @hidden */
  93645. setCameraRigParameter(name: string, value: any): void;
  93646. /**
  93647. * needs to be overridden by children so sub has required properties to be copied
  93648. * @hidden
  93649. */
  93650. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93651. /**
  93652. * May need to be overridden by children
  93653. * @hidden
  93654. */
  93655. _updateRigCameras(): void;
  93656. /** @hidden */
  93657. _setupInputs(): void;
  93658. /**
  93659. * Serialiaze the camera setup to a json represention
  93660. * @returns the JSON representation
  93661. */
  93662. serialize(): any;
  93663. /**
  93664. * Clones the current camera.
  93665. * @param name The cloned camera name
  93666. * @returns the cloned camera
  93667. */
  93668. clone(name: string): Camera;
  93669. /**
  93670. * Gets the direction of the camera relative to a given local axis.
  93671. * @param localAxis Defines the reference axis to provide a relative direction.
  93672. * @return the direction
  93673. */
  93674. getDirection(localAxis: Vector3): Vector3;
  93675. /**
  93676. * Returns the current camera absolute rotation
  93677. */
  93678. readonly absoluteRotation: Quaternion;
  93679. /**
  93680. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93681. * @param localAxis Defines the reference axis to provide a relative direction.
  93682. * @param result Defines the vector to store the result in
  93683. */
  93684. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93685. /**
  93686. * Gets a camera constructor for a given camera type
  93687. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93688. * @param name The name of the camera the result will be able to instantiate
  93689. * @param scene The scene the result will construct the camera in
  93690. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93691. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93692. * @returns a factory method to construc the camera
  93693. */
  93694. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93695. /**
  93696. * Compute the world matrix of the camera.
  93697. * @returns the camera world matrix
  93698. */
  93699. computeWorldMatrix(): Matrix;
  93700. /**
  93701. * Parse a JSON and creates the camera from the parsed information
  93702. * @param parsedCamera The JSON to parse
  93703. * @param scene The scene to instantiate the camera in
  93704. * @returns the newly constructed camera
  93705. */
  93706. static Parse(parsedCamera: any, scene: Scene): Camera;
  93707. }
  93708. }
  93709. declare module BABYLON {
  93710. /**
  93711. * Class containing static functions to help procedurally build meshes
  93712. */
  93713. export class DiscBuilder {
  93714. /**
  93715. * Creates a plane polygonal mesh. By default, this is a disc
  93716. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93717. * * 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
  93718. * * 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
  93719. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93720. * * 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
  93721. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93722. * @param name defines the name of the mesh
  93723. * @param options defines the options used to create the mesh
  93724. * @param scene defines the hosting scene
  93725. * @returns the plane polygonal mesh
  93726. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93727. */
  93728. static CreateDisc(name: string, options: {
  93729. radius?: number;
  93730. tessellation?: number;
  93731. arc?: number;
  93732. updatable?: boolean;
  93733. sideOrientation?: number;
  93734. frontUVs?: Vector4;
  93735. backUVs?: Vector4;
  93736. }, scene?: Nullable<Scene>): Mesh;
  93737. }
  93738. }
  93739. declare module BABYLON {
  93740. /**
  93741. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93742. *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.
  93743. * The SPS is also a particle system. It provides some methods to manage the particles.
  93744. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93745. *
  93746. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93747. */
  93748. export class SolidParticleSystem implements IDisposable {
  93749. /**
  93750. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93751. * Example : var p = SPS.particles[i];
  93752. */
  93753. particles: SolidParticle[];
  93754. /**
  93755. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93756. */
  93757. nbParticles: number;
  93758. /**
  93759. * If the particles must ever face the camera (default false). Useful for planar particles.
  93760. */
  93761. billboard: boolean;
  93762. /**
  93763. * Recompute normals when adding a shape
  93764. */
  93765. recomputeNormals: boolean;
  93766. /**
  93767. * This a counter ofr your own usage. It's not set by any SPS functions.
  93768. */
  93769. counter: number;
  93770. /**
  93771. * The SPS name. This name is also given to the underlying mesh.
  93772. */
  93773. name: string;
  93774. /**
  93775. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93776. */
  93777. mesh: Mesh;
  93778. /**
  93779. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93780. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93781. */
  93782. vars: any;
  93783. /**
  93784. * This array is populated when the SPS is set as 'pickable'.
  93785. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93786. * Each element of this array is an object `{idx: int, faceId: int}`.
  93787. * `idx` is the picked particle index in the `SPS.particles` array
  93788. * `faceId` is the picked face index counted within this particle.
  93789. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93790. */
  93791. pickedParticles: {
  93792. idx: number;
  93793. faceId: number;
  93794. }[];
  93795. /**
  93796. * This array is populated when `enableDepthSort` is set to true.
  93797. * Each element of this array is an instance of the class DepthSortedParticle.
  93798. */
  93799. depthSortedParticles: DepthSortedParticle[];
  93800. /**
  93801. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93802. * @hidden
  93803. */
  93804. _bSphereOnly: boolean;
  93805. /**
  93806. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93807. * @hidden
  93808. */
  93809. _bSphereRadiusFactor: number;
  93810. private _scene;
  93811. private _positions;
  93812. private _indices;
  93813. private _normals;
  93814. private _colors;
  93815. private _uvs;
  93816. private _indices32;
  93817. private _positions32;
  93818. private _normals32;
  93819. private _fixedNormal32;
  93820. private _colors32;
  93821. private _uvs32;
  93822. private _index;
  93823. private _updatable;
  93824. private _pickable;
  93825. private _isVisibilityBoxLocked;
  93826. private _alwaysVisible;
  93827. private _depthSort;
  93828. private _expandable;
  93829. private _shapeCounter;
  93830. private _copy;
  93831. private _color;
  93832. private _computeParticleColor;
  93833. private _computeParticleTexture;
  93834. private _computeParticleRotation;
  93835. private _computeParticleVertex;
  93836. private _computeBoundingBox;
  93837. private _depthSortParticles;
  93838. private _camera;
  93839. private _mustUnrotateFixedNormals;
  93840. private _particlesIntersect;
  93841. private _needs32Bits;
  93842. private _isNotBuilt;
  93843. private _lastParticleId;
  93844. private _idxOfId;
  93845. /**
  93846. * Creates a SPS (Solid Particle System) object.
  93847. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93848. * @param scene (Scene) is the scene in which the SPS is added.
  93849. * @param options defines the options of the sps e.g.
  93850. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93851. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93852. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93853. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93854. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93855. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93856. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93857. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93858. */
  93859. constructor(name: string, scene: Scene, options?: {
  93860. updatable?: boolean;
  93861. isPickable?: boolean;
  93862. enableDepthSort?: boolean;
  93863. particleIntersection?: boolean;
  93864. boundingSphereOnly?: boolean;
  93865. bSphereRadiusFactor?: number;
  93866. expandable?: boolean;
  93867. });
  93868. /**
  93869. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93870. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93871. * @returns the created mesh
  93872. */
  93873. buildMesh(): Mesh;
  93874. /**
  93875. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93876. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93877. * Thus the particles generated from `digest()` have their property `position` set yet.
  93878. * @param mesh ( Mesh ) is the mesh to be digested
  93879. * @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
  93880. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93881. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93882. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93883. * @returns the current SPS
  93884. */
  93885. digest(mesh: Mesh, options?: {
  93886. facetNb?: number;
  93887. number?: number;
  93888. delta?: number;
  93889. storage?: [];
  93890. }): SolidParticleSystem;
  93891. /**
  93892. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  93893. * @hidden
  93894. */
  93895. private _unrotateFixedNormals;
  93896. /**
  93897. * Resets the temporary working copy particle
  93898. * @hidden
  93899. */
  93900. private _resetCopy;
  93901. /**
  93902. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  93903. * @param p the current index in the positions array to be updated
  93904. * @param shape a Vector3 array, the shape geometry
  93905. * @param positions the positions array to be updated
  93906. * @param meshInd the shape indices array
  93907. * @param indices the indices array to be updated
  93908. * @param meshUV the shape uv array
  93909. * @param uvs the uv array to be updated
  93910. * @param meshCol the shape color array
  93911. * @param colors the color array to be updated
  93912. * @param meshNor the shape normals array
  93913. * @param normals the normals array to be updated
  93914. * @param idx the particle index
  93915. * @param idxInShape the particle index in its shape
  93916. * @param options the addShape() method passed options
  93917. * @hidden
  93918. */
  93919. private _meshBuilder;
  93920. /**
  93921. * Returns a shape Vector3 array from positions float array
  93922. * @param positions float array
  93923. * @returns a vector3 array
  93924. * @hidden
  93925. */
  93926. private _posToShape;
  93927. /**
  93928. * Returns a shapeUV array from a float uvs (array deep copy)
  93929. * @param uvs as a float array
  93930. * @returns a shapeUV array
  93931. * @hidden
  93932. */
  93933. private _uvsToShapeUV;
  93934. /**
  93935. * Adds a new particle object in the particles array
  93936. * @param idx particle index in particles array
  93937. * @param id particle id
  93938. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  93939. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  93940. * @param model particle ModelShape object
  93941. * @param shapeId model shape identifier
  93942. * @param idxInShape index of the particle in the current model
  93943. * @param bInfo model bounding info object
  93944. * @param storage target storage array, if any
  93945. * @hidden
  93946. */
  93947. private _addParticle;
  93948. /**
  93949. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93950. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93951. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93952. * @param nb (positive integer) the number of particles to be created from this model
  93953. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93954. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93955. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93956. * @returns the number of shapes in the system
  93957. */
  93958. addShape(mesh: Mesh, nb: number, options?: {
  93959. positionFunction?: any;
  93960. vertexFunction?: any;
  93961. storage?: [];
  93962. }): number;
  93963. /**
  93964. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  93965. * @hidden
  93966. */
  93967. private _rebuildParticle;
  93968. /**
  93969. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93970. * @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.
  93971. * @returns the SPS.
  93972. */
  93973. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93974. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93975. * Returns an array with the removed particles.
  93976. * 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.
  93977. * The SPS can't be empty so at least one particle needs to remain in place.
  93978. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93979. * @param start index of the first particle to remove
  93980. * @param end index of the last particle to remove (included)
  93981. * @returns an array populated with the removed particles
  93982. */
  93983. removeParticles(start: number, end: number): SolidParticle[];
  93984. /**
  93985. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  93986. * @param solidParticleArray an array populated with Solid Particles objects
  93987. * @returns the SPS
  93988. */
  93989. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  93990. /**
  93991. * Creates a new particle and modifies the SPS mesh geometry :
  93992. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  93993. * - calls _addParticle() to populate the particle array
  93994. * factorized code from addShape() and insertParticlesFromArray()
  93995. * @param idx particle index in the particles array
  93996. * @param i particle index in its shape
  93997. * @param modelShape particle ModelShape object
  93998. * @param shape shape vertex array
  93999. * @param meshInd shape indices array
  94000. * @param meshUV shape uv array
  94001. * @param meshCol shape color array
  94002. * @param meshNor shape normals array
  94003. * @param bbInfo shape bounding info
  94004. * @param storage target particle storage
  94005. * @options addShape() passed options
  94006. * @hidden
  94007. */
  94008. private _insertNewParticle;
  94009. /**
  94010. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  94011. * This method calls `updateParticle()` for each particle of the SPS.
  94012. * For an animated SPS, it is usually called within the render loop.
  94013. * 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.
  94014. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  94015. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  94016. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  94017. * @returns the SPS.
  94018. */
  94019. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  94020. /**
  94021. * Disposes the SPS.
  94022. */
  94023. dispose(): void;
  94024. /**
  94025. * Returns a SolidParticle object from its identifier : particle.id
  94026. * @param id (integer) the particle Id
  94027. * @returns the searched particle or null if not found in the SPS.
  94028. */
  94029. getParticleById(id: number): Nullable<SolidParticle>;
  94030. /**
  94031. * Returns a new array populated with the particles having the passed shapeId.
  94032. * @param shapeId (integer) the shape identifier
  94033. * @returns a new solid particle array
  94034. */
  94035. getParticlesByShapeId(shapeId: number): SolidParticle[];
  94036. /**
  94037. * Populates the passed array "ref" with the particles having the passed shapeId.
  94038. * @param shapeId the shape identifier
  94039. * @returns the SPS
  94040. * @param ref
  94041. */
  94042. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  94043. /**
  94044. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  94045. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94046. * @returns the SPS.
  94047. */
  94048. refreshVisibleSize(): SolidParticleSystem;
  94049. /**
  94050. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  94051. * @param size the size (float) of the visibility box
  94052. * note : this doesn't lock the SPS mesh bounding box.
  94053. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94054. */
  94055. setVisibilityBox(size: number): void;
  94056. /**
  94057. * Gets whether the SPS as always visible or not
  94058. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94059. */
  94060. /**
  94061. * Sets the SPS as always visible or not
  94062. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94063. */
  94064. isAlwaysVisible: boolean;
  94065. /**
  94066. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94067. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94068. */
  94069. /**
  94070. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  94071. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  94072. */
  94073. isVisibilityBoxLocked: boolean;
  94074. /**
  94075. * Tells to `setParticles()` to compute the particle rotations or not.
  94076. * Default value : true. The SPS is faster when it's set to false.
  94077. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94078. */
  94079. /**
  94080. * Gets if `setParticles()` computes the particle rotations or not.
  94081. * Default value : true. The SPS is faster when it's set to false.
  94082. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  94083. */
  94084. computeParticleRotation: boolean;
  94085. /**
  94086. * Tells to `setParticles()` to compute the particle colors or not.
  94087. * Default value : true. The SPS is faster when it's set to false.
  94088. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94089. */
  94090. /**
  94091. * Gets if `setParticles()` computes the particle colors or not.
  94092. * Default value : true. The SPS is faster when it's set to false.
  94093. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  94094. */
  94095. computeParticleColor: boolean;
  94096. /**
  94097. * Gets if `setParticles()` computes the particle textures or not.
  94098. * Default value : true. The SPS is faster when it's set to false.
  94099. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  94100. */
  94101. computeParticleTexture: boolean;
  94102. /**
  94103. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  94104. * Default value : false. The SPS is faster when it's set to false.
  94105. * Note : the particle custom vertex positions aren't stored values.
  94106. */
  94107. /**
  94108. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  94109. * Default value : false. The SPS is faster when it's set to false.
  94110. * Note : the particle custom vertex positions aren't stored values.
  94111. */
  94112. computeParticleVertex: boolean;
  94113. /**
  94114. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  94115. */
  94116. /**
  94117. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  94118. */
  94119. computeBoundingBox: boolean;
  94120. /**
  94121. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  94122. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94123. * Default : `true`
  94124. */
  94125. /**
  94126. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  94127. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  94128. * Default : `true`
  94129. */
  94130. depthSortParticles: boolean;
  94131. /**
  94132. * Gets if the SPS is created as expandable at construction time.
  94133. * Default : `false`
  94134. */
  94135. readonly expandable: boolean;
  94136. /**
  94137. * This function does nothing. It may be overwritten to set all the particle first values.
  94138. * The SPS doesn't call this function, you may have to call it by your own.
  94139. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94140. */
  94141. initParticles(): void;
  94142. /**
  94143. * This function does nothing. It may be overwritten to recycle a particle.
  94144. * The SPS doesn't call this function, you may have to call it by your own.
  94145. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94146. * @param particle The particle to recycle
  94147. * @returns the recycled particle
  94148. */
  94149. recycleParticle(particle: SolidParticle): SolidParticle;
  94150. /**
  94151. * Updates a particle : this function should be overwritten by the user.
  94152. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  94153. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  94154. * @example : just set a particle position or velocity and recycle conditions
  94155. * @param particle The particle to update
  94156. * @returns the updated particle
  94157. */
  94158. updateParticle(particle: SolidParticle): SolidParticle;
  94159. /**
  94160. * Updates a vertex of a particle : it can be overwritten by the user.
  94161. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  94162. * @param particle the current particle
  94163. * @param vertex the current index of the current particle
  94164. * @param pt the index of the current vertex in the particle shape
  94165. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  94166. * @example : just set a vertex particle position
  94167. * @returns the updated vertex
  94168. */
  94169. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  94170. /**
  94171. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  94172. * This does nothing and may be overwritten by the user.
  94173. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94174. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94175. * @param update the boolean update value actually passed to setParticles()
  94176. */
  94177. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94178. /**
  94179. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  94180. * This will be passed three parameters.
  94181. * This does nothing and may be overwritten by the user.
  94182. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94183. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  94184. * @param update the boolean update value actually passed to setParticles()
  94185. */
  94186. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  94187. }
  94188. }
  94189. declare module BABYLON {
  94190. /**
  94191. * Represents one particle of a solid particle system.
  94192. */
  94193. export class SolidParticle {
  94194. /**
  94195. * particle global index
  94196. */
  94197. idx: number;
  94198. /**
  94199. * particle identifier
  94200. */
  94201. id: number;
  94202. /**
  94203. * The color of the particle
  94204. */
  94205. color: Nullable<Color4>;
  94206. /**
  94207. * The world space position of the particle.
  94208. */
  94209. position: Vector3;
  94210. /**
  94211. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  94212. */
  94213. rotation: Vector3;
  94214. /**
  94215. * The world space rotation quaternion of the particle.
  94216. */
  94217. rotationQuaternion: Nullable<Quaternion>;
  94218. /**
  94219. * The scaling of the particle.
  94220. */
  94221. scaling: Vector3;
  94222. /**
  94223. * The uvs of the particle.
  94224. */
  94225. uvs: Vector4;
  94226. /**
  94227. * The current speed of the particle.
  94228. */
  94229. velocity: Vector3;
  94230. /**
  94231. * The pivot point in the particle local space.
  94232. */
  94233. pivot: Vector3;
  94234. /**
  94235. * Must the particle be translated from its pivot point in its local space ?
  94236. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  94237. * Default : false
  94238. */
  94239. translateFromPivot: boolean;
  94240. /**
  94241. * Is the particle active or not ?
  94242. */
  94243. alive: boolean;
  94244. /**
  94245. * Is the particle visible or not ?
  94246. */
  94247. isVisible: boolean;
  94248. /**
  94249. * Index of this particle in the global "positions" array (Internal use)
  94250. * @hidden
  94251. */
  94252. _pos: number;
  94253. /**
  94254. * @hidden Index of this particle in the global "indices" array (Internal use)
  94255. */
  94256. _ind: number;
  94257. /**
  94258. * @hidden ModelShape of this particle (Internal use)
  94259. */
  94260. _model: ModelShape;
  94261. /**
  94262. * ModelShape id of this particle
  94263. */
  94264. shapeId: number;
  94265. /**
  94266. * Index of the particle in its shape id
  94267. */
  94268. idxInShape: number;
  94269. /**
  94270. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  94271. */
  94272. _modelBoundingInfo: BoundingInfo;
  94273. /**
  94274. * @hidden Particle BoundingInfo object (Internal use)
  94275. */
  94276. _boundingInfo: BoundingInfo;
  94277. /**
  94278. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  94279. */
  94280. _sps: SolidParticleSystem;
  94281. /**
  94282. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  94283. */
  94284. _stillInvisible: boolean;
  94285. /**
  94286. * @hidden Last computed particle rotation matrix
  94287. */
  94288. _rotationMatrix: number[];
  94289. /**
  94290. * Parent particle Id, if any.
  94291. * Default null.
  94292. */
  94293. parentId: Nullable<number>;
  94294. /**
  94295. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  94296. * The possible values are :
  94297. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94298. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94299. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94300. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94301. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94302. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  94303. * */
  94304. cullingStrategy: number;
  94305. /**
  94306. * @hidden Internal global position in the SPS.
  94307. */
  94308. _globalPosition: Vector3;
  94309. /**
  94310. * Creates a Solid Particle object.
  94311. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  94312. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  94313. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  94314. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  94315. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  94316. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  94317. * @param shapeId (integer) is the model shape identifier in the SPS.
  94318. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  94319. * @param sps defines the sps it is associated to
  94320. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  94321. */
  94322. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  94323. /**
  94324. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  94325. * @param target the particle target
  94326. * @returns the current particle
  94327. */
  94328. copyToRef(target: SolidParticle): SolidParticle;
  94329. /**
  94330. * Legacy support, changed scale to scaling
  94331. */
  94332. /**
  94333. * Legacy support, changed scale to scaling
  94334. */
  94335. scale: Vector3;
  94336. /**
  94337. * Legacy support, changed quaternion to rotationQuaternion
  94338. */
  94339. /**
  94340. * Legacy support, changed quaternion to rotationQuaternion
  94341. */
  94342. quaternion: Nullable<Quaternion>;
  94343. /**
  94344. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94345. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94346. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94347. * @returns true if it intersects
  94348. */
  94349. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94350. /**
  94351. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94352. * A particle is in the frustum if its bounding box intersects the frustum
  94353. * @param frustumPlanes defines the frustum to test
  94354. * @returns true if the particle is in the frustum planes
  94355. */
  94356. isInFrustum(frustumPlanes: Plane[]): boolean;
  94357. /**
  94358. * get the rotation matrix of the particle
  94359. * @hidden
  94360. */
  94361. getRotationMatrix(m: Matrix): void;
  94362. }
  94363. /**
  94364. * Represents the shape of the model used by one particle of a solid particle system.
  94365. * SPS internal tool, don't use it manually.
  94366. */
  94367. export class ModelShape {
  94368. /**
  94369. * The shape id
  94370. * @hidden
  94371. */
  94372. shapeID: number;
  94373. /**
  94374. * flat array of model positions (internal use)
  94375. * @hidden
  94376. */
  94377. _shape: Vector3[];
  94378. /**
  94379. * flat array of model UVs (internal use)
  94380. * @hidden
  94381. */
  94382. _shapeUV: number[];
  94383. /**
  94384. * color array of the model
  94385. * @hidden
  94386. */
  94387. _shapeColors: number[];
  94388. /**
  94389. * indices array of the model
  94390. * @hidden
  94391. */
  94392. _indices: number[];
  94393. /**
  94394. * normals array of the model
  94395. * @hidden
  94396. */
  94397. _normals: number[];
  94398. /**
  94399. * length of the shape in the model indices array (internal use)
  94400. * @hidden
  94401. */
  94402. _indicesLength: number;
  94403. /**
  94404. * Custom position function (internal use)
  94405. * @hidden
  94406. */
  94407. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94408. /**
  94409. * Custom vertex function (internal use)
  94410. * @hidden
  94411. */
  94412. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94413. /**
  94414. * 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.
  94415. * SPS internal tool, don't use it manually.
  94416. * @hidden
  94417. */
  94418. 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>);
  94419. }
  94420. /**
  94421. * Represents a Depth Sorted Particle in the solid particle system.
  94422. */
  94423. export class DepthSortedParticle {
  94424. /**
  94425. * Index of the particle in the "indices" array
  94426. */
  94427. ind: number;
  94428. /**
  94429. * Length of the particle shape in the "indices" array
  94430. */
  94431. indicesLength: number;
  94432. /**
  94433. * Squared distance from the particle to the camera
  94434. */
  94435. sqDistance: number;
  94436. }
  94437. }
  94438. declare module BABYLON {
  94439. /**
  94440. * @hidden
  94441. */
  94442. export class _MeshCollisionData {
  94443. _checkCollisions: boolean;
  94444. _collisionMask: number;
  94445. _collisionGroup: number;
  94446. _collider: Nullable<Collider>;
  94447. _oldPositionForCollisions: Vector3;
  94448. _diffPositionForCollisions: Vector3;
  94449. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94450. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94451. }
  94452. }
  94453. declare module BABYLON {
  94454. /** @hidden */
  94455. class _FacetDataStorage {
  94456. facetPositions: Vector3[];
  94457. facetNormals: Vector3[];
  94458. facetPartitioning: number[][];
  94459. facetNb: number;
  94460. partitioningSubdivisions: number;
  94461. partitioningBBoxRatio: number;
  94462. facetDataEnabled: boolean;
  94463. facetParameters: any;
  94464. bbSize: Vector3;
  94465. subDiv: {
  94466. max: number;
  94467. X: number;
  94468. Y: number;
  94469. Z: number;
  94470. };
  94471. facetDepthSort: boolean;
  94472. facetDepthSortEnabled: boolean;
  94473. depthSortedIndices: IndicesArray;
  94474. depthSortedFacets: {
  94475. ind: number;
  94476. sqDistance: number;
  94477. }[];
  94478. facetDepthSortFunction: (f1: {
  94479. ind: number;
  94480. sqDistance: number;
  94481. }, f2: {
  94482. ind: number;
  94483. sqDistance: number;
  94484. }) => number;
  94485. facetDepthSortFrom: Vector3;
  94486. facetDepthSortOrigin: Vector3;
  94487. invertedMatrix: Matrix;
  94488. }
  94489. /**
  94490. * @hidden
  94491. **/
  94492. class _InternalAbstractMeshDataInfo {
  94493. _hasVertexAlpha: boolean;
  94494. _useVertexColors: boolean;
  94495. _numBoneInfluencers: number;
  94496. _applyFog: boolean;
  94497. _receiveShadows: boolean;
  94498. _facetData: _FacetDataStorage;
  94499. _visibility: number;
  94500. _skeleton: Nullable<Skeleton>;
  94501. _layerMask: number;
  94502. _computeBonesUsingShaders: boolean;
  94503. _isActive: boolean;
  94504. _onlyForInstances: boolean;
  94505. _isActiveIntermediate: boolean;
  94506. _onlyForInstancesIntermediate: boolean;
  94507. _actAsRegularMesh: boolean;
  94508. }
  94509. /**
  94510. * Class used to store all common mesh properties
  94511. */
  94512. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94513. /** No occlusion */
  94514. static OCCLUSION_TYPE_NONE: number;
  94515. /** Occlusion set to optimisitic */
  94516. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94517. /** Occlusion set to strict */
  94518. static OCCLUSION_TYPE_STRICT: number;
  94519. /** Use an accurante occlusion algorithm */
  94520. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94521. /** Use a conservative occlusion algorithm */
  94522. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94523. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94524. * Test order :
  94525. * Is the bounding sphere outside the frustum ?
  94526. * If not, are the bounding box vertices outside the frustum ?
  94527. * It not, then the cullable object is in the frustum.
  94528. */
  94529. static readonly CULLINGSTRATEGY_STANDARD: number;
  94530. /** Culling strategy : Bounding Sphere Only.
  94531. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94532. * It's also less accurate than the standard because some not visible objects can still be selected.
  94533. * Test : is the bounding sphere outside the frustum ?
  94534. * If not, then the cullable object is in the frustum.
  94535. */
  94536. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94537. /** Culling strategy : Optimistic Inclusion.
  94538. * This in an inclusion test first, then the standard exclusion test.
  94539. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94540. * 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.
  94541. * Anyway, it's as accurate as the standard strategy.
  94542. * Test :
  94543. * Is the cullable object bounding sphere center in the frustum ?
  94544. * If not, apply the default culling strategy.
  94545. */
  94546. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94547. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94548. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94549. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94550. * 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.
  94551. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94552. * Test :
  94553. * Is the cullable object bounding sphere center in the frustum ?
  94554. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94555. */
  94556. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94557. /**
  94558. * No billboard
  94559. */
  94560. static readonly BILLBOARDMODE_NONE: number;
  94561. /** Billboard on X axis */
  94562. static readonly BILLBOARDMODE_X: number;
  94563. /** Billboard on Y axis */
  94564. static readonly BILLBOARDMODE_Y: number;
  94565. /** Billboard on Z axis */
  94566. static readonly BILLBOARDMODE_Z: number;
  94567. /** Billboard on all axes */
  94568. static readonly BILLBOARDMODE_ALL: number;
  94569. /** Billboard on using position instead of orientation */
  94570. static readonly BILLBOARDMODE_USE_POSITION: number;
  94571. /** @hidden */
  94572. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94573. /**
  94574. * The culling strategy to use to check whether the mesh must be rendered or not.
  94575. * This value can be changed at any time and will be used on the next render mesh selection.
  94576. * The possible values are :
  94577. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94578. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94579. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94580. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94581. * Please read each static variable documentation to get details about the culling process.
  94582. * */
  94583. cullingStrategy: number;
  94584. /**
  94585. * Gets the number of facets in the mesh
  94586. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94587. */
  94588. readonly facetNb: number;
  94589. /**
  94590. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94591. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94592. */
  94593. partitioningSubdivisions: number;
  94594. /**
  94595. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94596. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94597. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94598. */
  94599. partitioningBBoxRatio: number;
  94600. /**
  94601. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94602. * Works only for updatable meshes.
  94603. * Doesn't work with multi-materials
  94604. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94605. */
  94606. mustDepthSortFacets: boolean;
  94607. /**
  94608. * The location (Vector3) where the facet depth sort must be computed from.
  94609. * By default, the active camera position.
  94610. * Used only when facet depth sort is enabled
  94611. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94612. */
  94613. facetDepthSortFrom: Vector3;
  94614. /**
  94615. * gets a boolean indicating if facetData is enabled
  94616. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94617. */
  94618. readonly isFacetDataEnabled: boolean;
  94619. /** @hidden */
  94620. _updateNonUniformScalingState(value: boolean): boolean;
  94621. /**
  94622. * An event triggered when this mesh collides with another one
  94623. */
  94624. onCollideObservable: Observable<AbstractMesh>;
  94625. /** Set a function to call when this mesh collides with another one */
  94626. onCollide: () => void;
  94627. /**
  94628. * An event triggered when the collision's position changes
  94629. */
  94630. onCollisionPositionChangeObservable: Observable<Vector3>;
  94631. /** Set a function to call when the collision's position changes */
  94632. onCollisionPositionChange: () => void;
  94633. /**
  94634. * An event triggered when material is changed
  94635. */
  94636. onMaterialChangedObservable: Observable<AbstractMesh>;
  94637. /**
  94638. * Gets or sets the orientation for POV movement & rotation
  94639. */
  94640. definedFacingForward: boolean;
  94641. /** @hidden */
  94642. _occlusionQuery: Nullable<WebGLQuery>;
  94643. /** @hidden */
  94644. _renderingGroup: Nullable<RenderingGroup>;
  94645. /**
  94646. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94647. */
  94648. /**
  94649. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94650. */
  94651. visibility: number;
  94652. /** Gets or sets the alpha index used to sort transparent meshes
  94653. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94654. */
  94655. alphaIndex: number;
  94656. /**
  94657. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94658. */
  94659. isVisible: boolean;
  94660. /**
  94661. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94662. */
  94663. isPickable: boolean;
  94664. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94665. showSubMeshesBoundingBox: boolean;
  94666. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94667. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94668. */
  94669. isBlocker: boolean;
  94670. /**
  94671. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94672. */
  94673. enablePointerMoveEvents: boolean;
  94674. /**
  94675. * Specifies the rendering group id for this mesh (0 by default)
  94676. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94677. */
  94678. renderingGroupId: number;
  94679. private _material;
  94680. /** Gets or sets current material */
  94681. material: Nullable<Material>;
  94682. /**
  94683. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94684. * @see http://doc.babylonjs.com/babylon101/shadows
  94685. */
  94686. receiveShadows: boolean;
  94687. /** Defines color to use when rendering outline */
  94688. outlineColor: Color3;
  94689. /** Define width to use when rendering outline */
  94690. outlineWidth: number;
  94691. /** Defines color to use when rendering overlay */
  94692. overlayColor: Color3;
  94693. /** Defines alpha to use when rendering overlay */
  94694. overlayAlpha: number;
  94695. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94696. hasVertexAlpha: boolean;
  94697. /** 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) */
  94698. useVertexColors: boolean;
  94699. /**
  94700. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94701. */
  94702. computeBonesUsingShaders: boolean;
  94703. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94704. numBoneInfluencers: number;
  94705. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94706. applyFog: boolean;
  94707. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94708. useOctreeForRenderingSelection: boolean;
  94709. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94710. useOctreeForPicking: boolean;
  94711. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94712. useOctreeForCollisions: boolean;
  94713. /**
  94714. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94715. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94716. */
  94717. layerMask: number;
  94718. /**
  94719. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94720. */
  94721. alwaysSelectAsActiveMesh: boolean;
  94722. /**
  94723. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94724. */
  94725. doNotSyncBoundingInfo: boolean;
  94726. /**
  94727. * Gets or sets the current action manager
  94728. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94729. */
  94730. actionManager: Nullable<AbstractActionManager>;
  94731. private _meshCollisionData;
  94732. /**
  94733. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94734. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94735. */
  94736. ellipsoid: Vector3;
  94737. /**
  94738. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94739. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94740. */
  94741. ellipsoidOffset: Vector3;
  94742. /**
  94743. * Gets or sets a collision mask used to mask collisions (default is -1).
  94744. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94745. */
  94746. collisionMask: number;
  94747. /**
  94748. * Gets or sets the current collision group mask (-1 by default).
  94749. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94750. */
  94751. collisionGroup: number;
  94752. /**
  94753. * Defines edge width used when edgesRenderer is enabled
  94754. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94755. */
  94756. edgesWidth: number;
  94757. /**
  94758. * Defines edge color used when edgesRenderer is enabled
  94759. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94760. */
  94761. edgesColor: Color4;
  94762. /** @hidden */
  94763. _edgesRenderer: Nullable<IEdgesRenderer>;
  94764. /** @hidden */
  94765. _masterMesh: Nullable<AbstractMesh>;
  94766. /** @hidden */
  94767. _boundingInfo: Nullable<BoundingInfo>;
  94768. /** @hidden */
  94769. _renderId: number;
  94770. /**
  94771. * Gets or sets the list of subMeshes
  94772. * @see http://doc.babylonjs.com/how_to/multi_materials
  94773. */
  94774. subMeshes: SubMesh[];
  94775. /** @hidden */
  94776. _intersectionsInProgress: AbstractMesh[];
  94777. /** @hidden */
  94778. _unIndexed: boolean;
  94779. /** @hidden */
  94780. _lightSources: Light[];
  94781. /** Gets the list of lights affecting that mesh */
  94782. readonly lightSources: Light[];
  94783. /** @hidden */
  94784. readonly _positions: Nullable<Vector3[]>;
  94785. /** @hidden */
  94786. _waitingData: {
  94787. lods: Nullable<any>;
  94788. actions: Nullable<any>;
  94789. freezeWorldMatrix: Nullable<boolean>;
  94790. };
  94791. /** @hidden */
  94792. _bonesTransformMatrices: Nullable<Float32Array>;
  94793. /** @hidden */
  94794. _transformMatrixTexture: Nullable<RawTexture>;
  94795. /**
  94796. * Gets or sets a skeleton to apply skining transformations
  94797. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94798. */
  94799. skeleton: Nullable<Skeleton>;
  94800. /**
  94801. * An event triggered when the mesh is rebuilt.
  94802. */
  94803. onRebuildObservable: Observable<AbstractMesh>;
  94804. /**
  94805. * Creates a new AbstractMesh
  94806. * @param name defines the name of the mesh
  94807. * @param scene defines the hosting scene
  94808. */
  94809. constructor(name: string, scene?: Nullable<Scene>);
  94810. /**
  94811. * Returns the string "AbstractMesh"
  94812. * @returns "AbstractMesh"
  94813. */
  94814. getClassName(): string;
  94815. /**
  94816. * Gets a string representation of the current mesh
  94817. * @param fullDetails defines a boolean indicating if full details must be included
  94818. * @returns a string representation of the current mesh
  94819. */
  94820. toString(fullDetails?: boolean): string;
  94821. /**
  94822. * @hidden
  94823. */
  94824. protected _getEffectiveParent(): Nullable<Node>;
  94825. /** @hidden */
  94826. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94827. /** @hidden */
  94828. _rebuild(): void;
  94829. /** @hidden */
  94830. _resyncLightSources(): void;
  94831. /** @hidden */
  94832. _resyncLighSource(light: Light): void;
  94833. /** @hidden */
  94834. _unBindEffect(): void;
  94835. /** @hidden */
  94836. _removeLightSource(light: Light, dispose: boolean): void;
  94837. private _markSubMeshesAsDirty;
  94838. /** @hidden */
  94839. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94840. /** @hidden */
  94841. _markSubMeshesAsAttributesDirty(): void;
  94842. /** @hidden */
  94843. _markSubMeshesAsMiscDirty(): void;
  94844. /**
  94845. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94846. */
  94847. scaling: Vector3;
  94848. /**
  94849. * Returns true if the mesh is blocked. Implemented by child classes
  94850. */
  94851. readonly isBlocked: boolean;
  94852. /**
  94853. * Returns the mesh itself by default. Implemented by child classes
  94854. * @param camera defines the camera to use to pick the right LOD level
  94855. * @returns the currentAbstractMesh
  94856. */
  94857. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94858. /**
  94859. * Returns 0 by default. Implemented by child classes
  94860. * @returns an integer
  94861. */
  94862. getTotalVertices(): number;
  94863. /**
  94864. * Returns a positive integer : the total number of indices in this mesh geometry.
  94865. * @returns the numner of indices or zero if the mesh has no geometry.
  94866. */
  94867. getTotalIndices(): number;
  94868. /**
  94869. * Returns null by default. Implemented by child classes
  94870. * @returns null
  94871. */
  94872. getIndices(): Nullable<IndicesArray>;
  94873. /**
  94874. * Returns the array of the requested vertex data kind. Implemented by child classes
  94875. * @param kind defines the vertex data kind to use
  94876. * @returns null
  94877. */
  94878. getVerticesData(kind: string): Nullable<FloatArray>;
  94879. /**
  94880. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94881. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94882. * Note that a new underlying VertexBuffer object is created each call.
  94883. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94884. * @param kind defines vertex data kind:
  94885. * * VertexBuffer.PositionKind
  94886. * * VertexBuffer.UVKind
  94887. * * VertexBuffer.UV2Kind
  94888. * * VertexBuffer.UV3Kind
  94889. * * VertexBuffer.UV4Kind
  94890. * * VertexBuffer.UV5Kind
  94891. * * VertexBuffer.UV6Kind
  94892. * * VertexBuffer.ColorKind
  94893. * * VertexBuffer.MatricesIndicesKind
  94894. * * VertexBuffer.MatricesIndicesExtraKind
  94895. * * VertexBuffer.MatricesWeightsKind
  94896. * * VertexBuffer.MatricesWeightsExtraKind
  94897. * @param data defines the data source
  94898. * @param updatable defines if the data must be flagged as updatable (or static)
  94899. * @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
  94900. * @returns the current mesh
  94901. */
  94902. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94903. /**
  94904. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94905. * If the mesh has no geometry, it is simply returned as it is.
  94906. * @param kind defines vertex data kind:
  94907. * * VertexBuffer.PositionKind
  94908. * * VertexBuffer.UVKind
  94909. * * VertexBuffer.UV2Kind
  94910. * * VertexBuffer.UV3Kind
  94911. * * VertexBuffer.UV4Kind
  94912. * * VertexBuffer.UV5Kind
  94913. * * VertexBuffer.UV6Kind
  94914. * * VertexBuffer.ColorKind
  94915. * * VertexBuffer.MatricesIndicesKind
  94916. * * VertexBuffer.MatricesIndicesExtraKind
  94917. * * VertexBuffer.MatricesWeightsKind
  94918. * * VertexBuffer.MatricesWeightsExtraKind
  94919. * @param data defines the data source
  94920. * @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
  94921. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94922. * @returns the current mesh
  94923. */
  94924. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94925. /**
  94926. * Sets the mesh indices,
  94927. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94928. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94929. * @param totalVertices Defines the total number of vertices
  94930. * @returns the current mesh
  94931. */
  94932. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94933. /**
  94934. * Gets a boolean indicating if specific vertex data is present
  94935. * @param kind defines the vertex data kind to use
  94936. * @returns true is data kind is present
  94937. */
  94938. isVerticesDataPresent(kind: string): boolean;
  94939. /**
  94940. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94941. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94942. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94943. * @returns a BoundingInfo
  94944. */
  94945. getBoundingInfo(): BoundingInfo;
  94946. /**
  94947. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94948. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94949. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94950. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94951. * @returns the current mesh
  94952. */
  94953. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94954. /**
  94955. * Overwrite the current bounding info
  94956. * @param boundingInfo defines the new bounding info
  94957. * @returns the current mesh
  94958. */
  94959. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94960. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94961. readonly useBones: boolean;
  94962. /** @hidden */
  94963. _preActivate(): void;
  94964. /** @hidden */
  94965. _preActivateForIntermediateRendering(renderId: number): void;
  94966. /** @hidden */
  94967. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94968. /** @hidden */
  94969. _postActivate(): void;
  94970. /** @hidden */
  94971. _freeze(): void;
  94972. /** @hidden */
  94973. _unFreeze(): void;
  94974. /**
  94975. * Gets the current world matrix
  94976. * @returns a Matrix
  94977. */
  94978. getWorldMatrix(): Matrix;
  94979. /** @hidden */
  94980. _getWorldMatrixDeterminant(): number;
  94981. /**
  94982. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94983. */
  94984. readonly isAnInstance: boolean;
  94985. /**
  94986. * Gets a boolean indicating if this mesh has instances
  94987. */
  94988. readonly hasInstances: boolean;
  94989. /**
  94990. * Perform relative position change from the point of view of behind the front of the mesh.
  94991. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94992. * Supports definition of mesh facing forward or backward
  94993. * @param amountRight defines the distance on the right axis
  94994. * @param amountUp defines the distance on the up axis
  94995. * @param amountForward defines the distance on the forward axis
  94996. * @returns the current mesh
  94997. */
  94998. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94999. /**
  95000. * Calculate relative position change from the point of view of behind the front of the mesh.
  95001. * This is performed taking into account the meshes current rotation, so you do not have to care.
  95002. * Supports definition of mesh facing forward or backward
  95003. * @param amountRight defines the distance on the right axis
  95004. * @param amountUp defines the distance on the up axis
  95005. * @param amountForward defines the distance on the forward axis
  95006. * @returns the new displacement vector
  95007. */
  95008. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  95009. /**
  95010. * Perform relative rotation change from the point of view of behind the front of the mesh.
  95011. * Supports definition of mesh facing forward or backward
  95012. * @param flipBack defines the flip
  95013. * @param twirlClockwise defines the twirl
  95014. * @param tiltRight defines the tilt
  95015. * @returns the current mesh
  95016. */
  95017. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  95018. /**
  95019. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  95020. * Supports definition of mesh facing forward or backward.
  95021. * @param flipBack defines the flip
  95022. * @param twirlClockwise defines the twirl
  95023. * @param tiltRight defines the tilt
  95024. * @returns the new rotation vector
  95025. */
  95026. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  95027. /**
  95028. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  95029. * This means the mesh underlying bounding box and sphere are recomputed.
  95030. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  95031. * @returns the current mesh
  95032. */
  95033. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  95034. /** @hidden */
  95035. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  95036. /** @hidden */
  95037. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  95038. /** @hidden */
  95039. _updateBoundingInfo(): AbstractMesh;
  95040. /** @hidden */
  95041. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  95042. /** @hidden */
  95043. protected _afterComputeWorldMatrix(): void;
  95044. /** @hidden */
  95045. readonly _effectiveMesh: AbstractMesh;
  95046. /**
  95047. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  95048. * A mesh is in the frustum if its bounding box intersects the frustum
  95049. * @param frustumPlanes defines the frustum to test
  95050. * @returns true if the mesh is in the frustum planes
  95051. */
  95052. isInFrustum(frustumPlanes: Plane[]): boolean;
  95053. /**
  95054. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  95055. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  95056. * @param frustumPlanes defines the frustum to test
  95057. * @returns true if the mesh is completely in the frustum planes
  95058. */
  95059. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  95060. /**
  95061. * True if the mesh intersects another mesh or a SolidParticle object
  95062. * @param mesh defines a target mesh or SolidParticle to test
  95063. * @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)
  95064. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  95065. * @returns true if there is an intersection
  95066. */
  95067. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  95068. /**
  95069. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  95070. * @param point defines the point to test
  95071. * @returns true if there is an intersection
  95072. */
  95073. intersectsPoint(point: Vector3): boolean;
  95074. /**
  95075. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  95076. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95077. */
  95078. checkCollisions: boolean;
  95079. /**
  95080. * Gets Collider object used to compute collisions (not physics)
  95081. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95082. */
  95083. readonly collider: Nullable<Collider>;
  95084. /**
  95085. * Move the mesh using collision engine
  95086. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  95087. * @param displacement defines the requested displacement vector
  95088. * @returns the current mesh
  95089. */
  95090. moveWithCollisions(displacement: Vector3): AbstractMesh;
  95091. private _onCollisionPositionChange;
  95092. /** @hidden */
  95093. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  95094. /** @hidden */
  95095. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  95096. /** @hidden */
  95097. _checkCollision(collider: Collider): AbstractMesh;
  95098. /** @hidden */
  95099. _generatePointsArray(): boolean;
  95100. /**
  95101. * Checks if the passed Ray intersects with the mesh
  95102. * @param ray defines the ray to use
  95103. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  95104. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  95105. * @returns the picking info
  95106. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  95107. */
  95108. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  95109. /**
  95110. * Clones the current mesh
  95111. * @param name defines the mesh name
  95112. * @param newParent defines the new mesh parent
  95113. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  95114. * @returns the new mesh
  95115. */
  95116. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  95117. /**
  95118. * Disposes all the submeshes of the current meshnp
  95119. * @returns the current mesh
  95120. */
  95121. releaseSubMeshes(): AbstractMesh;
  95122. /**
  95123. * Releases resources associated with this abstract mesh.
  95124. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95125. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95126. */
  95127. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95128. /**
  95129. * Adds the passed mesh as a child to the current mesh
  95130. * @param mesh defines the child mesh
  95131. * @returns the current mesh
  95132. */
  95133. addChild(mesh: AbstractMesh): AbstractMesh;
  95134. /**
  95135. * Removes the passed mesh from the current mesh children list
  95136. * @param mesh defines the child mesh
  95137. * @returns the current mesh
  95138. */
  95139. removeChild(mesh: AbstractMesh): AbstractMesh;
  95140. /** @hidden */
  95141. private _initFacetData;
  95142. /**
  95143. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  95144. * This method can be called within the render loop.
  95145. * 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
  95146. * @returns the current mesh
  95147. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95148. */
  95149. updateFacetData(): AbstractMesh;
  95150. /**
  95151. * Returns the facetLocalNormals array.
  95152. * The normals are expressed in the mesh local spac
  95153. * @returns an array of Vector3
  95154. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95155. */
  95156. getFacetLocalNormals(): Vector3[];
  95157. /**
  95158. * Returns the facetLocalPositions array.
  95159. * The facet positions are expressed in the mesh local space
  95160. * @returns an array of Vector3
  95161. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95162. */
  95163. getFacetLocalPositions(): Vector3[];
  95164. /**
  95165. * Returns the facetLocalPartioning array
  95166. * @returns an array of array of numbers
  95167. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95168. */
  95169. getFacetLocalPartitioning(): number[][];
  95170. /**
  95171. * Returns the i-th facet position in the world system.
  95172. * This method allocates a new Vector3 per call
  95173. * @param i defines the facet index
  95174. * @returns a new Vector3
  95175. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95176. */
  95177. getFacetPosition(i: number): Vector3;
  95178. /**
  95179. * Sets the reference Vector3 with the i-th facet position in the world system
  95180. * @param i defines the facet index
  95181. * @param ref defines the target vector
  95182. * @returns the current mesh
  95183. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95184. */
  95185. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  95186. /**
  95187. * Returns the i-th facet normal in the world system.
  95188. * This method allocates a new Vector3 per call
  95189. * @param i defines the facet index
  95190. * @returns a new Vector3
  95191. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95192. */
  95193. getFacetNormal(i: number): Vector3;
  95194. /**
  95195. * Sets the reference Vector3 with the i-th facet normal in the world system
  95196. * @param i defines the facet index
  95197. * @param ref defines the target vector
  95198. * @returns the current mesh
  95199. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95200. */
  95201. getFacetNormalToRef(i: number, ref: Vector3): this;
  95202. /**
  95203. * 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)
  95204. * @param x defines x coordinate
  95205. * @param y defines y coordinate
  95206. * @param z defines z coordinate
  95207. * @returns the array of facet indexes
  95208. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95209. */
  95210. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  95211. /**
  95212. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  95213. * @param projected sets as the (x,y,z) world projection on the facet
  95214. * @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
  95215. * @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
  95216. * @param x defines x coordinate
  95217. * @param y defines y coordinate
  95218. * @param z defines z coordinate
  95219. * @returns the face index if found (or null instead)
  95220. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95221. */
  95222. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95223. /**
  95224. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  95225. * @param projected sets as the (x,y,z) local projection on the facet
  95226. * @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
  95227. * @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
  95228. * @param x defines x coordinate
  95229. * @param y defines y coordinate
  95230. * @param z defines z coordinate
  95231. * @returns the face index if found (or null instead)
  95232. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95233. */
  95234. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  95235. /**
  95236. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  95237. * @returns the parameters
  95238. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95239. */
  95240. getFacetDataParameters(): any;
  95241. /**
  95242. * Disables the feature FacetData and frees the related memory
  95243. * @returns the current mesh
  95244. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  95245. */
  95246. disableFacetData(): AbstractMesh;
  95247. /**
  95248. * Updates the AbstractMesh indices array
  95249. * @param indices defines the data source
  95250. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  95251. * @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)
  95252. * @returns the current mesh
  95253. */
  95254. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  95255. /**
  95256. * Creates new normals data for the mesh
  95257. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  95258. * @returns the current mesh
  95259. */
  95260. createNormals(updatable: boolean): AbstractMesh;
  95261. /**
  95262. * Align the mesh with a normal
  95263. * @param normal defines the normal to use
  95264. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  95265. * @returns the current mesh
  95266. */
  95267. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  95268. /** @hidden */
  95269. _checkOcclusionQuery(): boolean;
  95270. /**
  95271. * Disables the mesh edge rendering mode
  95272. * @returns the currentAbstractMesh
  95273. */
  95274. disableEdgesRendering(): AbstractMesh;
  95275. /**
  95276. * Enables the edge rendering mode on the mesh.
  95277. * This mode makes the mesh edges visible
  95278. * @param epsilon defines the maximal distance between two angles to detect a face
  95279. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  95280. * @returns the currentAbstractMesh
  95281. * @see https://www.babylonjs-playground.com/#19O9TU#0
  95282. */
  95283. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  95284. }
  95285. }
  95286. declare module BABYLON {
  95287. /**
  95288. * Interface used to define ActionEvent
  95289. */
  95290. export interface IActionEvent {
  95291. /** The mesh or sprite that triggered the action */
  95292. source: any;
  95293. /** The X mouse cursor position at the time of the event */
  95294. pointerX: number;
  95295. /** The Y mouse cursor position at the time of the event */
  95296. pointerY: number;
  95297. /** The mesh that is currently pointed at (can be null) */
  95298. meshUnderPointer: Nullable<AbstractMesh>;
  95299. /** the original (browser) event that triggered the ActionEvent */
  95300. sourceEvent?: any;
  95301. /** additional data for the event */
  95302. additionalData?: any;
  95303. }
  95304. /**
  95305. * ActionEvent is the event being sent when an action is triggered.
  95306. */
  95307. export class ActionEvent implements IActionEvent {
  95308. /** The mesh or sprite that triggered the action */
  95309. source: any;
  95310. /** The X mouse cursor position at the time of the event */
  95311. pointerX: number;
  95312. /** The Y mouse cursor position at the time of the event */
  95313. pointerY: number;
  95314. /** The mesh that is currently pointed at (can be null) */
  95315. meshUnderPointer: Nullable<AbstractMesh>;
  95316. /** the original (browser) event that triggered the ActionEvent */
  95317. sourceEvent?: any;
  95318. /** additional data for the event */
  95319. additionalData?: any;
  95320. /**
  95321. * Creates a new ActionEvent
  95322. * @param source The mesh or sprite that triggered the action
  95323. * @param pointerX The X mouse cursor position at the time of the event
  95324. * @param pointerY The Y mouse cursor position at the time of the event
  95325. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95326. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95327. * @param additionalData additional data for the event
  95328. */
  95329. constructor(
  95330. /** The mesh or sprite that triggered the action */
  95331. source: any,
  95332. /** The X mouse cursor position at the time of the event */
  95333. pointerX: number,
  95334. /** The Y mouse cursor position at the time of the event */
  95335. pointerY: number,
  95336. /** The mesh that is currently pointed at (can be null) */
  95337. meshUnderPointer: Nullable<AbstractMesh>,
  95338. /** the original (browser) event that triggered the ActionEvent */
  95339. sourceEvent?: any,
  95340. /** additional data for the event */
  95341. additionalData?: any);
  95342. /**
  95343. * Helper function to auto-create an ActionEvent from a source mesh.
  95344. * @param source The source mesh that triggered the event
  95345. * @param evt The original (browser) event
  95346. * @param additionalData additional data for the event
  95347. * @returns the new ActionEvent
  95348. */
  95349. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95350. /**
  95351. * Helper function to auto-create an ActionEvent from a source sprite
  95352. * @param source The source sprite that triggered the event
  95353. * @param scene Scene associated with the sprite
  95354. * @param evt The original (browser) event
  95355. * @param additionalData additional data for the event
  95356. * @returns the new ActionEvent
  95357. */
  95358. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95359. /**
  95360. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95361. * @param scene the scene where the event occurred
  95362. * @param evt The original (browser) event
  95363. * @returns the new ActionEvent
  95364. */
  95365. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95366. /**
  95367. * Helper function to auto-create an ActionEvent from a primitive
  95368. * @param prim defines the target primitive
  95369. * @param pointerPos defines the pointer position
  95370. * @param evt The original (browser) event
  95371. * @param additionalData additional data for the event
  95372. * @returns the new ActionEvent
  95373. */
  95374. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95375. }
  95376. }
  95377. declare module BABYLON {
  95378. /**
  95379. * Abstract class used to decouple action Manager from scene and meshes.
  95380. * Do not instantiate.
  95381. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95382. */
  95383. export abstract class AbstractActionManager implements IDisposable {
  95384. /** Gets the list of active triggers */
  95385. static Triggers: {
  95386. [key: string]: number;
  95387. };
  95388. /** Gets the cursor to use when hovering items */
  95389. hoverCursor: string;
  95390. /** Gets the list of actions */
  95391. actions: IAction[];
  95392. /**
  95393. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95394. */
  95395. isRecursive: boolean;
  95396. /**
  95397. * Releases all associated resources
  95398. */
  95399. abstract dispose(): void;
  95400. /**
  95401. * Does this action manager has pointer triggers
  95402. */
  95403. abstract readonly hasPointerTriggers: boolean;
  95404. /**
  95405. * Does this action manager has pick triggers
  95406. */
  95407. abstract readonly hasPickTriggers: boolean;
  95408. /**
  95409. * Process a specific trigger
  95410. * @param trigger defines the trigger to process
  95411. * @param evt defines the event details to be processed
  95412. */
  95413. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95414. /**
  95415. * Does this action manager handles actions of any of the given triggers
  95416. * @param triggers defines the triggers to be tested
  95417. * @return a boolean indicating whether one (or more) of the triggers is handled
  95418. */
  95419. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95420. /**
  95421. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95422. * speed.
  95423. * @param triggerA defines the trigger to be tested
  95424. * @param triggerB defines the trigger to be tested
  95425. * @return a boolean indicating whether one (or more) of the triggers is handled
  95426. */
  95427. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95428. /**
  95429. * Does this action manager handles actions of a given trigger
  95430. * @param trigger defines the trigger to be tested
  95431. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95432. * @return whether the trigger is handled
  95433. */
  95434. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95435. /**
  95436. * Serialize this manager to a JSON object
  95437. * @param name defines the property name to store this manager
  95438. * @returns a JSON representation of this manager
  95439. */
  95440. abstract serialize(name: string): any;
  95441. /**
  95442. * Registers an action to this action manager
  95443. * @param action defines the action to be registered
  95444. * @return the action amended (prepared) after registration
  95445. */
  95446. abstract registerAction(action: IAction): Nullable<IAction>;
  95447. /**
  95448. * Unregisters an action to this action manager
  95449. * @param action defines the action to be unregistered
  95450. * @return a boolean indicating whether the action has been unregistered
  95451. */
  95452. abstract unregisterAction(action: IAction): Boolean;
  95453. /**
  95454. * Does exist one action manager with at least one trigger
  95455. **/
  95456. static readonly HasTriggers: boolean;
  95457. /**
  95458. * Does exist one action manager with at least one pick trigger
  95459. **/
  95460. static readonly HasPickTriggers: boolean;
  95461. /**
  95462. * Does exist one action manager that handles actions of a given trigger
  95463. * @param trigger defines the trigger to be tested
  95464. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95465. **/
  95466. static HasSpecificTrigger(trigger: number): boolean;
  95467. }
  95468. }
  95469. declare module BABYLON {
  95470. /**
  95471. * Defines how a node can be built from a string name.
  95472. */
  95473. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95474. /**
  95475. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95476. */
  95477. export class Node implements IBehaviorAware<Node> {
  95478. /** @hidden */
  95479. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95480. private static _NodeConstructors;
  95481. /**
  95482. * Add a new node constructor
  95483. * @param type defines the type name of the node to construct
  95484. * @param constructorFunc defines the constructor function
  95485. */
  95486. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95487. /**
  95488. * Returns a node constructor based on type name
  95489. * @param type defines the type name
  95490. * @param name defines the new node name
  95491. * @param scene defines the hosting scene
  95492. * @param options defines optional options to transmit to constructors
  95493. * @returns the new constructor or null
  95494. */
  95495. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95496. /**
  95497. * Gets or sets the name of the node
  95498. */
  95499. name: string;
  95500. /**
  95501. * Gets or sets the id of the node
  95502. */
  95503. id: string;
  95504. /**
  95505. * Gets or sets the unique id of the node
  95506. */
  95507. uniqueId: number;
  95508. /**
  95509. * Gets or sets a string used to store user defined state for the node
  95510. */
  95511. state: string;
  95512. /**
  95513. * Gets or sets an object used to store user defined information for the node
  95514. */
  95515. metadata: any;
  95516. /**
  95517. * For internal use only. Please do not use.
  95518. */
  95519. reservedDataStore: any;
  95520. /**
  95521. * List of inspectable custom properties (used by the Inspector)
  95522. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95523. */
  95524. inspectableCustomProperties: IInspectable[];
  95525. private _doNotSerialize;
  95526. /**
  95527. * Gets or sets a boolean used to define if the node must be serialized
  95528. */
  95529. doNotSerialize: boolean;
  95530. /** @hidden */
  95531. _isDisposed: boolean;
  95532. /**
  95533. * Gets a list of Animations associated with the node
  95534. */
  95535. animations: Animation[];
  95536. protected _ranges: {
  95537. [name: string]: Nullable<AnimationRange>;
  95538. };
  95539. /**
  95540. * Callback raised when the node is ready to be used
  95541. */
  95542. onReady: Nullable<(node: Node) => void>;
  95543. private _isEnabled;
  95544. private _isParentEnabled;
  95545. private _isReady;
  95546. /** @hidden */
  95547. _currentRenderId: number;
  95548. private _parentUpdateId;
  95549. /** @hidden */
  95550. _childUpdateId: number;
  95551. /** @hidden */
  95552. _waitingParentId: Nullable<string>;
  95553. /** @hidden */
  95554. _scene: Scene;
  95555. /** @hidden */
  95556. _cache: any;
  95557. private _parentNode;
  95558. private _children;
  95559. /** @hidden */
  95560. _worldMatrix: Matrix;
  95561. /** @hidden */
  95562. _worldMatrixDeterminant: number;
  95563. /** @hidden */
  95564. _worldMatrixDeterminantIsDirty: boolean;
  95565. /** @hidden */
  95566. private _sceneRootNodesIndex;
  95567. /**
  95568. * Gets a boolean indicating if the node has been disposed
  95569. * @returns true if the node was disposed
  95570. */
  95571. isDisposed(): boolean;
  95572. /**
  95573. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95574. * @see https://doc.babylonjs.com/how_to/parenting
  95575. */
  95576. parent: Nullable<Node>;
  95577. /** @hidden */
  95578. _addToSceneRootNodes(): void;
  95579. /** @hidden */
  95580. _removeFromSceneRootNodes(): void;
  95581. private _animationPropertiesOverride;
  95582. /**
  95583. * Gets or sets the animation properties override
  95584. */
  95585. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95586. /**
  95587. * Gets a string idenfifying the name of the class
  95588. * @returns "Node" string
  95589. */
  95590. getClassName(): string;
  95591. /** @hidden */
  95592. readonly _isNode: boolean;
  95593. /**
  95594. * An event triggered when the mesh is disposed
  95595. */
  95596. onDisposeObservable: Observable<Node>;
  95597. private _onDisposeObserver;
  95598. /**
  95599. * Sets a callback that will be raised when the node will be disposed
  95600. */
  95601. onDispose: () => void;
  95602. /**
  95603. * Creates a new Node
  95604. * @param name the name and id to be given to this node
  95605. * @param scene the scene this node will be added to
  95606. */
  95607. constructor(name: string, scene?: Nullable<Scene>);
  95608. /**
  95609. * Gets the scene of the node
  95610. * @returns a scene
  95611. */
  95612. getScene(): Scene;
  95613. /**
  95614. * Gets the engine of the node
  95615. * @returns a Engine
  95616. */
  95617. getEngine(): Engine;
  95618. private _behaviors;
  95619. /**
  95620. * Attach a behavior to the node
  95621. * @see http://doc.babylonjs.com/features/behaviour
  95622. * @param behavior defines the behavior to attach
  95623. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95624. * @returns the current Node
  95625. */
  95626. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95627. /**
  95628. * Remove an attached behavior
  95629. * @see http://doc.babylonjs.com/features/behaviour
  95630. * @param behavior defines the behavior to attach
  95631. * @returns the current Node
  95632. */
  95633. removeBehavior(behavior: Behavior<Node>): Node;
  95634. /**
  95635. * Gets the list of attached behaviors
  95636. * @see http://doc.babylonjs.com/features/behaviour
  95637. */
  95638. readonly behaviors: Behavior<Node>[];
  95639. /**
  95640. * Gets an attached behavior by name
  95641. * @param name defines the name of the behavior to look for
  95642. * @see http://doc.babylonjs.com/features/behaviour
  95643. * @returns null if behavior was not found else the requested behavior
  95644. */
  95645. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95646. /**
  95647. * Returns the latest update of the World matrix
  95648. * @returns a Matrix
  95649. */
  95650. getWorldMatrix(): Matrix;
  95651. /** @hidden */
  95652. _getWorldMatrixDeterminant(): number;
  95653. /**
  95654. * Returns directly the latest state of the mesh World matrix.
  95655. * A Matrix is returned.
  95656. */
  95657. readonly worldMatrixFromCache: Matrix;
  95658. /** @hidden */
  95659. _initCache(): void;
  95660. /** @hidden */
  95661. updateCache(force?: boolean): void;
  95662. /** @hidden */
  95663. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95664. /** @hidden */
  95665. _updateCache(ignoreParentClass?: boolean): void;
  95666. /** @hidden */
  95667. _isSynchronized(): boolean;
  95668. /** @hidden */
  95669. _markSyncedWithParent(): void;
  95670. /** @hidden */
  95671. isSynchronizedWithParent(): boolean;
  95672. /** @hidden */
  95673. isSynchronized(): boolean;
  95674. /**
  95675. * Is this node ready to be used/rendered
  95676. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95677. * @return true if the node is ready
  95678. */
  95679. isReady(completeCheck?: boolean): boolean;
  95680. /**
  95681. * Is this node enabled?
  95682. * 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
  95683. * @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
  95684. * @return whether this node (and its parent) is enabled
  95685. */
  95686. isEnabled(checkAncestors?: boolean): boolean;
  95687. /** @hidden */
  95688. protected _syncParentEnabledState(): void;
  95689. /**
  95690. * Set the enabled state of this node
  95691. * @param value defines the new enabled state
  95692. */
  95693. setEnabled(value: boolean): void;
  95694. /**
  95695. * Is this node a descendant of the given node?
  95696. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95697. * @param ancestor defines the parent node to inspect
  95698. * @returns a boolean indicating if this node is a descendant of the given node
  95699. */
  95700. isDescendantOf(ancestor: Node): boolean;
  95701. /** @hidden */
  95702. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95703. /**
  95704. * Will return all nodes that have this node as ascendant
  95705. * @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
  95706. * @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
  95707. * @return all children nodes of all types
  95708. */
  95709. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95710. /**
  95711. * Get all child-meshes of this node
  95712. * @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)
  95713. * @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
  95714. * @returns an array of AbstractMesh
  95715. */
  95716. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95717. /**
  95718. * Get all direct children of this node
  95719. * @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
  95720. * @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)
  95721. * @returns an array of Node
  95722. */
  95723. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95724. /** @hidden */
  95725. _setReady(state: boolean): void;
  95726. /**
  95727. * Get an animation by name
  95728. * @param name defines the name of the animation to look for
  95729. * @returns null if not found else the requested animation
  95730. */
  95731. getAnimationByName(name: string): Nullable<Animation>;
  95732. /**
  95733. * Creates an animation range for this node
  95734. * @param name defines the name of the range
  95735. * @param from defines the starting key
  95736. * @param to defines the end key
  95737. */
  95738. createAnimationRange(name: string, from: number, to: number): void;
  95739. /**
  95740. * Delete a specific animation range
  95741. * @param name defines the name of the range to delete
  95742. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95743. */
  95744. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95745. /**
  95746. * Get an animation range by name
  95747. * @param name defines the name of the animation range to look for
  95748. * @returns null if not found else the requested animation range
  95749. */
  95750. getAnimationRange(name: string): Nullable<AnimationRange>;
  95751. /**
  95752. * Gets the list of all animation ranges defined on this node
  95753. * @returns an array
  95754. */
  95755. getAnimationRanges(): Nullable<AnimationRange>[];
  95756. /**
  95757. * Will start the animation sequence
  95758. * @param name defines the range frames for animation sequence
  95759. * @param loop defines if the animation should loop (false by default)
  95760. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95761. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95762. * @returns the object created for this animation. If range does not exist, it will return null
  95763. */
  95764. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95765. /**
  95766. * Serialize animation ranges into a JSON compatible object
  95767. * @returns serialization object
  95768. */
  95769. serializeAnimationRanges(): any;
  95770. /**
  95771. * Computes the world matrix of the node
  95772. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95773. * @returns the world matrix
  95774. */
  95775. computeWorldMatrix(force?: boolean): Matrix;
  95776. /**
  95777. * Releases resources associated with this node.
  95778. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95779. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95780. */
  95781. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95782. /**
  95783. * Parse animation range data from a serialization object and store them into a given node
  95784. * @param node defines where to store the animation ranges
  95785. * @param parsedNode defines the serialization object to read data from
  95786. * @param scene defines the hosting scene
  95787. */
  95788. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95789. /**
  95790. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95791. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95792. * @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
  95793. * @returns the new bounding vectors
  95794. */
  95795. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95796. min: Vector3;
  95797. max: Vector3;
  95798. };
  95799. }
  95800. }
  95801. declare module BABYLON {
  95802. /**
  95803. * @hidden
  95804. */
  95805. export class _IAnimationState {
  95806. key: number;
  95807. repeatCount: number;
  95808. workValue?: any;
  95809. loopMode?: number;
  95810. offsetValue?: any;
  95811. highLimitValue?: any;
  95812. }
  95813. /**
  95814. * Class used to store any kind of animation
  95815. */
  95816. export class Animation {
  95817. /**Name of the animation */
  95818. name: string;
  95819. /**Property to animate */
  95820. targetProperty: string;
  95821. /**The frames per second of the animation */
  95822. framePerSecond: number;
  95823. /**The data type of the animation */
  95824. dataType: number;
  95825. /**The loop mode of the animation */
  95826. loopMode?: number | undefined;
  95827. /**Specifies if blending should be enabled */
  95828. enableBlending?: boolean | undefined;
  95829. /**
  95830. * Use matrix interpolation instead of using direct key value when animating matrices
  95831. */
  95832. static AllowMatricesInterpolation: boolean;
  95833. /**
  95834. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95835. */
  95836. static AllowMatrixDecomposeForInterpolation: boolean;
  95837. /**
  95838. * Stores the key frames of the animation
  95839. */
  95840. private _keys;
  95841. /**
  95842. * Stores the easing function of the animation
  95843. */
  95844. private _easingFunction;
  95845. /**
  95846. * @hidden Internal use only
  95847. */
  95848. _runtimeAnimations: RuntimeAnimation[];
  95849. /**
  95850. * The set of event that will be linked to this animation
  95851. */
  95852. private _events;
  95853. /**
  95854. * Stores an array of target property paths
  95855. */
  95856. targetPropertyPath: string[];
  95857. /**
  95858. * Stores the blending speed of the animation
  95859. */
  95860. blendingSpeed: number;
  95861. /**
  95862. * Stores the animation ranges for the animation
  95863. */
  95864. private _ranges;
  95865. /**
  95866. * @hidden Internal use
  95867. */
  95868. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95869. /**
  95870. * Sets up an animation
  95871. * @param property The property to animate
  95872. * @param animationType The animation type to apply
  95873. * @param framePerSecond The frames per second of the animation
  95874. * @param easingFunction The easing function used in the animation
  95875. * @returns The created animation
  95876. */
  95877. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95878. /**
  95879. * Create and start an animation on a node
  95880. * @param name defines the name of the global animation that will be run on all nodes
  95881. * @param node defines the root node where the animation will take place
  95882. * @param targetProperty defines property to animate
  95883. * @param framePerSecond defines the number of frame per second yo use
  95884. * @param totalFrame defines the number of frames in total
  95885. * @param from defines the initial value
  95886. * @param to defines the final value
  95887. * @param loopMode defines which loop mode you want to use (off by default)
  95888. * @param easingFunction defines the easing function to use (linear by default)
  95889. * @param onAnimationEnd defines the callback to call when animation end
  95890. * @returns the animatable created for this animation
  95891. */
  95892. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95893. /**
  95894. * Create and start an animation on a node and its descendants
  95895. * @param name defines the name of the global animation that will be run on all nodes
  95896. * @param node defines the root node where the animation will take place
  95897. * @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
  95898. * @param targetProperty defines property to animate
  95899. * @param framePerSecond defines the number of frame per second to use
  95900. * @param totalFrame defines the number of frames in total
  95901. * @param from defines the initial value
  95902. * @param to defines the final value
  95903. * @param loopMode defines which loop mode you want to use (off by default)
  95904. * @param easingFunction defines the easing function to use (linear by default)
  95905. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95906. * @returns the list of animatables created for all nodes
  95907. * @example https://www.babylonjs-playground.com/#MH0VLI
  95908. */
  95909. 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[]>;
  95910. /**
  95911. * Creates a new animation, merges it with the existing animations and starts it
  95912. * @param name Name of the animation
  95913. * @param node Node which contains the scene that begins the animations
  95914. * @param targetProperty Specifies which property to animate
  95915. * @param framePerSecond The frames per second of the animation
  95916. * @param totalFrame The total number of frames
  95917. * @param from The frame at the beginning of the animation
  95918. * @param to The frame at the end of the animation
  95919. * @param loopMode Specifies the loop mode of the animation
  95920. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95921. * @param onAnimationEnd Callback to run once the animation is complete
  95922. * @returns Nullable animation
  95923. */
  95924. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95925. /**
  95926. * Transition property of an host to the target Value
  95927. * @param property The property to transition
  95928. * @param targetValue The target Value of the property
  95929. * @param host The object where the property to animate belongs
  95930. * @param scene Scene used to run the animation
  95931. * @param frameRate Framerate (in frame/s) to use
  95932. * @param transition The transition type we want to use
  95933. * @param duration The duration of the animation, in milliseconds
  95934. * @param onAnimationEnd Callback trigger at the end of the animation
  95935. * @returns Nullable animation
  95936. */
  95937. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95938. /**
  95939. * Return the array of runtime animations currently using this animation
  95940. */
  95941. readonly runtimeAnimations: RuntimeAnimation[];
  95942. /**
  95943. * Specifies if any of the runtime animations are currently running
  95944. */
  95945. readonly hasRunningRuntimeAnimations: boolean;
  95946. /**
  95947. * Initializes the animation
  95948. * @param name Name of the animation
  95949. * @param targetProperty Property to animate
  95950. * @param framePerSecond The frames per second of the animation
  95951. * @param dataType The data type of the animation
  95952. * @param loopMode The loop mode of the animation
  95953. * @param enableBlending Specifies if blending should be enabled
  95954. */
  95955. constructor(
  95956. /**Name of the animation */
  95957. name: string,
  95958. /**Property to animate */
  95959. targetProperty: string,
  95960. /**The frames per second of the animation */
  95961. framePerSecond: number,
  95962. /**The data type of the animation */
  95963. dataType: number,
  95964. /**The loop mode of the animation */
  95965. loopMode?: number | undefined,
  95966. /**Specifies if blending should be enabled */
  95967. enableBlending?: boolean | undefined);
  95968. /**
  95969. * Converts the animation to a string
  95970. * @param fullDetails support for multiple levels of logging within scene loading
  95971. * @returns String form of the animation
  95972. */
  95973. toString(fullDetails?: boolean): string;
  95974. /**
  95975. * Add an event to this animation
  95976. * @param event Event to add
  95977. */
  95978. addEvent(event: AnimationEvent): void;
  95979. /**
  95980. * Remove all events found at the given frame
  95981. * @param frame The frame to remove events from
  95982. */
  95983. removeEvents(frame: number): void;
  95984. /**
  95985. * Retrieves all the events from the animation
  95986. * @returns Events from the animation
  95987. */
  95988. getEvents(): AnimationEvent[];
  95989. /**
  95990. * Creates an animation range
  95991. * @param name Name of the animation range
  95992. * @param from Starting frame of the animation range
  95993. * @param to Ending frame of the animation
  95994. */
  95995. createRange(name: string, from: number, to: number): void;
  95996. /**
  95997. * Deletes an animation range by name
  95998. * @param name Name of the animation range to delete
  95999. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  96000. */
  96001. deleteRange(name: string, deleteFrames?: boolean): void;
  96002. /**
  96003. * Gets the animation range by name, or null if not defined
  96004. * @param name Name of the animation range
  96005. * @returns Nullable animation range
  96006. */
  96007. getRange(name: string): Nullable<AnimationRange>;
  96008. /**
  96009. * Gets the key frames from the animation
  96010. * @returns The key frames of the animation
  96011. */
  96012. getKeys(): Array<IAnimationKey>;
  96013. /**
  96014. * Gets the highest frame rate of the animation
  96015. * @returns Highest frame rate of the animation
  96016. */
  96017. getHighestFrame(): number;
  96018. /**
  96019. * Gets the easing function of the animation
  96020. * @returns Easing function of the animation
  96021. */
  96022. getEasingFunction(): IEasingFunction;
  96023. /**
  96024. * Sets the easing function of the animation
  96025. * @param easingFunction A custom mathematical formula for animation
  96026. */
  96027. setEasingFunction(easingFunction: EasingFunction): void;
  96028. /**
  96029. * Interpolates a scalar linearly
  96030. * @param startValue Start value of the animation curve
  96031. * @param endValue End value of the animation curve
  96032. * @param gradient Scalar amount to interpolate
  96033. * @returns Interpolated scalar value
  96034. */
  96035. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  96036. /**
  96037. * Interpolates a scalar cubically
  96038. * @param startValue Start value of the animation curve
  96039. * @param outTangent End tangent of the animation
  96040. * @param endValue End value of the animation curve
  96041. * @param inTangent Start tangent of the animation curve
  96042. * @param gradient Scalar amount to interpolate
  96043. * @returns Interpolated scalar value
  96044. */
  96045. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  96046. /**
  96047. * Interpolates a quaternion using a spherical linear interpolation
  96048. * @param startValue Start value of the animation curve
  96049. * @param endValue End value of the animation curve
  96050. * @param gradient Scalar amount to interpolate
  96051. * @returns Interpolated quaternion value
  96052. */
  96053. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  96054. /**
  96055. * Interpolates a quaternion cubically
  96056. * @param startValue Start value of the animation curve
  96057. * @param outTangent End tangent of the animation curve
  96058. * @param endValue End value of the animation curve
  96059. * @param inTangent Start tangent of the animation curve
  96060. * @param gradient Scalar amount to interpolate
  96061. * @returns Interpolated quaternion value
  96062. */
  96063. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  96064. /**
  96065. * Interpolates a Vector3 linearl
  96066. * @param startValue Start value of the animation curve
  96067. * @param endValue End value of the animation curve
  96068. * @param gradient Scalar amount to interpolate
  96069. * @returns Interpolated scalar value
  96070. */
  96071. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  96072. /**
  96073. * Interpolates a Vector3 cubically
  96074. * @param startValue Start value of the animation curve
  96075. * @param outTangent End tangent of the animation
  96076. * @param endValue End value of the animation curve
  96077. * @param inTangent Start tangent of the animation curve
  96078. * @param gradient Scalar amount to interpolate
  96079. * @returns InterpolatedVector3 value
  96080. */
  96081. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  96082. /**
  96083. * Interpolates a Vector2 linearly
  96084. * @param startValue Start value of the animation curve
  96085. * @param endValue End value of the animation curve
  96086. * @param gradient Scalar amount to interpolate
  96087. * @returns Interpolated Vector2 value
  96088. */
  96089. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  96090. /**
  96091. * Interpolates a Vector2 cubically
  96092. * @param startValue Start value of the animation curve
  96093. * @param outTangent End tangent of the animation
  96094. * @param endValue End value of the animation curve
  96095. * @param inTangent Start tangent of the animation curve
  96096. * @param gradient Scalar amount to interpolate
  96097. * @returns Interpolated Vector2 value
  96098. */
  96099. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  96100. /**
  96101. * Interpolates a size linearly
  96102. * @param startValue Start value of the animation curve
  96103. * @param endValue End value of the animation curve
  96104. * @param gradient Scalar amount to interpolate
  96105. * @returns Interpolated Size value
  96106. */
  96107. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  96108. /**
  96109. * Interpolates a Color3 linearly
  96110. * @param startValue Start value of the animation curve
  96111. * @param endValue End value of the animation curve
  96112. * @param gradient Scalar amount to interpolate
  96113. * @returns Interpolated Color3 value
  96114. */
  96115. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  96116. /**
  96117. * Interpolates a Color4 linearly
  96118. * @param startValue Start value of the animation curve
  96119. * @param endValue End value of the animation curve
  96120. * @param gradient Scalar amount to interpolate
  96121. * @returns Interpolated Color3 value
  96122. */
  96123. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  96124. /**
  96125. * @hidden Internal use only
  96126. */
  96127. _getKeyValue(value: any): any;
  96128. /**
  96129. * @hidden Internal use only
  96130. */
  96131. _interpolate(currentFrame: number, state: _IAnimationState): any;
  96132. /**
  96133. * Defines the function to use to interpolate matrices
  96134. * @param startValue defines the start matrix
  96135. * @param endValue defines the end matrix
  96136. * @param gradient defines the gradient between both matrices
  96137. * @param result defines an optional target matrix where to store the interpolation
  96138. * @returns the interpolated matrix
  96139. */
  96140. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  96141. /**
  96142. * Makes a copy of the animation
  96143. * @returns Cloned animation
  96144. */
  96145. clone(): Animation;
  96146. /**
  96147. * Sets the key frames of the animation
  96148. * @param values The animation key frames to set
  96149. */
  96150. setKeys(values: Array<IAnimationKey>): void;
  96151. /**
  96152. * Serializes the animation to an object
  96153. * @returns Serialized object
  96154. */
  96155. serialize(): any;
  96156. /**
  96157. * Float animation type
  96158. */
  96159. static readonly ANIMATIONTYPE_FLOAT: number;
  96160. /**
  96161. * Vector3 animation type
  96162. */
  96163. static readonly ANIMATIONTYPE_VECTOR3: number;
  96164. /**
  96165. * Quaternion animation type
  96166. */
  96167. static readonly ANIMATIONTYPE_QUATERNION: number;
  96168. /**
  96169. * Matrix animation type
  96170. */
  96171. static readonly ANIMATIONTYPE_MATRIX: number;
  96172. /**
  96173. * Color3 animation type
  96174. */
  96175. static readonly ANIMATIONTYPE_COLOR3: number;
  96176. /**
  96177. * Color3 animation type
  96178. */
  96179. static readonly ANIMATIONTYPE_COLOR4: number;
  96180. /**
  96181. * Vector2 animation type
  96182. */
  96183. static readonly ANIMATIONTYPE_VECTOR2: number;
  96184. /**
  96185. * Size animation type
  96186. */
  96187. static readonly ANIMATIONTYPE_SIZE: number;
  96188. /**
  96189. * Relative Loop Mode
  96190. */
  96191. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  96192. /**
  96193. * Cycle Loop Mode
  96194. */
  96195. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  96196. /**
  96197. * Constant Loop Mode
  96198. */
  96199. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  96200. /** @hidden */
  96201. static _UniversalLerp(left: any, right: any, amount: number): any;
  96202. /**
  96203. * Parses an animation object and creates an animation
  96204. * @param parsedAnimation Parsed animation object
  96205. * @returns Animation object
  96206. */
  96207. static Parse(parsedAnimation: any): Animation;
  96208. /**
  96209. * Appends the serialized animations from the source animations
  96210. * @param source Source containing the animations
  96211. * @param destination Target to store the animations
  96212. */
  96213. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96214. }
  96215. }
  96216. declare module BABYLON {
  96217. /**
  96218. * Interface containing an array of animations
  96219. */
  96220. export interface IAnimatable {
  96221. /**
  96222. * Array of animations
  96223. */
  96224. animations: Nullable<Array<Animation>>;
  96225. }
  96226. }
  96227. declare module BABYLON {
  96228. /**
  96229. * This represents all the required information to add a fresnel effect on a material:
  96230. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  96231. */
  96232. export class FresnelParameters {
  96233. private _isEnabled;
  96234. /**
  96235. * Define if the fresnel effect is enable or not.
  96236. */
  96237. isEnabled: boolean;
  96238. /**
  96239. * Define the color used on edges (grazing angle)
  96240. */
  96241. leftColor: Color3;
  96242. /**
  96243. * Define the color used on center
  96244. */
  96245. rightColor: Color3;
  96246. /**
  96247. * Define bias applied to computed fresnel term
  96248. */
  96249. bias: number;
  96250. /**
  96251. * Defined the power exponent applied to fresnel term
  96252. */
  96253. power: number;
  96254. /**
  96255. * Clones the current fresnel and its valuues
  96256. * @returns a clone fresnel configuration
  96257. */
  96258. clone(): FresnelParameters;
  96259. /**
  96260. * Serializes the current fresnel parameters to a JSON representation.
  96261. * @return the JSON serialization
  96262. */
  96263. serialize(): any;
  96264. /**
  96265. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  96266. * @param parsedFresnelParameters Define the JSON representation
  96267. * @returns the parsed parameters
  96268. */
  96269. static Parse(parsedFresnelParameters: any): FresnelParameters;
  96270. }
  96271. }
  96272. declare module BABYLON {
  96273. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  96274. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96275. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96276. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96277. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96278. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96279. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96280. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96281. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96282. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96283. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96284. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96285. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96286. /**
  96287. * Decorator used to define property that can be serialized as reference to a camera
  96288. * @param sourceName defines the name of the property to decorate
  96289. */
  96290. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  96291. /**
  96292. * Class used to help serialization objects
  96293. */
  96294. export class SerializationHelper {
  96295. /** @hidden */
  96296. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  96297. /** @hidden */
  96298. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  96299. /** @hidden */
  96300. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  96301. /** @hidden */
  96302. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  96303. /**
  96304. * Appends the serialized animations from the source animations
  96305. * @param source Source containing the animations
  96306. * @param destination Target to store the animations
  96307. */
  96308. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  96309. /**
  96310. * Static function used to serialized a specific entity
  96311. * @param entity defines the entity to serialize
  96312. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  96313. * @returns a JSON compatible object representing the serialization of the entity
  96314. */
  96315. static Serialize<T>(entity: T, serializationObject?: any): any;
  96316. /**
  96317. * Creates a new entity from a serialization data object
  96318. * @param creationFunction defines a function used to instanciated the new entity
  96319. * @param source defines the source serialization data
  96320. * @param scene defines the hosting scene
  96321. * @param rootUrl defines the root url for resources
  96322. * @returns a new entity
  96323. */
  96324. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  96325. /**
  96326. * Clones an object
  96327. * @param creationFunction defines the function used to instanciate the new object
  96328. * @param source defines the source object
  96329. * @returns the cloned object
  96330. */
  96331. static Clone<T>(creationFunction: () => T, source: T): T;
  96332. /**
  96333. * Instanciates a new object based on a source one (some data will be shared between both object)
  96334. * @param creationFunction defines the function used to instanciate the new object
  96335. * @param source defines the source object
  96336. * @returns the new object
  96337. */
  96338. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96339. }
  96340. }
  96341. declare module BABYLON {
  96342. /**
  96343. * Class used to manipulate GUIDs
  96344. */
  96345. export class GUID {
  96346. /**
  96347. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96348. * Be aware Math.random() could cause collisions, but:
  96349. * "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"
  96350. * @returns a pseudo random id
  96351. */
  96352. static RandomId(): string;
  96353. }
  96354. }
  96355. declare module BABYLON {
  96356. /**
  96357. * Base class of all the textures in babylon.
  96358. * It groups all the common properties the materials, post process, lights... might need
  96359. * in order to make a correct use of the texture.
  96360. */
  96361. export class BaseTexture implements IAnimatable {
  96362. /**
  96363. * Default anisotropic filtering level for the application.
  96364. * It is set to 4 as a good tradeoff between perf and quality.
  96365. */
  96366. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96367. /**
  96368. * Gets or sets the unique id of the texture
  96369. */
  96370. uniqueId: number;
  96371. /**
  96372. * Define the name of the texture.
  96373. */
  96374. name: string;
  96375. /**
  96376. * Gets or sets an object used to store user defined information.
  96377. */
  96378. metadata: any;
  96379. /**
  96380. * For internal use only. Please do not use.
  96381. */
  96382. reservedDataStore: any;
  96383. private _hasAlpha;
  96384. /**
  96385. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96386. */
  96387. hasAlpha: boolean;
  96388. /**
  96389. * Defines if the alpha value should be determined via the rgb values.
  96390. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96391. */
  96392. getAlphaFromRGB: boolean;
  96393. /**
  96394. * Intensity or strength of the texture.
  96395. * It is commonly used by materials to fine tune the intensity of the texture
  96396. */
  96397. level: number;
  96398. /**
  96399. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96400. * This is part of the texture as textures usually maps to one uv set.
  96401. */
  96402. coordinatesIndex: number;
  96403. private _coordinatesMode;
  96404. /**
  96405. * How a texture is mapped.
  96406. *
  96407. * | Value | Type | Description |
  96408. * | ----- | ----------------------------------- | ----------- |
  96409. * | 0 | EXPLICIT_MODE | |
  96410. * | 1 | SPHERICAL_MODE | |
  96411. * | 2 | PLANAR_MODE | |
  96412. * | 3 | CUBIC_MODE | |
  96413. * | 4 | PROJECTION_MODE | |
  96414. * | 5 | SKYBOX_MODE | |
  96415. * | 6 | INVCUBIC_MODE | |
  96416. * | 7 | EQUIRECTANGULAR_MODE | |
  96417. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96418. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96419. */
  96420. coordinatesMode: number;
  96421. /**
  96422. * | Value | Type | Description |
  96423. * | ----- | ------------------ | ----------- |
  96424. * | 0 | CLAMP_ADDRESSMODE | |
  96425. * | 1 | WRAP_ADDRESSMODE | |
  96426. * | 2 | MIRROR_ADDRESSMODE | |
  96427. */
  96428. wrapU: number;
  96429. /**
  96430. * | Value | Type | Description |
  96431. * | ----- | ------------------ | ----------- |
  96432. * | 0 | CLAMP_ADDRESSMODE | |
  96433. * | 1 | WRAP_ADDRESSMODE | |
  96434. * | 2 | MIRROR_ADDRESSMODE | |
  96435. */
  96436. wrapV: number;
  96437. /**
  96438. * | Value | Type | Description |
  96439. * | ----- | ------------------ | ----------- |
  96440. * | 0 | CLAMP_ADDRESSMODE | |
  96441. * | 1 | WRAP_ADDRESSMODE | |
  96442. * | 2 | MIRROR_ADDRESSMODE | |
  96443. */
  96444. wrapR: number;
  96445. /**
  96446. * With compliant hardware and browser (supporting anisotropic filtering)
  96447. * this defines the level of anisotropic filtering in the texture.
  96448. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96449. */
  96450. anisotropicFilteringLevel: number;
  96451. /**
  96452. * Define if the texture is a cube texture or if false a 2d texture.
  96453. */
  96454. isCube: boolean;
  96455. /**
  96456. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96457. */
  96458. is3D: boolean;
  96459. /**
  96460. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96461. */
  96462. is2DArray: boolean;
  96463. /**
  96464. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96465. * HDR texture are usually stored in linear space.
  96466. * This only impacts the PBR and Background materials
  96467. */
  96468. gammaSpace: boolean;
  96469. /**
  96470. * Gets or sets whether or not the texture contains RGBD data.
  96471. */
  96472. isRGBD: boolean;
  96473. /**
  96474. * Is Z inverted in the texture (useful in a cube texture).
  96475. */
  96476. invertZ: boolean;
  96477. /**
  96478. * Are mip maps generated for this texture or not.
  96479. */
  96480. readonly noMipmap: boolean;
  96481. /**
  96482. * @hidden
  96483. */
  96484. lodLevelInAlpha: boolean;
  96485. /**
  96486. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96487. */
  96488. lodGenerationOffset: number;
  96489. /**
  96490. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96491. */
  96492. lodGenerationScale: number;
  96493. /**
  96494. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96495. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96496. * average roughness values.
  96497. */
  96498. linearSpecularLOD: boolean;
  96499. /**
  96500. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96501. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96502. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96503. */
  96504. irradianceTexture: Nullable<BaseTexture>;
  96505. /**
  96506. * Define if the texture is a render target.
  96507. */
  96508. isRenderTarget: boolean;
  96509. /**
  96510. * Define the unique id of the texture in the scene.
  96511. */
  96512. readonly uid: string;
  96513. /**
  96514. * Return a string representation of the texture.
  96515. * @returns the texture as a string
  96516. */
  96517. toString(): string;
  96518. /**
  96519. * Get the class name of the texture.
  96520. * @returns "BaseTexture"
  96521. */
  96522. getClassName(): string;
  96523. /**
  96524. * Define the list of animation attached to the texture.
  96525. */
  96526. animations: Animation[];
  96527. /**
  96528. * An event triggered when the texture is disposed.
  96529. */
  96530. onDisposeObservable: Observable<BaseTexture>;
  96531. private _onDisposeObserver;
  96532. /**
  96533. * Callback triggered when the texture has been disposed.
  96534. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96535. */
  96536. onDispose: () => void;
  96537. /**
  96538. * Define the current state of the loading sequence when in delayed load mode.
  96539. */
  96540. delayLoadState: number;
  96541. private _scene;
  96542. /** @hidden */
  96543. _texture: Nullable<InternalTexture>;
  96544. private _uid;
  96545. /**
  96546. * Define if the texture is preventinga material to render or not.
  96547. * If not and the texture is not ready, the engine will use a default black texture instead.
  96548. */
  96549. readonly isBlocking: boolean;
  96550. /**
  96551. * Instantiates a new BaseTexture.
  96552. * Base class of all the textures in babylon.
  96553. * It groups all the common properties the materials, post process, lights... might need
  96554. * in order to make a correct use of the texture.
  96555. * @param scene Define the scene the texture blongs to
  96556. */
  96557. constructor(scene: Nullable<Scene>);
  96558. /**
  96559. * Get the scene the texture belongs to.
  96560. * @returns the scene or null if undefined
  96561. */
  96562. getScene(): Nullable<Scene>;
  96563. /**
  96564. * Get the texture transform matrix used to offset tile the texture for istance.
  96565. * @returns the transformation matrix
  96566. */
  96567. getTextureMatrix(): Matrix;
  96568. /**
  96569. * Get the texture reflection matrix used to rotate/transform the reflection.
  96570. * @returns the reflection matrix
  96571. */
  96572. getReflectionTextureMatrix(): Matrix;
  96573. /**
  96574. * Get the underlying lower level texture from Babylon.
  96575. * @returns the insternal texture
  96576. */
  96577. getInternalTexture(): Nullable<InternalTexture>;
  96578. /**
  96579. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96580. * @returns true if ready or not blocking
  96581. */
  96582. isReadyOrNotBlocking(): boolean;
  96583. /**
  96584. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96585. * @returns true if fully ready
  96586. */
  96587. isReady(): boolean;
  96588. private _cachedSize;
  96589. /**
  96590. * Get the size of the texture.
  96591. * @returns the texture size.
  96592. */
  96593. getSize(): ISize;
  96594. /**
  96595. * Get the base size of the texture.
  96596. * It can be different from the size if the texture has been resized for POT for instance
  96597. * @returns the base size
  96598. */
  96599. getBaseSize(): ISize;
  96600. /**
  96601. * Update the sampling mode of the texture.
  96602. * Default is Trilinear mode.
  96603. *
  96604. * | Value | Type | Description |
  96605. * | ----- | ------------------ | ----------- |
  96606. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96607. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96608. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96609. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96610. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96611. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96612. * | 7 | NEAREST_LINEAR | |
  96613. * | 8 | NEAREST_NEAREST | |
  96614. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96615. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96616. * | 11 | LINEAR_LINEAR | |
  96617. * | 12 | LINEAR_NEAREST | |
  96618. *
  96619. * > _mag_: magnification filter (close to the viewer)
  96620. * > _min_: minification filter (far from the viewer)
  96621. * > _mip_: filter used between mip map levels
  96622. *@param samplingMode Define the new sampling mode of the texture
  96623. */
  96624. updateSamplingMode(samplingMode: number): void;
  96625. /**
  96626. * Scales the texture if is `canRescale()`
  96627. * @param ratio the resize factor we want to use to rescale
  96628. */
  96629. scale(ratio: number): void;
  96630. /**
  96631. * Get if the texture can rescale.
  96632. */
  96633. readonly canRescale: boolean;
  96634. /** @hidden */
  96635. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96636. /** @hidden */
  96637. _rebuild(): void;
  96638. /**
  96639. * Triggers the load sequence in delayed load mode.
  96640. */
  96641. delayLoad(): void;
  96642. /**
  96643. * Clones the texture.
  96644. * @returns the cloned texture
  96645. */
  96646. clone(): Nullable<BaseTexture>;
  96647. /**
  96648. * Get the texture underlying type (INT, FLOAT...)
  96649. */
  96650. readonly textureType: number;
  96651. /**
  96652. * Get the texture underlying format (RGB, RGBA...)
  96653. */
  96654. readonly textureFormat: number;
  96655. /**
  96656. * Indicates that textures need to be re-calculated for all materials
  96657. */
  96658. protected _markAllSubMeshesAsTexturesDirty(): void;
  96659. /**
  96660. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96661. * This will returns an RGBA array buffer containing either in values (0-255) or
  96662. * float values (0-1) depending of the underlying buffer type.
  96663. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96664. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96665. * @param buffer defines a user defined buffer to fill with data (can be null)
  96666. * @returns The Array buffer containing the pixels data.
  96667. */
  96668. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96669. /**
  96670. * Release and destroy the underlying lower level texture aka internalTexture.
  96671. */
  96672. releaseInternalTexture(): void;
  96673. /** @hidden */
  96674. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96675. /** @hidden */
  96676. readonly _lodTextureMid: Nullable<BaseTexture>;
  96677. /** @hidden */
  96678. readonly _lodTextureLow: Nullable<BaseTexture>;
  96679. /**
  96680. * Dispose the texture and release its associated resources.
  96681. */
  96682. dispose(): void;
  96683. /**
  96684. * Serialize the texture into a JSON representation that can be parsed later on.
  96685. * @returns the JSON representation of the texture
  96686. */
  96687. serialize(): any;
  96688. /**
  96689. * Helper function to be called back once a list of texture contains only ready textures.
  96690. * @param textures Define the list of textures to wait for
  96691. * @param callback Define the callback triggered once the entire list will be ready
  96692. */
  96693. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96694. }
  96695. }
  96696. declare module BABYLON {
  96697. /**
  96698. * Options to be used when creating an effect.
  96699. */
  96700. export interface IEffectCreationOptions {
  96701. /**
  96702. * Atrributes that will be used in the shader.
  96703. */
  96704. attributes: string[];
  96705. /**
  96706. * Uniform varible names that will be set in the shader.
  96707. */
  96708. uniformsNames: string[];
  96709. /**
  96710. * Uniform buffer variable names that will be set in the shader.
  96711. */
  96712. uniformBuffersNames: string[];
  96713. /**
  96714. * Sampler texture variable names that will be set in the shader.
  96715. */
  96716. samplers: string[];
  96717. /**
  96718. * Define statements that will be set in the shader.
  96719. */
  96720. defines: any;
  96721. /**
  96722. * Possible fallbacks for this effect to improve performance when needed.
  96723. */
  96724. fallbacks: Nullable<IEffectFallbacks>;
  96725. /**
  96726. * Callback that will be called when the shader is compiled.
  96727. */
  96728. onCompiled: Nullable<(effect: Effect) => void>;
  96729. /**
  96730. * Callback that will be called if an error occurs during shader compilation.
  96731. */
  96732. onError: Nullable<(effect: Effect, errors: string) => void>;
  96733. /**
  96734. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96735. */
  96736. indexParameters?: any;
  96737. /**
  96738. * Max number of lights that can be used in the shader.
  96739. */
  96740. maxSimultaneousLights?: number;
  96741. /**
  96742. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96743. */
  96744. transformFeedbackVaryings?: Nullable<string[]>;
  96745. }
  96746. /**
  96747. * Effect containing vertex and fragment shader that can be executed on an object.
  96748. */
  96749. export class Effect implements IDisposable {
  96750. /**
  96751. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96752. */
  96753. static ShadersRepository: string;
  96754. /**
  96755. * Name of the effect.
  96756. */
  96757. name: any;
  96758. /**
  96759. * String container all the define statements that should be set on the shader.
  96760. */
  96761. defines: string;
  96762. /**
  96763. * Callback that will be called when the shader is compiled.
  96764. */
  96765. onCompiled: Nullable<(effect: Effect) => void>;
  96766. /**
  96767. * Callback that will be called if an error occurs during shader compilation.
  96768. */
  96769. onError: Nullable<(effect: Effect, errors: string) => void>;
  96770. /**
  96771. * Callback that will be called when effect is bound.
  96772. */
  96773. onBind: Nullable<(effect: Effect) => void>;
  96774. /**
  96775. * Unique ID of the effect.
  96776. */
  96777. uniqueId: number;
  96778. /**
  96779. * Observable that will be called when the shader is compiled.
  96780. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96781. */
  96782. onCompileObservable: Observable<Effect>;
  96783. /**
  96784. * Observable that will be called if an error occurs during shader compilation.
  96785. */
  96786. onErrorObservable: Observable<Effect>;
  96787. /** @hidden */
  96788. _onBindObservable: Nullable<Observable<Effect>>;
  96789. /**
  96790. * Observable that will be called when effect is bound.
  96791. */
  96792. readonly onBindObservable: Observable<Effect>;
  96793. /** @hidden */
  96794. _bonesComputationForcedToCPU: boolean;
  96795. private static _uniqueIdSeed;
  96796. private _engine;
  96797. private _uniformBuffersNames;
  96798. private _uniformsNames;
  96799. private _samplerList;
  96800. private _samplers;
  96801. private _isReady;
  96802. private _compilationError;
  96803. private _allFallbacksProcessed;
  96804. private _attributesNames;
  96805. private _attributes;
  96806. private _uniforms;
  96807. /**
  96808. * Key for the effect.
  96809. * @hidden
  96810. */
  96811. _key: string;
  96812. private _indexParameters;
  96813. private _fallbacks;
  96814. private _vertexSourceCode;
  96815. private _fragmentSourceCode;
  96816. private _vertexSourceCodeOverride;
  96817. private _fragmentSourceCodeOverride;
  96818. private _transformFeedbackVaryings;
  96819. /**
  96820. * Compiled shader to webGL program.
  96821. * @hidden
  96822. */
  96823. _pipelineContext: Nullable<IPipelineContext>;
  96824. private _valueCache;
  96825. private static _baseCache;
  96826. /**
  96827. * Instantiates an effect.
  96828. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96829. * @param baseName Name of the effect.
  96830. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96831. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96832. * @param samplers List of sampler variables that will be passed to the shader.
  96833. * @param engine Engine to be used to render the effect
  96834. * @param defines Define statements to be added to the shader.
  96835. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96836. * @param onCompiled Callback that will be called when the shader is compiled.
  96837. * @param onError Callback that will be called if an error occurs during shader compilation.
  96838. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96839. */
  96840. 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);
  96841. private _useFinalCode;
  96842. /**
  96843. * Unique key for this effect
  96844. */
  96845. readonly key: string;
  96846. /**
  96847. * If the effect has been compiled and prepared.
  96848. * @returns if the effect is compiled and prepared.
  96849. */
  96850. isReady(): boolean;
  96851. private _isReadyInternal;
  96852. /**
  96853. * The engine the effect was initialized with.
  96854. * @returns the engine.
  96855. */
  96856. getEngine(): Engine;
  96857. /**
  96858. * The pipeline context for this effect
  96859. * @returns the associated pipeline context
  96860. */
  96861. getPipelineContext(): Nullable<IPipelineContext>;
  96862. /**
  96863. * The set of names of attribute variables for the shader.
  96864. * @returns An array of attribute names.
  96865. */
  96866. getAttributesNames(): string[];
  96867. /**
  96868. * Returns the attribute at the given index.
  96869. * @param index The index of the attribute.
  96870. * @returns The location of the attribute.
  96871. */
  96872. getAttributeLocation(index: number): number;
  96873. /**
  96874. * Returns the attribute based on the name of the variable.
  96875. * @param name of the attribute to look up.
  96876. * @returns the attribute location.
  96877. */
  96878. getAttributeLocationByName(name: string): number;
  96879. /**
  96880. * The number of attributes.
  96881. * @returns the numnber of attributes.
  96882. */
  96883. getAttributesCount(): number;
  96884. /**
  96885. * Gets the index of a uniform variable.
  96886. * @param uniformName of the uniform to look up.
  96887. * @returns the index.
  96888. */
  96889. getUniformIndex(uniformName: string): number;
  96890. /**
  96891. * Returns the attribute based on the name of the variable.
  96892. * @param uniformName of the uniform to look up.
  96893. * @returns the location of the uniform.
  96894. */
  96895. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96896. /**
  96897. * Returns an array of sampler variable names
  96898. * @returns The array of sampler variable neames.
  96899. */
  96900. getSamplers(): string[];
  96901. /**
  96902. * The error from the last compilation.
  96903. * @returns the error string.
  96904. */
  96905. getCompilationError(): string;
  96906. /**
  96907. * Gets a boolean indicating that all fallbacks were used during compilation
  96908. * @returns true if all fallbacks were used
  96909. */
  96910. allFallbacksProcessed(): boolean;
  96911. /**
  96912. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96913. * @param func The callback to be used.
  96914. */
  96915. executeWhenCompiled(func: (effect: Effect) => void): void;
  96916. private _checkIsReady;
  96917. private _loadShader;
  96918. /**
  96919. * Recompiles the webGL program
  96920. * @param vertexSourceCode The source code for the vertex shader.
  96921. * @param fragmentSourceCode The source code for the fragment shader.
  96922. * @param onCompiled Callback called when completed.
  96923. * @param onError Callback called on error.
  96924. * @hidden
  96925. */
  96926. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96927. /**
  96928. * Prepares the effect
  96929. * @hidden
  96930. */
  96931. _prepareEffect(): void;
  96932. private _processCompilationErrors;
  96933. /**
  96934. * Checks if the effect is supported. (Must be called after compilation)
  96935. */
  96936. readonly isSupported: boolean;
  96937. /**
  96938. * Binds a texture to the engine to be used as output of the shader.
  96939. * @param channel Name of the output variable.
  96940. * @param texture Texture to bind.
  96941. * @hidden
  96942. */
  96943. _bindTexture(channel: string, texture: InternalTexture): void;
  96944. /**
  96945. * Sets a texture on the engine to be used in the shader.
  96946. * @param channel Name of the sampler variable.
  96947. * @param texture Texture to set.
  96948. */
  96949. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96950. /**
  96951. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96952. * @param channel Name of the sampler variable.
  96953. * @param texture Texture to set.
  96954. */
  96955. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96956. /**
  96957. * Sets an array of textures on the engine to be used in the shader.
  96958. * @param channel Name of the variable.
  96959. * @param textures Textures to set.
  96960. */
  96961. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96962. /**
  96963. * 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)
  96964. * @param channel Name of the sampler variable.
  96965. * @param postProcess Post process to get the input texture from.
  96966. */
  96967. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96968. /**
  96969. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96970. * 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)
  96971. * @param channel Name of the sampler variable.
  96972. * @param postProcess Post process to get the output texture from.
  96973. */
  96974. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96975. /** @hidden */
  96976. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96977. /** @hidden */
  96978. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96979. /** @hidden */
  96980. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96981. /** @hidden */
  96982. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96983. /**
  96984. * Binds a buffer to a uniform.
  96985. * @param buffer Buffer to bind.
  96986. * @param name Name of the uniform variable to bind to.
  96987. */
  96988. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96989. /**
  96990. * Binds block to a uniform.
  96991. * @param blockName Name of the block to bind.
  96992. * @param index Index to bind.
  96993. */
  96994. bindUniformBlock(blockName: string, index: number): void;
  96995. /**
  96996. * Sets an interger value on a uniform variable.
  96997. * @param uniformName Name of the variable.
  96998. * @param value Value to be set.
  96999. * @returns this effect.
  97000. */
  97001. setInt(uniformName: string, value: number): Effect;
  97002. /**
  97003. * Sets an int array on a uniform variable.
  97004. * @param uniformName Name of the variable.
  97005. * @param array array to be set.
  97006. * @returns this effect.
  97007. */
  97008. setIntArray(uniformName: string, array: Int32Array): Effect;
  97009. /**
  97010. * 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)
  97011. * @param uniformName Name of the variable.
  97012. * @param array array to be set.
  97013. * @returns this effect.
  97014. */
  97015. setIntArray2(uniformName: string, array: Int32Array): Effect;
  97016. /**
  97017. * 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)
  97018. * @param uniformName Name of the variable.
  97019. * @param array array to be set.
  97020. * @returns this effect.
  97021. */
  97022. setIntArray3(uniformName: string, array: Int32Array): Effect;
  97023. /**
  97024. * 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)
  97025. * @param uniformName Name of the variable.
  97026. * @param array array to be set.
  97027. * @returns this effect.
  97028. */
  97029. setIntArray4(uniformName: string, array: Int32Array): Effect;
  97030. /**
  97031. * Sets an float array on a uniform variable.
  97032. * @param uniformName Name of the variable.
  97033. * @param array array to be set.
  97034. * @returns this effect.
  97035. */
  97036. setFloatArray(uniformName: string, array: Float32Array): Effect;
  97037. /**
  97038. * 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)
  97039. * @param uniformName Name of the variable.
  97040. * @param array array to be set.
  97041. * @returns this effect.
  97042. */
  97043. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  97044. /**
  97045. * 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)
  97046. * @param uniformName Name of the variable.
  97047. * @param array array to be set.
  97048. * @returns this effect.
  97049. */
  97050. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  97051. /**
  97052. * 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)
  97053. * @param uniformName Name of the variable.
  97054. * @param array array to be set.
  97055. * @returns this effect.
  97056. */
  97057. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  97058. /**
  97059. * Sets an array on a uniform variable.
  97060. * @param uniformName Name of the variable.
  97061. * @param array array to be set.
  97062. * @returns this effect.
  97063. */
  97064. setArray(uniformName: string, array: number[]): Effect;
  97065. /**
  97066. * 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)
  97067. * @param uniformName Name of the variable.
  97068. * @param array array to be set.
  97069. * @returns this effect.
  97070. */
  97071. setArray2(uniformName: string, array: number[]): Effect;
  97072. /**
  97073. * 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)
  97074. * @param uniformName Name of the variable.
  97075. * @param array array to be set.
  97076. * @returns this effect.
  97077. */
  97078. setArray3(uniformName: string, array: number[]): Effect;
  97079. /**
  97080. * 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)
  97081. * @param uniformName Name of the variable.
  97082. * @param array array to be set.
  97083. * @returns this effect.
  97084. */
  97085. setArray4(uniformName: string, array: number[]): Effect;
  97086. /**
  97087. * Sets matrices on a uniform variable.
  97088. * @param uniformName Name of the variable.
  97089. * @param matrices matrices to be set.
  97090. * @returns this effect.
  97091. */
  97092. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  97093. /**
  97094. * Sets matrix on a uniform variable.
  97095. * @param uniformName Name of the variable.
  97096. * @param matrix matrix to be set.
  97097. * @returns this effect.
  97098. */
  97099. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  97100. /**
  97101. * 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)
  97102. * @param uniformName Name of the variable.
  97103. * @param matrix matrix to be set.
  97104. * @returns this effect.
  97105. */
  97106. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  97107. /**
  97108. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  97109. * @param uniformName Name of the variable.
  97110. * @param matrix matrix to be set.
  97111. * @returns this effect.
  97112. */
  97113. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  97114. /**
  97115. * Sets a float on a uniform variable.
  97116. * @param uniformName Name of the variable.
  97117. * @param value value to be set.
  97118. * @returns this effect.
  97119. */
  97120. setFloat(uniformName: string, value: number): Effect;
  97121. /**
  97122. * Sets a boolean on a uniform variable.
  97123. * @param uniformName Name of the variable.
  97124. * @param bool value to be set.
  97125. * @returns this effect.
  97126. */
  97127. setBool(uniformName: string, bool: boolean): Effect;
  97128. /**
  97129. * Sets a Vector2 on a uniform variable.
  97130. * @param uniformName Name of the variable.
  97131. * @param vector2 vector2 to be set.
  97132. * @returns this effect.
  97133. */
  97134. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  97135. /**
  97136. * Sets a float2 on a uniform variable.
  97137. * @param uniformName Name of the variable.
  97138. * @param x First float in float2.
  97139. * @param y Second float in float2.
  97140. * @returns this effect.
  97141. */
  97142. setFloat2(uniformName: string, x: number, y: number): Effect;
  97143. /**
  97144. * Sets a Vector3 on a uniform variable.
  97145. * @param uniformName Name of the variable.
  97146. * @param vector3 Value to be set.
  97147. * @returns this effect.
  97148. */
  97149. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  97150. /**
  97151. * Sets a float3 on a uniform variable.
  97152. * @param uniformName Name of the variable.
  97153. * @param x First float in float3.
  97154. * @param y Second float in float3.
  97155. * @param z Third float in float3.
  97156. * @returns this effect.
  97157. */
  97158. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  97159. /**
  97160. * Sets a Vector4 on a uniform variable.
  97161. * @param uniformName Name of the variable.
  97162. * @param vector4 Value to be set.
  97163. * @returns this effect.
  97164. */
  97165. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  97166. /**
  97167. * Sets a float4 on a uniform variable.
  97168. * @param uniformName Name of the variable.
  97169. * @param x First float in float4.
  97170. * @param y Second float in float4.
  97171. * @param z Third float in float4.
  97172. * @param w Fourth float in float4.
  97173. * @returns this effect.
  97174. */
  97175. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  97176. /**
  97177. * Sets a Color3 on a uniform variable.
  97178. * @param uniformName Name of the variable.
  97179. * @param color3 Value to be set.
  97180. * @returns this effect.
  97181. */
  97182. setColor3(uniformName: string, color3: IColor3Like): Effect;
  97183. /**
  97184. * Sets a Color4 on a uniform variable.
  97185. * @param uniformName Name of the variable.
  97186. * @param color3 Value to be set.
  97187. * @param alpha Alpha value to be set.
  97188. * @returns this effect.
  97189. */
  97190. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  97191. /**
  97192. * Sets a Color4 on a uniform variable
  97193. * @param uniformName defines the name of the variable
  97194. * @param color4 defines the value to be set
  97195. * @returns this effect.
  97196. */
  97197. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  97198. /** Release all associated resources */
  97199. dispose(): void;
  97200. /**
  97201. * This function will add a new shader to the shader store
  97202. * @param name the name of the shader
  97203. * @param pixelShader optional pixel shader content
  97204. * @param vertexShader optional vertex shader content
  97205. */
  97206. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  97207. /**
  97208. * Store of each shader (The can be looked up using effect.key)
  97209. */
  97210. static ShadersStore: {
  97211. [key: string]: string;
  97212. };
  97213. /**
  97214. * Store of each included file for a shader (The can be looked up using effect.key)
  97215. */
  97216. static IncludesShadersStore: {
  97217. [key: string]: string;
  97218. };
  97219. /**
  97220. * Resets the cache of effects.
  97221. */
  97222. static ResetCache(): void;
  97223. }
  97224. }
  97225. declare module BABYLON {
  97226. /**
  97227. * Interface used to describe the capabilities of the engine relatively to the current browser
  97228. */
  97229. export interface EngineCapabilities {
  97230. /** Maximum textures units per fragment shader */
  97231. maxTexturesImageUnits: number;
  97232. /** Maximum texture units per vertex shader */
  97233. maxVertexTextureImageUnits: number;
  97234. /** Maximum textures units in the entire pipeline */
  97235. maxCombinedTexturesImageUnits: number;
  97236. /** Maximum texture size */
  97237. maxTextureSize: number;
  97238. /** Maximum texture samples */
  97239. maxSamples?: number;
  97240. /** Maximum cube texture size */
  97241. maxCubemapTextureSize: number;
  97242. /** Maximum render texture size */
  97243. maxRenderTextureSize: number;
  97244. /** Maximum number of vertex attributes */
  97245. maxVertexAttribs: number;
  97246. /** Maximum number of varyings */
  97247. maxVaryingVectors: number;
  97248. /** Maximum number of uniforms per vertex shader */
  97249. maxVertexUniformVectors: number;
  97250. /** Maximum number of uniforms per fragment shader */
  97251. maxFragmentUniformVectors: number;
  97252. /** Defines if standard derivates (dx/dy) are supported */
  97253. standardDerivatives: boolean;
  97254. /** Defines if s3tc texture compression is supported */
  97255. s3tc?: WEBGL_compressed_texture_s3tc;
  97256. /** Defines if pvrtc texture compression is supported */
  97257. pvrtc: any;
  97258. /** Defines if etc1 texture compression is supported */
  97259. etc1: any;
  97260. /** Defines if etc2 texture compression is supported */
  97261. etc2: any;
  97262. /** Defines if astc texture compression is supported */
  97263. astc: any;
  97264. /** Defines if float textures are supported */
  97265. textureFloat: boolean;
  97266. /** Defines if vertex array objects are supported */
  97267. vertexArrayObject: boolean;
  97268. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  97269. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  97270. /** Gets the maximum level of anisotropy supported */
  97271. maxAnisotropy: number;
  97272. /** Defines if instancing is supported */
  97273. instancedArrays: boolean;
  97274. /** Defines if 32 bits indices are supported */
  97275. uintIndices: boolean;
  97276. /** Defines if high precision shaders are supported */
  97277. highPrecisionShaderSupported: boolean;
  97278. /** Defines if depth reading in the fragment shader is supported */
  97279. fragmentDepthSupported: boolean;
  97280. /** Defines if float texture linear filtering is supported*/
  97281. textureFloatLinearFiltering: boolean;
  97282. /** Defines if rendering to float textures is supported */
  97283. textureFloatRender: boolean;
  97284. /** Defines if half float textures are supported*/
  97285. textureHalfFloat: boolean;
  97286. /** Defines if half float texture linear filtering is supported*/
  97287. textureHalfFloatLinearFiltering: boolean;
  97288. /** Defines if rendering to half float textures is supported */
  97289. textureHalfFloatRender: boolean;
  97290. /** Defines if textureLOD shader command is supported */
  97291. textureLOD: boolean;
  97292. /** Defines if draw buffers extension is supported */
  97293. drawBuffersExtension: boolean;
  97294. /** Defines if depth textures are supported */
  97295. depthTextureExtension: boolean;
  97296. /** Defines if float color buffer are supported */
  97297. colorBufferFloat: boolean;
  97298. /** Gets disjoint timer query extension (null if not supported) */
  97299. timerQuery?: EXT_disjoint_timer_query;
  97300. /** Defines if timestamp can be used with timer query */
  97301. canUseTimestampForTimerQuery: boolean;
  97302. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  97303. multiview?: any;
  97304. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  97305. oculusMultiview?: any;
  97306. /** Function used to let the system compiles shaders in background */
  97307. parallelShaderCompile?: {
  97308. COMPLETION_STATUS_KHR: number;
  97309. };
  97310. /** Max number of texture samples for MSAA */
  97311. maxMSAASamples: number;
  97312. /** Defines if the blend min max extension is supported */
  97313. blendMinMax: boolean;
  97314. }
  97315. }
  97316. declare module BABYLON {
  97317. /**
  97318. * @hidden
  97319. **/
  97320. export class DepthCullingState {
  97321. private _isDepthTestDirty;
  97322. private _isDepthMaskDirty;
  97323. private _isDepthFuncDirty;
  97324. private _isCullFaceDirty;
  97325. private _isCullDirty;
  97326. private _isZOffsetDirty;
  97327. private _isFrontFaceDirty;
  97328. private _depthTest;
  97329. private _depthMask;
  97330. private _depthFunc;
  97331. private _cull;
  97332. private _cullFace;
  97333. private _zOffset;
  97334. private _frontFace;
  97335. /**
  97336. * Initializes the state.
  97337. */
  97338. constructor();
  97339. readonly isDirty: boolean;
  97340. zOffset: number;
  97341. cullFace: Nullable<number>;
  97342. cull: Nullable<boolean>;
  97343. depthFunc: Nullable<number>;
  97344. depthMask: boolean;
  97345. depthTest: boolean;
  97346. frontFace: Nullable<number>;
  97347. reset(): void;
  97348. apply(gl: WebGLRenderingContext): void;
  97349. }
  97350. }
  97351. declare module BABYLON {
  97352. /**
  97353. * @hidden
  97354. **/
  97355. export class StencilState {
  97356. /** 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 */
  97357. static readonly ALWAYS: number;
  97358. /** Passed to stencilOperation to specify that stencil value must be kept */
  97359. static readonly KEEP: number;
  97360. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97361. static readonly REPLACE: number;
  97362. private _isStencilTestDirty;
  97363. private _isStencilMaskDirty;
  97364. private _isStencilFuncDirty;
  97365. private _isStencilOpDirty;
  97366. private _stencilTest;
  97367. private _stencilMask;
  97368. private _stencilFunc;
  97369. private _stencilFuncRef;
  97370. private _stencilFuncMask;
  97371. private _stencilOpStencilFail;
  97372. private _stencilOpDepthFail;
  97373. private _stencilOpStencilDepthPass;
  97374. readonly isDirty: boolean;
  97375. stencilFunc: number;
  97376. stencilFuncRef: number;
  97377. stencilFuncMask: number;
  97378. stencilOpStencilFail: number;
  97379. stencilOpDepthFail: number;
  97380. stencilOpStencilDepthPass: number;
  97381. stencilMask: number;
  97382. stencilTest: boolean;
  97383. constructor();
  97384. reset(): void;
  97385. apply(gl: WebGLRenderingContext): void;
  97386. }
  97387. }
  97388. declare module BABYLON {
  97389. /**
  97390. * @hidden
  97391. **/
  97392. export class AlphaState {
  97393. private _isAlphaBlendDirty;
  97394. private _isBlendFunctionParametersDirty;
  97395. private _isBlendEquationParametersDirty;
  97396. private _isBlendConstantsDirty;
  97397. private _alphaBlend;
  97398. private _blendFunctionParameters;
  97399. private _blendEquationParameters;
  97400. private _blendConstants;
  97401. /**
  97402. * Initializes the state.
  97403. */
  97404. constructor();
  97405. readonly isDirty: boolean;
  97406. alphaBlend: boolean;
  97407. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97408. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97409. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97410. reset(): void;
  97411. apply(gl: WebGLRenderingContext): void;
  97412. }
  97413. }
  97414. declare module BABYLON {
  97415. /** @hidden */
  97416. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97417. attributeProcessor(attribute: string): string;
  97418. varyingProcessor(varying: string, isFragment: boolean): string;
  97419. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97420. }
  97421. }
  97422. declare module BABYLON {
  97423. /**
  97424. * Interface for attribute information associated with buffer instanciation
  97425. */
  97426. export interface InstancingAttributeInfo {
  97427. /**
  97428. * Index/offset of the attribute in the vertex shader
  97429. */
  97430. index: number;
  97431. /**
  97432. * size of the attribute, 1, 2, 3 or 4
  97433. */
  97434. attributeSize: number;
  97435. /**
  97436. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97437. * default is FLOAT
  97438. */
  97439. attributeType: number;
  97440. /**
  97441. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97442. */
  97443. normalized: boolean;
  97444. /**
  97445. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97446. */
  97447. offset: number;
  97448. /**
  97449. * Name of the GLSL attribute, for debugging purpose only
  97450. */
  97451. attributeName: string;
  97452. }
  97453. }
  97454. declare module BABYLON {
  97455. interface ThinEngine {
  97456. /**
  97457. * Update a video texture
  97458. * @param texture defines the texture to update
  97459. * @param video defines the video element to use
  97460. * @param invertY defines if data must be stored with Y axis inverted
  97461. */
  97462. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97463. }
  97464. }
  97465. declare module BABYLON {
  97466. /**
  97467. * Settings for finer control over video usage
  97468. */
  97469. export interface VideoTextureSettings {
  97470. /**
  97471. * Applies `autoplay` to video, if specified
  97472. */
  97473. autoPlay?: boolean;
  97474. /**
  97475. * Applies `loop` to video, if specified
  97476. */
  97477. loop?: boolean;
  97478. /**
  97479. * Automatically updates internal texture from video at every frame in the render loop
  97480. */
  97481. autoUpdateTexture: boolean;
  97482. /**
  97483. * Image src displayed during the video loading or until the user interacts with the video.
  97484. */
  97485. poster?: string;
  97486. }
  97487. /**
  97488. * If you want to display a video in your scene, this is the special texture for that.
  97489. * This special texture works similar to other textures, with the exception of a few parameters.
  97490. * @see https://doc.babylonjs.com/how_to/video_texture
  97491. */
  97492. export class VideoTexture extends Texture {
  97493. /**
  97494. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97495. */
  97496. readonly autoUpdateTexture: boolean;
  97497. /**
  97498. * The video instance used by the texture internally
  97499. */
  97500. readonly video: HTMLVideoElement;
  97501. private _onUserActionRequestedObservable;
  97502. /**
  97503. * Event triggerd when a dom action is required by the user to play the video.
  97504. * This happens due to recent changes in browser policies preventing video to auto start.
  97505. */
  97506. readonly onUserActionRequestedObservable: Observable<Texture>;
  97507. private _generateMipMaps;
  97508. private _engine;
  97509. private _stillImageCaptured;
  97510. private _displayingPosterTexture;
  97511. private _settings;
  97512. private _createInternalTextureOnEvent;
  97513. private _frameId;
  97514. /**
  97515. * Creates a video texture.
  97516. * If you want to display a video in your scene, this is the special texture for that.
  97517. * This special texture works similar to other textures, with the exception of a few parameters.
  97518. * @see https://doc.babylonjs.com/how_to/video_texture
  97519. * @param name optional name, will detect from video source, if not defined
  97520. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97521. * @param scene is obviously the current scene.
  97522. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97523. * @param invertY is false by default but can be used to invert video on Y axis
  97524. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97525. * @param settings allows finer control over video usage
  97526. */
  97527. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97528. private _getName;
  97529. private _getVideo;
  97530. private _createInternalTexture;
  97531. private reset;
  97532. /**
  97533. * @hidden Internal method to initiate `update`.
  97534. */
  97535. _rebuild(): void;
  97536. /**
  97537. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97538. */
  97539. update(): void;
  97540. /**
  97541. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97542. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97543. */
  97544. updateTexture(isVisible: boolean): void;
  97545. protected _updateInternalTexture: () => void;
  97546. /**
  97547. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97548. * @param url New url.
  97549. */
  97550. updateURL(url: string): void;
  97551. /**
  97552. * Dispose the texture and release its associated resources.
  97553. */
  97554. dispose(): void;
  97555. /**
  97556. * Creates a video texture straight from a stream.
  97557. * @param scene Define the scene the texture should be created in
  97558. * @param stream Define the stream the texture should be created from
  97559. * @returns The created video texture as a promise
  97560. */
  97561. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97562. /**
  97563. * Creates a video texture straight from your WebCam video feed.
  97564. * @param scene Define the scene the texture should be created in
  97565. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97566. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97567. * @returns The created video texture as a promise
  97568. */
  97569. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97570. minWidth: number;
  97571. maxWidth: number;
  97572. minHeight: number;
  97573. maxHeight: number;
  97574. deviceId: string;
  97575. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97576. /**
  97577. * Creates a video texture straight from your WebCam video feed.
  97578. * @param scene Define the scene the texture should be created in
  97579. * @param onReady Define a callback to triggered once the texture will be ready
  97580. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97581. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97582. */
  97583. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97584. minWidth: number;
  97585. maxWidth: number;
  97586. minHeight: number;
  97587. maxHeight: number;
  97588. deviceId: string;
  97589. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97590. }
  97591. }
  97592. declare module BABYLON {
  97593. /**
  97594. * Defines the interface used by objects working like Scene
  97595. * @hidden
  97596. */
  97597. interface ISceneLike {
  97598. _addPendingData(data: any): void;
  97599. _removePendingData(data: any): void;
  97600. offlineProvider: IOfflineProvider;
  97601. }
  97602. /** Interface defining initialization parameters for Engine class */
  97603. export interface EngineOptions extends WebGLContextAttributes {
  97604. /**
  97605. * Defines if the engine should no exceed a specified device ratio
  97606. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97607. */
  97608. limitDeviceRatio?: number;
  97609. /**
  97610. * Defines if webvr should be enabled automatically
  97611. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97612. */
  97613. autoEnableWebVR?: boolean;
  97614. /**
  97615. * Defines if webgl2 should be turned off even if supported
  97616. * @see http://doc.babylonjs.com/features/webgl2
  97617. */
  97618. disableWebGL2Support?: boolean;
  97619. /**
  97620. * Defines if webaudio should be initialized as well
  97621. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97622. */
  97623. audioEngine?: boolean;
  97624. /**
  97625. * Defines if animations should run using a deterministic lock step
  97626. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97627. */
  97628. deterministicLockstep?: boolean;
  97629. /** Defines the maximum steps to use with deterministic lock step mode */
  97630. lockstepMaxSteps?: number;
  97631. /**
  97632. * Defines that engine should ignore context lost events
  97633. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97634. */
  97635. doNotHandleContextLost?: boolean;
  97636. /**
  97637. * Defines that engine should ignore modifying touch action attribute and style
  97638. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97639. */
  97640. doNotHandleTouchAction?: boolean;
  97641. /**
  97642. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97643. */
  97644. useHighPrecisionFloats?: boolean;
  97645. }
  97646. /**
  97647. * The base engine class (root of all engines)
  97648. */
  97649. export class ThinEngine {
  97650. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97651. static ExceptionList: ({
  97652. key: string;
  97653. capture: string;
  97654. captureConstraint: number;
  97655. targets: string[];
  97656. } | {
  97657. key: string;
  97658. capture: null;
  97659. captureConstraint: null;
  97660. targets: string[];
  97661. })[];
  97662. /** @hidden */
  97663. static _TextureLoaders: IInternalTextureLoader[];
  97664. /**
  97665. * Returns the current npm package of the sdk
  97666. */
  97667. static readonly NpmPackage: string;
  97668. /**
  97669. * Returns the current version of the framework
  97670. */
  97671. static readonly Version: string;
  97672. /**
  97673. * Returns a string describing the current engine
  97674. */
  97675. readonly description: string;
  97676. /**
  97677. * Gets or sets the epsilon value used by collision engine
  97678. */
  97679. static CollisionsEpsilon: number;
  97680. /**
  97681. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97682. */
  97683. static ShadersRepository: string;
  97684. /** @hidden */
  97685. _shaderProcessor: IShaderProcessor;
  97686. /**
  97687. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97688. */
  97689. forcePOTTextures: boolean;
  97690. /**
  97691. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97692. */
  97693. isFullscreen: boolean;
  97694. /**
  97695. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97696. */
  97697. cullBackFaces: boolean;
  97698. /**
  97699. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97700. */
  97701. renderEvenInBackground: boolean;
  97702. /**
  97703. * Gets or sets a boolean indicating that cache can be kept between frames
  97704. */
  97705. preventCacheWipeBetweenFrames: boolean;
  97706. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97707. validateShaderPrograms: boolean;
  97708. /**
  97709. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97710. */
  97711. disableUniformBuffers: boolean;
  97712. /** @hidden */
  97713. _uniformBuffers: UniformBuffer[];
  97714. /**
  97715. * Gets a boolean indicating that the engine supports uniform buffers
  97716. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97717. */
  97718. readonly supportsUniformBuffers: boolean;
  97719. /** @hidden */
  97720. _gl: WebGLRenderingContext;
  97721. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97722. protected _windowIsBackground: boolean;
  97723. protected _webGLVersion: number;
  97724. protected _creationOptions: EngineOptions;
  97725. protected _highPrecisionShadersAllowed: boolean;
  97726. /** @hidden */
  97727. readonly _shouldUseHighPrecisionShader: boolean;
  97728. /**
  97729. * Gets a boolean indicating that only power of 2 textures are supported
  97730. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97731. */
  97732. readonly needPOTTextures: boolean;
  97733. /** @hidden */
  97734. _badOS: boolean;
  97735. /** @hidden */
  97736. _badDesktopOS: boolean;
  97737. private _hardwareScalingLevel;
  97738. /** @hidden */
  97739. _caps: EngineCapabilities;
  97740. private _isStencilEnable;
  97741. protected _colorWrite: boolean;
  97742. private _glVersion;
  97743. private _glRenderer;
  97744. private _glVendor;
  97745. /** @hidden */
  97746. _videoTextureSupported: boolean;
  97747. protected _renderingQueueLaunched: boolean;
  97748. protected _activeRenderLoops: (() => void)[];
  97749. /**
  97750. * Observable signaled when a context lost event is raised
  97751. */
  97752. onContextLostObservable: Observable<ThinEngine>;
  97753. /**
  97754. * Observable signaled when a context restored event is raised
  97755. */
  97756. onContextRestoredObservable: Observable<ThinEngine>;
  97757. private _onContextLost;
  97758. private _onContextRestored;
  97759. protected _contextWasLost: boolean;
  97760. /** @hidden */
  97761. _doNotHandleContextLost: boolean;
  97762. /**
  97763. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97764. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97765. */
  97766. doNotHandleContextLost: boolean;
  97767. /**
  97768. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97769. */
  97770. disableVertexArrayObjects: boolean;
  97771. /** @hidden */
  97772. protected _depthCullingState: DepthCullingState;
  97773. /** @hidden */
  97774. protected _stencilState: StencilState;
  97775. /** @hidden */
  97776. protected _alphaState: AlphaState;
  97777. /** @hidden */
  97778. _internalTexturesCache: InternalTexture[];
  97779. /** @hidden */
  97780. protected _activeChannel: number;
  97781. private _currentTextureChannel;
  97782. /** @hidden */
  97783. protected _boundTexturesCache: {
  97784. [key: string]: Nullable<InternalTexture>;
  97785. };
  97786. /** @hidden */
  97787. protected _currentEffect: Nullable<Effect>;
  97788. /** @hidden */
  97789. protected _currentProgram: Nullable<WebGLProgram>;
  97790. private _compiledEffects;
  97791. private _vertexAttribArraysEnabled;
  97792. /** @hidden */
  97793. protected _cachedViewport: Nullable<IViewportLike>;
  97794. private _cachedVertexArrayObject;
  97795. /** @hidden */
  97796. protected _cachedVertexBuffers: any;
  97797. /** @hidden */
  97798. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97799. /** @hidden */
  97800. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97801. /** @hidden */
  97802. _currentRenderTarget: Nullable<InternalTexture>;
  97803. private _uintIndicesCurrentlySet;
  97804. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97805. /** @hidden */
  97806. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97807. private _currentBufferPointers;
  97808. private _currentInstanceLocations;
  97809. private _currentInstanceBuffers;
  97810. private _textureUnits;
  97811. /** @hidden */
  97812. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97813. /** @hidden */
  97814. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97815. /** @hidden */
  97816. _boundRenderFunction: any;
  97817. private _vaoRecordInProgress;
  97818. private _mustWipeVertexAttributes;
  97819. private _emptyTexture;
  97820. private _emptyCubeTexture;
  97821. private _emptyTexture3D;
  97822. private _emptyTexture2DArray;
  97823. /** @hidden */
  97824. _frameHandler: number;
  97825. private _nextFreeTextureSlots;
  97826. private _maxSimultaneousTextures;
  97827. private _activeRequests;
  97828. protected _texturesSupported: string[];
  97829. /** @hidden */
  97830. _textureFormatInUse: Nullable<string>;
  97831. protected readonly _supportsHardwareTextureRescaling: boolean;
  97832. /**
  97833. * Gets the list of texture formats supported
  97834. */
  97835. readonly texturesSupported: Array<string>;
  97836. /**
  97837. * Gets the list of texture formats in use
  97838. */
  97839. readonly textureFormatInUse: Nullable<string>;
  97840. /**
  97841. * Gets the current viewport
  97842. */
  97843. readonly currentViewport: Nullable<IViewportLike>;
  97844. /**
  97845. * Gets the default empty texture
  97846. */
  97847. readonly emptyTexture: InternalTexture;
  97848. /**
  97849. * Gets the default empty 3D texture
  97850. */
  97851. readonly emptyTexture3D: InternalTexture;
  97852. /**
  97853. * Gets the default empty 2D array texture
  97854. */
  97855. readonly emptyTexture2DArray: InternalTexture;
  97856. /**
  97857. * Gets the default empty cube texture
  97858. */
  97859. readonly emptyCubeTexture: InternalTexture;
  97860. /**
  97861. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97862. */
  97863. readonly premultipliedAlpha: boolean;
  97864. /**
  97865. * Observable event triggered before each texture is initialized
  97866. */
  97867. onBeforeTextureInitObservable: Observable<Texture>;
  97868. /**
  97869. * Creates a new engine
  97870. * @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
  97871. * @param antialias defines enable antialiasing (default: false)
  97872. * @param options defines further options to be sent to the getContext() function
  97873. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97874. */
  97875. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97876. private _rebuildInternalTextures;
  97877. private _rebuildEffects;
  97878. /**
  97879. * Gets a boolean indicating if all created effects are ready
  97880. * @returns true if all effects are ready
  97881. */
  97882. areAllEffectsReady(): boolean;
  97883. protected _rebuildBuffers(): void;
  97884. private _initGLContext;
  97885. /**
  97886. * Gets version of the current webGL context
  97887. */
  97888. readonly webGLVersion: number;
  97889. /**
  97890. * Gets a string idenfifying the name of the class
  97891. * @returns "Engine" string
  97892. */
  97893. getClassName(): string;
  97894. /**
  97895. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97896. */
  97897. readonly isStencilEnable: boolean;
  97898. /** @hidden */
  97899. _prepareWorkingCanvas(): void;
  97900. /**
  97901. * Reset the texture cache to empty state
  97902. */
  97903. resetTextureCache(): void;
  97904. /**
  97905. * Gets an object containing information about the current webGL context
  97906. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97907. */
  97908. getGlInfo(): {
  97909. vendor: string;
  97910. renderer: string;
  97911. version: string;
  97912. };
  97913. /**
  97914. * Defines the hardware scaling level.
  97915. * By default the hardware scaling level is computed from the window device ratio.
  97916. * 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.
  97917. * @param level defines the level to use
  97918. */
  97919. setHardwareScalingLevel(level: number): void;
  97920. /**
  97921. * Gets the current hardware scaling level.
  97922. * By default the hardware scaling level is computed from the window device ratio.
  97923. * 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.
  97924. * @returns a number indicating the current hardware scaling level
  97925. */
  97926. getHardwareScalingLevel(): number;
  97927. /**
  97928. * Gets the list of loaded textures
  97929. * @returns an array containing all loaded textures
  97930. */
  97931. getLoadedTexturesCache(): InternalTexture[];
  97932. /**
  97933. * Gets the object containing all engine capabilities
  97934. * @returns the EngineCapabilities object
  97935. */
  97936. getCaps(): EngineCapabilities;
  97937. /**
  97938. * stop executing a render loop function and remove it from the execution array
  97939. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97940. */
  97941. stopRenderLoop(renderFunction?: () => void): void;
  97942. /** @hidden */
  97943. _renderLoop(): void;
  97944. /**
  97945. * Gets the HTML canvas attached with the current webGL context
  97946. * @returns a HTML canvas
  97947. */
  97948. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97949. /**
  97950. * Gets host window
  97951. * @returns the host window object
  97952. */
  97953. getHostWindow(): Nullable<Window>;
  97954. /**
  97955. * Gets the current render width
  97956. * @param useScreen defines if screen size must be used (or the current render target if any)
  97957. * @returns a number defining the current render width
  97958. */
  97959. getRenderWidth(useScreen?: boolean): number;
  97960. /**
  97961. * Gets the current render height
  97962. * @param useScreen defines if screen size must be used (or the current render target if any)
  97963. * @returns a number defining the current render height
  97964. */
  97965. getRenderHeight(useScreen?: boolean): number;
  97966. /**
  97967. * Can be used to override the current requestAnimationFrame requester.
  97968. * @hidden
  97969. */
  97970. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97971. /**
  97972. * Register and execute a render loop. The engine can have more than one render function
  97973. * @param renderFunction defines the function to continuously execute
  97974. */
  97975. runRenderLoop(renderFunction: () => void): void;
  97976. /**
  97977. * Clear the current render buffer or the current render target (if any is set up)
  97978. * @param color defines the color to use
  97979. * @param backBuffer defines if the back buffer must be cleared
  97980. * @param depth defines if the depth buffer must be cleared
  97981. * @param stencil defines if the stencil buffer must be cleared
  97982. */
  97983. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97984. private _viewportCached;
  97985. /** @hidden */
  97986. _viewport(x: number, y: number, width: number, height: number): void;
  97987. /**
  97988. * Set the WebGL's viewport
  97989. * @param viewport defines the viewport element to be used
  97990. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97991. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97992. */
  97993. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97994. /**
  97995. * Begin a new frame
  97996. */
  97997. beginFrame(): void;
  97998. /**
  97999. * Enf the current frame
  98000. */
  98001. endFrame(): void;
  98002. /**
  98003. * Resize the view according to the canvas' size
  98004. */
  98005. resize(): void;
  98006. /**
  98007. * Force a specific size of the canvas
  98008. * @param width defines the new canvas' width
  98009. * @param height defines the new canvas' height
  98010. */
  98011. setSize(width: number, height: number): void;
  98012. /**
  98013. * Binds the frame buffer to the specified texture.
  98014. * @param texture The texture to render to or null for the default canvas
  98015. * @param faceIndex The face of the texture to render to in case of cube texture
  98016. * @param requiredWidth The width of the target to render to
  98017. * @param requiredHeight The height of the target to render to
  98018. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  98019. * @param depthStencilTexture The depth stencil texture to use to render
  98020. * @param lodLevel defines le lod level to bind to the frame buffer
  98021. */
  98022. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  98023. /** @hidden */
  98024. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  98025. /**
  98026. * Unbind the current render target texture from the webGL context
  98027. * @param texture defines the render target texture to unbind
  98028. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  98029. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  98030. */
  98031. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  98032. /**
  98033. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  98034. */
  98035. flushFramebuffer(): void;
  98036. /**
  98037. * Unbind the current render target and bind the default framebuffer
  98038. */
  98039. restoreDefaultFramebuffer(): void;
  98040. /** @hidden */
  98041. protected _resetVertexBufferBinding(): void;
  98042. /**
  98043. * Creates a vertex buffer
  98044. * @param data the data for the vertex buffer
  98045. * @returns the new WebGL static buffer
  98046. */
  98047. createVertexBuffer(data: DataArray): DataBuffer;
  98048. private _createVertexBuffer;
  98049. /**
  98050. * Creates a dynamic vertex buffer
  98051. * @param data the data for the dynamic vertex buffer
  98052. * @returns the new WebGL dynamic buffer
  98053. */
  98054. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  98055. protected _resetIndexBufferBinding(): void;
  98056. /**
  98057. * Creates a new index buffer
  98058. * @param indices defines the content of the index buffer
  98059. * @param updatable defines if the index buffer must be updatable
  98060. * @returns a new webGL buffer
  98061. */
  98062. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  98063. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  98064. /**
  98065. * Bind a webGL buffer to the webGL context
  98066. * @param buffer defines the buffer to bind
  98067. */
  98068. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  98069. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  98070. private bindBuffer;
  98071. /**
  98072. * update the bound buffer with the given data
  98073. * @param data defines the data to update
  98074. */
  98075. updateArrayBuffer(data: Float32Array): void;
  98076. private _vertexAttribPointer;
  98077. private _bindIndexBufferWithCache;
  98078. private _bindVertexBuffersAttributes;
  98079. /**
  98080. * Records a vertex array object
  98081. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98082. * @param vertexBuffers defines the list of vertex buffers to store
  98083. * @param indexBuffer defines the index buffer to store
  98084. * @param effect defines the effect to store
  98085. * @returns the new vertex array object
  98086. */
  98087. recordVertexArrayObject(vertexBuffers: {
  98088. [key: string]: VertexBuffer;
  98089. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  98090. /**
  98091. * Bind a specific vertex array object
  98092. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  98093. * @param vertexArrayObject defines the vertex array object to bind
  98094. * @param indexBuffer defines the index buffer to bind
  98095. */
  98096. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  98097. /**
  98098. * Bind webGl buffers directly to the webGL context
  98099. * @param vertexBuffer defines the vertex buffer to bind
  98100. * @param indexBuffer defines the index buffer to bind
  98101. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  98102. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  98103. * @param effect defines the effect associated with the vertex buffer
  98104. */
  98105. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  98106. private _unbindVertexArrayObject;
  98107. /**
  98108. * Bind a list of vertex buffers to the webGL context
  98109. * @param vertexBuffers defines the list of vertex buffers to bind
  98110. * @param indexBuffer defines the index buffer to bind
  98111. * @param effect defines the effect associated with the vertex buffers
  98112. */
  98113. bindBuffers(vertexBuffers: {
  98114. [key: string]: Nullable<VertexBuffer>;
  98115. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  98116. /**
  98117. * Unbind all instance attributes
  98118. */
  98119. unbindInstanceAttributes(): void;
  98120. /**
  98121. * Release and free the memory of a vertex array object
  98122. * @param vao defines the vertex array object to delete
  98123. */
  98124. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  98125. /** @hidden */
  98126. _releaseBuffer(buffer: DataBuffer): boolean;
  98127. protected _deleteBuffer(buffer: DataBuffer): void;
  98128. /**
  98129. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  98130. * @param instancesBuffer defines the webGL buffer to update and bind
  98131. * @param data defines the data to store in the buffer
  98132. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  98133. */
  98134. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  98135. /**
  98136. * Apply all cached states (depth, culling, stencil and alpha)
  98137. */
  98138. applyStates(): void;
  98139. /**
  98140. * Send a draw order
  98141. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98142. * @param indexStart defines the starting index
  98143. * @param indexCount defines the number of index to draw
  98144. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98145. */
  98146. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  98147. /**
  98148. * Draw a list of points
  98149. * @param verticesStart defines the index of first vertex to draw
  98150. * @param verticesCount defines the count of vertices to draw
  98151. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98152. */
  98153. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98154. /**
  98155. * Draw a list of unindexed primitives
  98156. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  98157. * @param verticesStart defines the index of first vertex to draw
  98158. * @param verticesCount defines the count of vertices to draw
  98159. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98160. */
  98161. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98162. /**
  98163. * Draw a list of indexed primitives
  98164. * @param fillMode defines the primitive to use
  98165. * @param indexStart defines the starting index
  98166. * @param indexCount defines the number of index to draw
  98167. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98168. */
  98169. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  98170. /**
  98171. * Draw a list of unindexed primitives
  98172. * @param fillMode defines the primitive to use
  98173. * @param verticesStart defines the index of first vertex to draw
  98174. * @param verticesCount defines the count of vertices to draw
  98175. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  98176. */
  98177. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  98178. private _drawMode;
  98179. /** @hidden */
  98180. protected _reportDrawCall(): void;
  98181. /** @hidden */
  98182. _releaseEffect(effect: Effect): void;
  98183. /** @hidden */
  98184. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  98185. /**
  98186. * Create a new effect (used to store vertex/fragment shaders)
  98187. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  98188. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  98189. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  98190. * @param samplers defines an array of string used to represent textures
  98191. * @param defines defines the string containing the defines to use to compile the shaders
  98192. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  98193. * @param onCompiled defines a function to call when the effect creation is successful
  98194. * @param onError defines a function to call when the effect creation has failed
  98195. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  98196. * @returns the new Effect
  98197. */
  98198. 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;
  98199. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  98200. private _compileShader;
  98201. private _compileRawShader;
  98202. /**
  98203. * Directly creates a webGL program
  98204. * @param pipelineContext defines the pipeline context to attach to
  98205. * @param vertexCode defines the vertex shader code to use
  98206. * @param fragmentCode defines the fragment shader code to use
  98207. * @param context defines the webGL context to use (if not set, the current one will be used)
  98208. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98209. * @returns the new webGL program
  98210. */
  98211. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98212. /**
  98213. * Creates a webGL program
  98214. * @param pipelineContext defines the pipeline context to attach to
  98215. * @param vertexCode defines the vertex shader code to use
  98216. * @param fragmentCode defines the fragment shader code to use
  98217. * @param defines defines the string containing the defines to use to compile the shaders
  98218. * @param context defines the webGL context to use (if not set, the current one will be used)
  98219. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  98220. * @returns the new webGL program
  98221. */
  98222. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98223. /**
  98224. * Creates a new pipeline context
  98225. * @returns the new pipeline
  98226. */
  98227. createPipelineContext(): IPipelineContext;
  98228. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  98229. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  98230. /** @hidden */
  98231. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  98232. /** @hidden */
  98233. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  98234. /** @hidden */
  98235. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  98236. /**
  98237. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  98238. * @param pipelineContext defines the pipeline context to use
  98239. * @param uniformsNames defines the list of uniform names
  98240. * @returns an array of webGL uniform locations
  98241. */
  98242. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  98243. /**
  98244. * Gets the lsit of active attributes for a given webGL program
  98245. * @param pipelineContext defines the pipeline context to use
  98246. * @param attributesNames defines the list of attribute names to get
  98247. * @returns an array of indices indicating the offset of each attribute
  98248. */
  98249. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  98250. /**
  98251. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  98252. * @param effect defines the effect to activate
  98253. */
  98254. enableEffect(effect: Nullable<Effect>): void;
  98255. /**
  98256. * Set the value of an uniform to a number (int)
  98257. * @param uniform defines the webGL uniform location where to store the value
  98258. * @param value defines the int number to store
  98259. */
  98260. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98261. /**
  98262. * Set the value of an uniform to an array of int32
  98263. * @param uniform defines the webGL uniform location where to store the value
  98264. * @param array defines the array of int32 to store
  98265. */
  98266. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98267. /**
  98268. * Set the value of an uniform to an array of int32 (stored as vec2)
  98269. * @param uniform defines the webGL uniform location where to store the value
  98270. * @param array defines the array of int32 to store
  98271. */
  98272. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98273. /**
  98274. * Set the value of an uniform to an array of int32 (stored as vec3)
  98275. * @param uniform defines the webGL uniform location where to store the value
  98276. * @param array defines the array of int32 to store
  98277. */
  98278. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98279. /**
  98280. * Set the value of an uniform to an array of int32 (stored as vec4)
  98281. * @param uniform defines the webGL uniform location where to store the value
  98282. * @param array defines the array of int32 to store
  98283. */
  98284. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  98285. /**
  98286. * Set the value of an uniform to an array of number
  98287. * @param uniform defines the webGL uniform location where to store the value
  98288. * @param array defines the array of number to store
  98289. */
  98290. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98291. /**
  98292. * Set the value of an uniform to an array of number (stored as vec2)
  98293. * @param uniform defines the webGL uniform location where to store the value
  98294. * @param array defines the array of number to store
  98295. */
  98296. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98297. /**
  98298. * Set the value of an uniform to an array of number (stored as vec3)
  98299. * @param uniform defines the webGL uniform location where to store the value
  98300. * @param array defines the array of number to store
  98301. */
  98302. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98303. /**
  98304. * Set the value of an uniform to an array of number (stored as vec4)
  98305. * @param uniform defines the webGL uniform location where to store the value
  98306. * @param array defines the array of number to store
  98307. */
  98308. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  98309. /**
  98310. * Set the value of an uniform to an array of float32 (stored as matrices)
  98311. * @param uniform defines the webGL uniform location where to store the value
  98312. * @param matrices defines the array of float32 to store
  98313. */
  98314. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  98315. /**
  98316. * Set the value of an uniform to a matrix (3x3)
  98317. * @param uniform defines the webGL uniform location where to store the value
  98318. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  98319. */
  98320. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98321. /**
  98322. * Set the value of an uniform to a matrix (2x2)
  98323. * @param uniform defines the webGL uniform location where to store the value
  98324. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  98325. */
  98326. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  98327. /**
  98328. * Set the value of an uniform to a number (float)
  98329. * @param uniform defines the webGL uniform location where to store the value
  98330. * @param value defines the float number to store
  98331. */
  98332. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98333. /**
  98334. * Set the value of an uniform to a vec2
  98335. * @param uniform defines the webGL uniform location where to store the value
  98336. * @param x defines the 1st component of the value
  98337. * @param y defines the 2nd component of the value
  98338. */
  98339. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98340. /**
  98341. * Set the value of an uniform to a vec3
  98342. * @param uniform defines the webGL uniform location where to store the value
  98343. * @param x defines the 1st component of the value
  98344. * @param y defines the 2nd component of the value
  98345. * @param z defines the 3rd component of the value
  98346. */
  98347. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98348. /**
  98349. * Set the value of an uniform to a vec4
  98350. * @param uniform defines the webGL uniform location where to store the value
  98351. * @param x defines the 1st component of the value
  98352. * @param y defines the 2nd component of the value
  98353. * @param z defines the 3rd component of the value
  98354. * @param w defines the 4th component of the value
  98355. */
  98356. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98357. /**
  98358. * Gets the depth culling state manager
  98359. */
  98360. readonly depthCullingState: DepthCullingState;
  98361. /**
  98362. * Gets the alpha state manager
  98363. */
  98364. readonly alphaState: AlphaState;
  98365. /**
  98366. * Gets the stencil state manager
  98367. */
  98368. readonly stencilState: StencilState;
  98369. /**
  98370. * Clears the list of texture accessible through engine.
  98371. * This can help preventing texture load conflict due to name collision.
  98372. */
  98373. clearInternalTexturesCache(): void;
  98374. /**
  98375. * Force the entire cache to be cleared
  98376. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98377. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98378. */
  98379. wipeCaches(bruteForce?: boolean): void;
  98380. /** @hidden */
  98381. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98382. min: number;
  98383. mag: number;
  98384. };
  98385. /** @hidden */
  98386. _createTexture(): WebGLTexture;
  98387. /**
  98388. * Usually called from Texture.ts.
  98389. * Passed information to create a WebGLTexture
  98390. * @param urlArg defines a value which contains one of the following:
  98391. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98392. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98393. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98394. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98395. * @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)
  98396. * @param scene needed for loading to the correct scene
  98397. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98398. * @param onLoad optional callback to be called upon successful completion
  98399. * @param onError optional callback to be called upon failure
  98400. * @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
  98401. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98402. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98403. * @param forcedExtension defines the extension to use to pick the right loader
  98404. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98405. * @param mimeType defines an optional mime type
  98406. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98407. */
  98408. 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;
  98409. /**
  98410. * @hidden
  98411. */
  98412. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98413. /**
  98414. * Creates a raw texture
  98415. * @param data defines the data to store in the texture
  98416. * @param width defines the width of the texture
  98417. * @param height defines the height of the texture
  98418. * @param format defines the format of the data
  98419. * @param generateMipMaps defines if the engine should generate the mip levels
  98420. * @param invertY defines if data must be stored with Y axis inverted
  98421. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98422. * @param compression defines the compression used (null by default)
  98423. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98424. * @returns the raw texture inside an InternalTexture
  98425. */
  98426. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98427. /**
  98428. * Creates a new raw cube texture
  98429. * @param data defines the array of data to use to create each face
  98430. * @param size defines the size of the textures
  98431. * @param format defines the format of the data
  98432. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98433. * @param generateMipMaps defines if the engine should generate the mip levels
  98434. * @param invertY defines if data must be stored with Y axis inverted
  98435. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98436. * @param compression defines the compression used (null by default)
  98437. * @returns the cube texture as an InternalTexture
  98438. */
  98439. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98440. /**
  98441. * Creates a new raw 3D texture
  98442. * @param data defines the data used to create the texture
  98443. * @param width defines the width of the texture
  98444. * @param height defines the height of the texture
  98445. * @param depth defines the depth of the texture
  98446. * @param format defines the format of the texture
  98447. * @param generateMipMaps defines if the engine must generate mip levels
  98448. * @param invertY defines if data must be stored with Y axis inverted
  98449. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98450. * @param compression defines the compressed used (can be null)
  98451. * @param textureType defines the compressed used (can be null)
  98452. * @returns a new raw 3D texture (stored in an InternalTexture)
  98453. */
  98454. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98455. /**
  98456. * Creates a new raw 2D array texture
  98457. * @param data defines the data used to create the texture
  98458. * @param width defines the width of the texture
  98459. * @param height defines the height of the texture
  98460. * @param depth defines the number of layers of the texture
  98461. * @param format defines the format of the texture
  98462. * @param generateMipMaps defines if the engine must generate mip levels
  98463. * @param invertY defines if data must be stored with Y axis inverted
  98464. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98465. * @param compression defines the compressed used (can be null)
  98466. * @param textureType defines the compressed used (can be null)
  98467. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98468. */
  98469. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98470. private _unpackFlipYCached;
  98471. /**
  98472. * In case you are sharing the context with other applications, it might
  98473. * be interested to not cache the unpack flip y state to ensure a consistent
  98474. * value would be set.
  98475. */
  98476. enableUnpackFlipYCached: boolean;
  98477. /** @hidden */
  98478. _unpackFlipY(value: boolean): void;
  98479. /** @hidden */
  98480. _getUnpackAlignement(): number;
  98481. /**
  98482. * Update the sampling mode of a given texture
  98483. * @param samplingMode defines the required sampling mode
  98484. * @param texture defines the texture to update
  98485. */
  98486. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98487. /** @hidden */
  98488. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98489. width: number;
  98490. height: number;
  98491. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98492. /** @hidden */
  98493. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98494. /** @hidden */
  98495. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98496. /** @hidden */
  98497. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98498. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98499. private _prepareWebGLTexture;
  98500. /** @hidden */
  98501. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98502. /** @hidden */
  98503. _releaseFramebufferObjects(texture: InternalTexture): void;
  98504. /** @hidden */
  98505. _releaseTexture(texture: InternalTexture): void;
  98506. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98507. protected _setProgram(program: WebGLProgram): void;
  98508. protected _boundUniforms: {
  98509. [key: number]: WebGLUniformLocation;
  98510. };
  98511. /**
  98512. * Binds an effect to the webGL context
  98513. * @param effect defines the effect to bind
  98514. */
  98515. bindSamplers(effect: Effect): void;
  98516. private _activateCurrentTexture;
  98517. /** @hidden */
  98518. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98519. /** @hidden */
  98520. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98521. /**
  98522. * Unbind all textures from the webGL context
  98523. */
  98524. unbindAllTextures(): void;
  98525. /**
  98526. * Sets a texture to the according uniform.
  98527. * @param channel The texture channel
  98528. * @param uniform The uniform to set
  98529. * @param texture The texture to apply
  98530. */
  98531. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98532. private _bindSamplerUniformToChannel;
  98533. private _getTextureWrapMode;
  98534. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98535. /**
  98536. * Sets an array of texture to the webGL context
  98537. * @param channel defines the channel where the texture array must be set
  98538. * @param uniform defines the associated uniform location
  98539. * @param textures defines the array of textures to bind
  98540. */
  98541. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98542. /** @hidden */
  98543. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98544. private _setTextureParameterFloat;
  98545. private _setTextureParameterInteger;
  98546. /**
  98547. * Unbind all vertex attributes from the webGL context
  98548. */
  98549. unbindAllAttributes(): void;
  98550. /**
  98551. * 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
  98552. */
  98553. releaseEffects(): void;
  98554. /**
  98555. * Dispose and release all associated resources
  98556. */
  98557. dispose(): void;
  98558. /**
  98559. * Attach a new callback raised when context lost event is fired
  98560. * @param callback defines the callback to call
  98561. */
  98562. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98563. /**
  98564. * Attach a new callback raised when context restored event is fired
  98565. * @param callback defines the callback to call
  98566. */
  98567. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98568. /**
  98569. * Get the current error code of the webGL context
  98570. * @returns the error code
  98571. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98572. */
  98573. getError(): number;
  98574. private _canRenderToFloatFramebuffer;
  98575. private _canRenderToHalfFloatFramebuffer;
  98576. private _canRenderToFramebuffer;
  98577. /** @hidden */
  98578. _getWebGLTextureType(type: number): number;
  98579. /** @hidden */
  98580. _getInternalFormat(format: number): number;
  98581. /** @hidden */
  98582. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98583. /** @hidden */
  98584. _getRGBAMultiSampleBufferFormat(type: number): number;
  98585. /** @hidden */
  98586. _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;
  98587. /**
  98588. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98589. * @returns true if the engine can be created
  98590. * @ignorenaming
  98591. */
  98592. static isSupported(): boolean;
  98593. /**
  98594. * Find the next highest power of two.
  98595. * @param x Number to start search from.
  98596. * @return Next highest power of two.
  98597. */
  98598. static CeilingPOT(x: number): number;
  98599. /**
  98600. * Find the next lowest power of two.
  98601. * @param x Number to start search from.
  98602. * @return Next lowest power of two.
  98603. */
  98604. static FloorPOT(x: number): number;
  98605. /**
  98606. * Find the nearest power of two.
  98607. * @param x Number to start search from.
  98608. * @return Next nearest power of two.
  98609. */
  98610. static NearestPOT(x: number): number;
  98611. /**
  98612. * Get the closest exponent of two
  98613. * @param value defines the value to approximate
  98614. * @param max defines the maximum value to return
  98615. * @param mode defines how to define the closest value
  98616. * @returns closest exponent of two of the given value
  98617. */
  98618. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98619. /**
  98620. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98621. * @param func - the function to be called
  98622. * @param requester - the object that will request the next frame. Falls back to window.
  98623. * @returns frame number
  98624. */
  98625. static QueueNewFrame(func: () => void, requester?: any): number;
  98626. }
  98627. }
  98628. declare module BABYLON {
  98629. /**
  98630. * Class representing spherical harmonics coefficients to the 3rd degree
  98631. */
  98632. export class SphericalHarmonics {
  98633. /**
  98634. * Defines whether or not the harmonics have been prescaled for rendering.
  98635. */
  98636. preScaled: boolean;
  98637. /**
  98638. * The l0,0 coefficients of the spherical harmonics
  98639. */
  98640. l00: Vector3;
  98641. /**
  98642. * The l1,-1 coefficients of the spherical harmonics
  98643. */
  98644. l1_1: Vector3;
  98645. /**
  98646. * The l1,0 coefficients of the spherical harmonics
  98647. */
  98648. l10: Vector3;
  98649. /**
  98650. * The l1,1 coefficients of the spherical harmonics
  98651. */
  98652. l11: Vector3;
  98653. /**
  98654. * The l2,-2 coefficients of the spherical harmonics
  98655. */
  98656. l2_2: Vector3;
  98657. /**
  98658. * The l2,-1 coefficients of the spherical harmonics
  98659. */
  98660. l2_1: Vector3;
  98661. /**
  98662. * The l2,0 coefficients of the spherical harmonics
  98663. */
  98664. l20: Vector3;
  98665. /**
  98666. * The l2,1 coefficients of the spherical harmonics
  98667. */
  98668. l21: Vector3;
  98669. /**
  98670. * The l2,2 coefficients of the spherical harmonics
  98671. */
  98672. l22: Vector3;
  98673. /**
  98674. * Adds a light to the spherical harmonics
  98675. * @param direction the direction of the light
  98676. * @param color the color of the light
  98677. * @param deltaSolidAngle the delta solid angle of the light
  98678. */
  98679. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98680. /**
  98681. * Scales the spherical harmonics by the given amount
  98682. * @param scale the amount to scale
  98683. */
  98684. scaleInPlace(scale: number): void;
  98685. /**
  98686. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98687. *
  98688. * ```
  98689. * E_lm = A_l * L_lm
  98690. * ```
  98691. *
  98692. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98693. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98694. * the scaling factors are given in equation 9.
  98695. */
  98696. convertIncidentRadianceToIrradiance(): void;
  98697. /**
  98698. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98699. *
  98700. * ```
  98701. * L = (1/pi) * E * rho
  98702. * ```
  98703. *
  98704. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98705. */
  98706. convertIrradianceToLambertianRadiance(): void;
  98707. /**
  98708. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98709. * required operations at run time.
  98710. *
  98711. * This is simply done by scaling back the SH with Ylm constants parameter.
  98712. * The trigonometric part being applied by the shader at run time.
  98713. */
  98714. preScaleForRendering(): void;
  98715. /**
  98716. * Constructs a spherical harmonics from an array.
  98717. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98718. * @returns the spherical harmonics
  98719. */
  98720. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98721. /**
  98722. * Gets the spherical harmonics from polynomial
  98723. * @param polynomial the spherical polynomial
  98724. * @returns the spherical harmonics
  98725. */
  98726. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98727. }
  98728. /**
  98729. * Class representing spherical polynomial coefficients to the 3rd degree
  98730. */
  98731. export class SphericalPolynomial {
  98732. private _harmonics;
  98733. /**
  98734. * The spherical harmonics used to create the polynomials.
  98735. */
  98736. readonly preScaledHarmonics: SphericalHarmonics;
  98737. /**
  98738. * The x coefficients of the spherical polynomial
  98739. */
  98740. x: Vector3;
  98741. /**
  98742. * The y coefficients of the spherical polynomial
  98743. */
  98744. y: Vector3;
  98745. /**
  98746. * The z coefficients of the spherical polynomial
  98747. */
  98748. z: Vector3;
  98749. /**
  98750. * The xx coefficients of the spherical polynomial
  98751. */
  98752. xx: Vector3;
  98753. /**
  98754. * The yy coefficients of the spherical polynomial
  98755. */
  98756. yy: Vector3;
  98757. /**
  98758. * The zz coefficients of the spherical polynomial
  98759. */
  98760. zz: Vector3;
  98761. /**
  98762. * The xy coefficients of the spherical polynomial
  98763. */
  98764. xy: Vector3;
  98765. /**
  98766. * The yz coefficients of the spherical polynomial
  98767. */
  98768. yz: Vector3;
  98769. /**
  98770. * The zx coefficients of the spherical polynomial
  98771. */
  98772. zx: Vector3;
  98773. /**
  98774. * Adds an ambient color to the spherical polynomial
  98775. * @param color the color to add
  98776. */
  98777. addAmbient(color: Color3): void;
  98778. /**
  98779. * Scales the spherical polynomial by the given amount
  98780. * @param scale the amount to scale
  98781. */
  98782. scaleInPlace(scale: number): void;
  98783. /**
  98784. * Gets the spherical polynomial from harmonics
  98785. * @param harmonics the spherical harmonics
  98786. * @returns the spherical polynomial
  98787. */
  98788. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  98789. /**
  98790. * Constructs a spherical polynomial from an array.
  98791. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98792. * @returns the spherical polynomial
  98793. */
  98794. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98795. }
  98796. }
  98797. declare module BABYLON {
  98798. /**
  98799. * Defines the source of the internal texture
  98800. */
  98801. export enum InternalTextureSource {
  98802. /**
  98803. * The source of the texture data is unknown
  98804. */
  98805. Unknown = 0,
  98806. /**
  98807. * Texture data comes from an URL
  98808. */
  98809. Url = 1,
  98810. /**
  98811. * Texture data is only used for temporary storage
  98812. */
  98813. Temp = 2,
  98814. /**
  98815. * Texture data comes from raw data (ArrayBuffer)
  98816. */
  98817. Raw = 3,
  98818. /**
  98819. * Texture content is dynamic (video or dynamic texture)
  98820. */
  98821. Dynamic = 4,
  98822. /**
  98823. * Texture content is generated by rendering to it
  98824. */
  98825. RenderTarget = 5,
  98826. /**
  98827. * Texture content is part of a multi render target process
  98828. */
  98829. MultiRenderTarget = 6,
  98830. /**
  98831. * Texture data comes from a cube data file
  98832. */
  98833. Cube = 7,
  98834. /**
  98835. * Texture data comes from a raw cube data
  98836. */
  98837. CubeRaw = 8,
  98838. /**
  98839. * Texture data come from a prefiltered cube data file
  98840. */
  98841. CubePrefiltered = 9,
  98842. /**
  98843. * Texture content is raw 3D data
  98844. */
  98845. Raw3D = 10,
  98846. /**
  98847. * Texture content is raw 2D array data
  98848. */
  98849. Raw2DArray = 11,
  98850. /**
  98851. * Texture content is a depth texture
  98852. */
  98853. Depth = 12,
  98854. /**
  98855. * Texture data comes from a raw cube data encoded with RGBD
  98856. */
  98857. CubeRawRGBD = 13
  98858. }
  98859. /**
  98860. * Class used to store data associated with WebGL texture data for the engine
  98861. * This class should not be used directly
  98862. */
  98863. export class InternalTexture {
  98864. /** @hidden */
  98865. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98866. /**
  98867. * Defines if the texture is ready
  98868. */
  98869. isReady: boolean;
  98870. /**
  98871. * Defines if the texture is a cube texture
  98872. */
  98873. isCube: boolean;
  98874. /**
  98875. * Defines if the texture contains 3D data
  98876. */
  98877. is3D: boolean;
  98878. /**
  98879. * Defines if the texture contains 2D array data
  98880. */
  98881. is2DArray: boolean;
  98882. /**
  98883. * Defines if the texture contains multiview data
  98884. */
  98885. isMultiview: boolean;
  98886. /**
  98887. * Gets the URL used to load this texture
  98888. */
  98889. url: string;
  98890. /**
  98891. * Gets the sampling mode of the texture
  98892. */
  98893. samplingMode: number;
  98894. /**
  98895. * Gets a boolean indicating if the texture needs mipmaps generation
  98896. */
  98897. generateMipMaps: boolean;
  98898. /**
  98899. * Gets the number of samples used by the texture (WebGL2+ only)
  98900. */
  98901. samples: number;
  98902. /**
  98903. * Gets the type of the texture (int, float...)
  98904. */
  98905. type: number;
  98906. /**
  98907. * Gets the format of the texture (RGB, RGBA...)
  98908. */
  98909. format: number;
  98910. /**
  98911. * Observable called when the texture is loaded
  98912. */
  98913. onLoadedObservable: Observable<InternalTexture>;
  98914. /**
  98915. * Gets the width of the texture
  98916. */
  98917. width: number;
  98918. /**
  98919. * Gets the height of the texture
  98920. */
  98921. height: number;
  98922. /**
  98923. * Gets the depth of the texture
  98924. */
  98925. depth: number;
  98926. /**
  98927. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98928. */
  98929. baseWidth: number;
  98930. /**
  98931. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98932. */
  98933. baseHeight: number;
  98934. /**
  98935. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98936. */
  98937. baseDepth: number;
  98938. /**
  98939. * Gets a boolean indicating if the texture is inverted on Y axis
  98940. */
  98941. invertY: boolean;
  98942. /** @hidden */
  98943. _invertVScale: boolean;
  98944. /** @hidden */
  98945. _associatedChannel: number;
  98946. /** @hidden */
  98947. _source: InternalTextureSource;
  98948. /** @hidden */
  98949. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98950. /** @hidden */
  98951. _bufferView: Nullable<ArrayBufferView>;
  98952. /** @hidden */
  98953. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98954. /** @hidden */
  98955. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98956. /** @hidden */
  98957. _size: number;
  98958. /** @hidden */
  98959. _extension: string;
  98960. /** @hidden */
  98961. _files: Nullable<string[]>;
  98962. /** @hidden */
  98963. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98964. /** @hidden */
  98965. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98966. /** @hidden */
  98967. _framebuffer: Nullable<WebGLFramebuffer>;
  98968. /** @hidden */
  98969. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98970. /** @hidden */
  98971. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98972. /** @hidden */
  98973. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98974. /** @hidden */
  98975. _attachments: Nullable<number[]>;
  98976. /** @hidden */
  98977. _cachedCoordinatesMode: Nullable<number>;
  98978. /** @hidden */
  98979. _cachedWrapU: Nullable<number>;
  98980. /** @hidden */
  98981. _cachedWrapV: Nullable<number>;
  98982. /** @hidden */
  98983. _cachedWrapR: Nullable<number>;
  98984. /** @hidden */
  98985. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98986. /** @hidden */
  98987. _isDisabled: boolean;
  98988. /** @hidden */
  98989. _compression: Nullable<string>;
  98990. /** @hidden */
  98991. _generateStencilBuffer: boolean;
  98992. /** @hidden */
  98993. _generateDepthBuffer: boolean;
  98994. /** @hidden */
  98995. _comparisonFunction: number;
  98996. /** @hidden */
  98997. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98998. /** @hidden */
  98999. _lodGenerationScale: number;
  99000. /** @hidden */
  99001. _lodGenerationOffset: number;
  99002. /** @hidden */
  99003. _colorTextureArray: Nullable<WebGLTexture>;
  99004. /** @hidden */
  99005. _depthStencilTextureArray: Nullable<WebGLTexture>;
  99006. /** @hidden */
  99007. _lodTextureHigh: Nullable<BaseTexture>;
  99008. /** @hidden */
  99009. _lodTextureMid: Nullable<BaseTexture>;
  99010. /** @hidden */
  99011. _lodTextureLow: Nullable<BaseTexture>;
  99012. /** @hidden */
  99013. _isRGBD: boolean;
  99014. /** @hidden */
  99015. _linearSpecularLOD: boolean;
  99016. /** @hidden */
  99017. _irradianceTexture: Nullable<BaseTexture>;
  99018. /** @hidden */
  99019. _webGLTexture: Nullable<WebGLTexture>;
  99020. /** @hidden */
  99021. _references: number;
  99022. private _engine;
  99023. /**
  99024. * Gets the Engine the texture belongs to.
  99025. * @returns The babylon engine
  99026. */
  99027. getEngine(): ThinEngine;
  99028. /**
  99029. * Gets the data source type of the texture
  99030. */
  99031. readonly source: InternalTextureSource;
  99032. /**
  99033. * Creates a new InternalTexture
  99034. * @param engine defines the engine to use
  99035. * @param source defines the type of data that will be used
  99036. * @param delayAllocation if the texture allocation should be delayed (default: false)
  99037. */
  99038. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  99039. /**
  99040. * Increments the number of references (ie. the number of Texture that point to it)
  99041. */
  99042. incrementReferences(): void;
  99043. /**
  99044. * Change the size of the texture (not the size of the content)
  99045. * @param width defines the new width
  99046. * @param height defines the new height
  99047. * @param depth defines the new depth (1 by default)
  99048. */
  99049. updateSize(width: int, height: int, depth?: int): void;
  99050. /** @hidden */
  99051. _rebuild(): void;
  99052. /** @hidden */
  99053. _swapAndDie(target: InternalTexture): void;
  99054. /**
  99055. * Dispose the current allocated resources
  99056. */
  99057. dispose(): void;
  99058. }
  99059. }
  99060. declare module BABYLON {
  99061. /**
  99062. * Class used to work with sound analyzer using fast fourier transform (FFT)
  99063. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99064. */
  99065. export class Analyser {
  99066. /**
  99067. * Gets or sets the smoothing
  99068. * @ignorenaming
  99069. */
  99070. SMOOTHING: number;
  99071. /**
  99072. * Gets or sets the FFT table size
  99073. * @ignorenaming
  99074. */
  99075. FFT_SIZE: number;
  99076. /**
  99077. * Gets or sets the bar graph amplitude
  99078. * @ignorenaming
  99079. */
  99080. BARGRAPHAMPLITUDE: number;
  99081. /**
  99082. * Gets or sets the position of the debug canvas
  99083. * @ignorenaming
  99084. */
  99085. DEBUGCANVASPOS: {
  99086. x: number;
  99087. y: number;
  99088. };
  99089. /**
  99090. * Gets or sets the debug canvas size
  99091. * @ignorenaming
  99092. */
  99093. DEBUGCANVASSIZE: {
  99094. width: number;
  99095. height: number;
  99096. };
  99097. private _byteFreqs;
  99098. private _byteTime;
  99099. private _floatFreqs;
  99100. private _webAudioAnalyser;
  99101. private _debugCanvas;
  99102. private _debugCanvasContext;
  99103. private _scene;
  99104. private _registerFunc;
  99105. private _audioEngine;
  99106. /**
  99107. * Creates a new analyser
  99108. * @param scene defines hosting scene
  99109. */
  99110. constructor(scene: Scene);
  99111. /**
  99112. * Get the number of data values you will have to play with for the visualization
  99113. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  99114. * @returns a number
  99115. */
  99116. getFrequencyBinCount(): number;
  99117. /**
  99118. * Gets the current frequency data as a byte array
  99119. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99120. * @returns a Uint8Array
  99121. */
  99122. getByteFrequencyData(): Uint8Array;
  99123. /**
  99124. * Gets the current waveform as a byte array
  99125. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  99126. * @returns a Uint8Array
  99127. */
  99128. getByteTimeDomainData(): Uint8Array;
  99129. /**
  99130. * Gets the current frequency data as a float array
  99131. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  99132. * @returns a Float32Array
  99133. */
  99134. getFloatFrequencyData(): Float32Array;
  99135. /**
  99136. * Renders the debug canvas
  99137. */
  99138. drawDebugCanvas(): void;
  99139. /**
  99140. * Stops rendering the debug canvas and removes it
  99141. */
  99142. stopDebugCanvas(): void;
  99143. /**
  99144. * Connects two audio nodes
  99145. * @param inputAudioNode defines first node to connect
  99146. * @param outputAudioNode defines second node to connect
  99147. */
  99148. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  99149. /**
  99150. * Releases all associated resources
  99151. */
  99152. dispose(): void;
  99153. }
  99154. }
  99155. declare module BABYLON {
  99156. /**
  99157. * This represents an audio engine and it is responsible
  99158. * to play, synchronize and analyse sounds throughout the application.
  99159. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99160. */
  99161. export interface IAudioEngine extends IDisposable {
  99162. /**
  99163. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99164. */
  99165. readonly canUseWebAudio: boolean;
  99166. /**
  99167. * Gets the current AudioContext if available.
  99168. */
  99169. readonly audioContext: Nullable<AudioContext>;
  99170. /**
  99171. * The master gain node defines the global audio volume of your audio engine.
  99172. */
  99173. readonly masterGain: GainNode;
  99174. /**
  99175. * Gets whether or not mp3 are supported by your browser.
  99176. */
  99177. readonly isMP3supported: boolean;
  99178. /**
  99179. * Gets whether or not ogg are supported by your browser.
  99180. */
  99181. readonly isOGGsupported: boolean;
  99182. /**
  99183. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99184. * @ignoreNaming
  99185. */
  99186. WarnedWebAudioUnsupported: boolean;
  99187. /**
  99188. * Defines if the audio engine relies on a custom unlocked button.
  99189. * In this case, the embedded button will not be displayed.
  99190. */
  99191. useCustomUnlockedButton: boolean;
  99192. /**
  99193. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  99194. */
  99195. readonly unlocked: boolean;
  99196. /**
  99197. * Event raised when audio has been unlocked on the browser.
  99198. */
  99199. onAudioUnlockedObservable: Observable<AudioEngine>;
  99200. /**
  99201. * Event raised when audio has been locked on the browser.
  99202. */
  99203. onAudioLockedObservable: Observable<AudioEngine>;
  99204. /**
  99205. * Flags the audio engine in Locked state.
  99206. * This happens due to new browser policies preventing audio to autoplay.
  99207. */
  99208. lock(): void;
  99209. /**
  99210. * Unlocks the audio engine once a user action has been done on the dom.
  99211. * This is helpful to resume play once browser policies have been satisfied.
  99212. */
  99213. unlock(): void;
  99214. }
  99215. /**
  99216. * This represents the default audio engine used in babylon.
  99217. * It is responsible to play, synchronize and analyse sounds throughout the application.
  99218. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99219. */
  99220. export class AudioEngine implements IAudioEngine {
  99221. private _audioContext;
  99222. private _audioContextInitialized;
  99223. private _muteButton;
  99224. private _hostElement;
  99225. /**
  99226. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  99227. */
  99228. canUseWebAudio: boolean;
  99229. /**
  99230. * The master gain node defines the global audio volume of your audio engine.
  99231. */
  99232. masterGain: GainNode;
  99233. /**
  99234. * Defines if Babylon should emit a warning if WebAudio is not supported.
  99235. * @ignoreNaming
  99236. */
  99237. WarnedWebAudioUnsupported: boolean;
  99238. /**
  99239. * Gets whether or not mp3 are supported by your browser.
  99240. */
  99241. isMP3supported: boolean;
  99242. /**
  99243. * Gets whether or not ogg are supported by your browser.
  99244. */
  99245. isOGGsupported: boolean;
  99246. /**
  99247. * Gets whether audio has been unlocked on the device.
  99248. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  99249. * a user interaction has happened.
  99250. */
  99251. unlocked: boolean;
  99252. /**
  99253. * Defines if the audio engine relies on a custom unlocked button.
  99254. * In this case, the embedded button will not be displayed.
  99255. */
  99256. useCustomUnlockedButton: boolean;
  99257. /**
  99258. * Event raised when audio has been unlocked on the browser.
  99259. */
  99260. onAudioUnlockedObservable: Observable<AudioEngine>;
  99261. /**
  99262. * Event raised when audio has been locked on the browser.
  99263. */
  99264. onAudioLockedObservable: Observable<AudioEngine>;
  99265. /**
  99266. * Gets the current AudioContext if available.
  99267. */
  99268. readonly audioContext: Nullable<AudioContext>;
  99269. private _connectedAnalyser;
  99270. /**
  99271. * Instantiates a new audio engine.
  99272. *
  99273. * There should be only one per page as some browsers restrict the number
  99274. * of audio contexts you can create.
  99275. * @param hostElement defines the host element where to display the mute icon if necessary
  99276. */
  99277. constructor(hostElement?: Nullable<HTMLElement>);
  99278. /**
  99279. * Flags the audio engine in Locked state.
  99280. * This happens due to new browser policies preventing audio to autoplay.
  99281. */
  99282. lock(): void;
  99283. /**
  99284. * Unlocks the audio engine once a user action has been done on the dom.
  99285. * This is helpful to resume play once browser policies have been satisfied.
  99286. */
  99287. unlock(): void;
  99288. private _resumeAudioContext;
  99289. private _initializeAudioContext;
  99290. private _tryToRun;
  99291. private _triggerRunningState;
  99292. private _triggerSuspendedState;
  99293. private _displayMuteButton;
  99294. private _moveButtonToTopLeft;
  99295. private _onResize;
  99296. private _hideMuteButton;
  99297. /**
  99298. * Destroy and release the resources associated with the audio ccontext.
  99299. */
  99300. dispose(): void;
  99301. /**
  99302. * Gets the global volume sets on the master gain.
  99303. * @returns the global volume if set or -1 otherwise
  99304. */
  99305. getGlobalVolume(): number;
  99306. /**
  99307. * Sets the global volume of your experience (sets on the master gain).
  99308. * @param newVolume Defines the new global volume of the application
  99309. */
  99310. setGlobalVolume(newVolume: number): void;
  99311. /**
  99312. * Connect the audio engine to an audio analyser allowing some amazing
  99313. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99314. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99315. * @param analyser The analyser to connect to the engine
  99316. */
  99317. connectToAnalyser(analyser: Analyser): void;
  99318. }
  99319. }
  99320. declare module BABYLON {
  99321. /**
  99322. * Interface used to present a loading screen while loading a scene
  99323. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99324. */
  99325. export interface ILoadingScreen {
  99326. /**
  99327. * Function called to display the loading screen
  99328. */
  99329. displayLoadingUI: () => void;
  99330. /**
  99331. * Function called to hide the loading screen
  99332. */
  99333. hideLoadingUI: () => void;
  99334. /**
  99335. * Gets or sets the color to use for the background
  99336. */
  99337. loadingUIBackgroundColor: string;
  99338. /**
  99339. * Gets or sets the text to display while loading
  99340. */
  99341. loadingUIText: string;
  99342. }
  99343. /**
  99344. * Class used for the default loading screen
  99345. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99346. */
  99347. export class DefaultLoadingScreen implements ILoadingScreen {
  99348. private _renderingCanvas;
  99349. private _loadingText;
  99350. private _loadingDivBackgroundColor;
  99351. private _loadingDiv;
  99352. private _loadingTextDiv;
  99353. /** Gets or sets the logo url to use for the default loading screen */
  99354. static DefaultLogoUrl: string;
  99355. /** Gets or sets the spinner url to use for the default loading screen */
  99356. static DefaultSpinnerUrl: string;
  99357. /**
  99358. * Creates a new default loading screen
  99359. * @param _renderingCanvas defines the canvas used to render the scene
  99360. * @param _loadingText defines the default text to display
  99361. * @param _loadingDivBackgroundColor defines the default background color
  99362. */
  99363. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99364. /**
  99365. * Function called to display the loading screen
  99366. */
  99367. displayLoadingUI(): void;
  99368. /**
  99369. * Function called to hide the loading screen
  99370. */
  99371. hideLoadingUI(): void;
  99372. /**
  99373. * Gets or sets the text to display while loading
  99374. */
  99375. loadingUIText: string;
  99376. /**
  99377. * Gets or sets the color to use for the background
  99378. */
  99379. loadingUIBackgroundColor: string;
  99380. private _resizeLoadingUI;
  99381. }
  99382. }
  99383. declare module BABYLON {
  99384. /**
  99385. * Interface for any object that can request an animation frame
  99386. */
  99387. export interface ICustomAnimationFrameRequester {
  99388. /**
  99389. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99390. */
  99391. renderFunction?: Function;
  99392. /**
  99393. * Called to request the next frame to render to
  99394. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99395. */
  99396. requestAnimationFrame: Function;
  99397. /**
  99398. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99399. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99400. */
  99401. requestID?: number;
  99402. }
  99403. }
  99404. declare module BABYLON {
  99405. /**
  99406. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99407. */
  99408. export class PerformanceMonitor {
  99409. private _enabled;
  99410. private _rollingFrameTime;
  99411. private _lastFrameTimeMs;
  99412. /**
  99413. * constructor
  99414. * @param frameSampleSize The number of samples required to saturate the sliding window
  99415. */
  99416. constructor(frameSampleSize?: number);
  99417. /**
  99418. * Samples current frame
  99419. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99420. */
  99421. sampleFrame(timeMs?: number): void;
  99422. /**
  99423. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99424. */
  99425. readonly averageFrameTime: number;
  99426. /**
  99427. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99428. */
  99429. readonly averageFrameTimeVariance: number;
  99430. /**
  99431. * Returns the frame time of the most recent frame
  99432. */
  99433. readonly instantaneousFrameTime: number;
  99434. /**
  99435. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99436. */
  99437. readonly averageFPS: number;
  99438. /**
  99439. * Returns the average framerate in frames per second using the most recent frame time
  99440. */
  99441. readonly instantaneousFPS: number;
  99442. /**
  99443. * Returns true if enough samples have been taken to completely fill the sliding window
  99444. */
  99445. readonly isSaturated: boolean;
  99446. /**
  99447. * Enables contributions to the sliding window sample set
  99448. */
  99449. enable(): void;
  99450. /**
  99451. * Disables contributions to the sliding window sample set
  99452. * Samples will not be interpolated over the disabled period
  99453. */
  99454. disable(): void;
  99455. /**
  99456. * Returns true if sampling is enabled
  99457. */
  99458. readonly isEnabled: boolean;
  99459. /**
  99460. * Resets performance monitor
  99461. */
  99462. reset(): void;
  99463. }
  99464. /**
  99465. * RollingAverage
  99466. *
  99467. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99468. */
  99469. export class RollingAverage {
  99470. /**
  99471. * Current average
  99472. */
  99473. average: number;
  99474. /**
  99475. * Current variance
  99476. */
  99477. variance: number;
  99478. protected _samples: Array<number>;
  99479. protected _sampleCount: number;
  99480. protected _pos: number;
  99481. protected _m2: number;
  99482. /**
  99483. * constructor
  99484. * @param length The number of samples required to saturate the sliding window
  99485. */
  99486. constructor(length: number);
  99487. /**
  99488. * Adds a sample to the sample set
  99489. * @param v The sample value
  99490. */
  99491. add(v: number): void;
  99492. /**
  99493. * Returns previously added values or null if outside of history or outside the sliding window domain
  99494. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99495. * @return Value previously recorded with add() or null if outside of range
  99496. */
  99497. history(i: number): number;
  99498. /**
  99499. * Returns true if enough samples have been taken to completely fill the sliding window
  99500. * @return true if sample-set saturated
  99501. */
  99502. isSaturated(): boolean;
  99503. /**
  99504. * Resets the rolling average (equivalent to 0 samples taken so far)
  99505. */
  99506. reset(): void;
  99507. /**
  99508. * Wraps a value around the sample range boundaries
  99509. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99510. * @return Wrapped position in sample range
  99511. */
  99512. protected _wrapPosition(i: number): number;
  99513. }
  99514. }
  99515. declare module BABYLON {
  99516. /**
  99517. * This class is used to track a performance counter which is number based.
  99518. * The user has access to many properties which give statistics of different nature.
  99519. *
  99520. * The implementer can track two kinds of Performance Counter: time and count.
  99521. * 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.
  99522. * 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.
  99523. */
  99524. export class PerfCounter {
  99525. /**
  99526. * Gets or sets a global boolean to turn on and off all the counters
  99527. */
  99528. static Enabled: boolean;
  99529. /**
  99530. * Returns the smallest value ever
  99531. */
  99532. readonly min: number;
  99533. /**
  99534. * Returns the biggest value ever
  99535. */
  99536. readonly max: number;
  99537. /**
  99538. * Returns the average value since the performance counter is running
  99539. */
  99540. readonly average: number;
  99541. /**
  99542. * Returns the average value of the last second the counter was monitored
  99543. */
  99544. readonly lastSecAverage: number;
  99545. /**
  99546. * Returns the current value
  99547. */
  99548. readonly current: number;
  99549. /**
  99550. * Gets the accumulated total
  99551. */
  99552. readonly total: number;
  99553. /**
  99554. * Gets the total value count
  99555. */
  99556. readonly count: number;
  99557. /**
  99558. * Creates a new counter
  99559. */
  99560. constructor();
  99561. /**
  99562. * Call this method to start monitoring a new frame.
  99563. * 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.
  99564. */
  99565. fetchNewFrame(): void;
  99566. /**
  99567. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99568. * @param newCount the count value to add to the monitored count
  99569. * @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.
  99570. */
  99571. addCount(newCount: number, fetchResult: boolean): void;
  99572. /**
  99573. * Start monitoring this performance counter
  99574. */
  99575. beginMonitoring(): void;
  99576. /**
  99577. * Compute the time lapsed since the previous beginMonitoring() call.
  99578. * @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
  99579. */
  99580. endMonitoring(newFrame?: boolean): void;
  99581. private _fetchResult;
  99582. private _startMonitoringTime;
  99583. private _min;
  99584. private _max;
  99585. private _average;
  99586. private _current;
  99587. private _totalValueCount;
  99588. private _totalAccumulated;
  99589. private _lastSecAverage;
  99590. private _lastSecAccumulated;
  99591. private _lastSecTime;
  99592. private _lastSecValueCount;
  99593. }
  99594. }
  99595. declare module BABYLON {
  99596. /**
  99597. * Defines the interface used by display changed events
  99598. */
  99599. export interface IDisplayChangedEventArgs {
  99600. /** Gets the vrDisplay object (if any) */
  99601. vrDisplay: Nullable<any>;
  99602. /** Gets a boolean indicating if webVR is supported */
  99603. vrSupported: boolean;
  99604. }
  99605. /**
  99606. * Defines the interface used by objects containing a viewport (like a camera)
  99607. */
  99608. interface IViewportOwnerLike {
  99609. /**
  99610. * Gets or sets the viewport
  99611. */
  99612. viewport: IViewportLike;
  99613. }
  99614. /**
  99615. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99616. */
  99617. export class Engine extends ThinEngine {
  99618. /** Defines that alpha blending is disabled */
  99619. static readonly ALPHA_DISABLE: number;
  99620. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99621. static readonly ALPHA_ADD: number;
  99622. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99623. static readonly ALPHA_COMBINE: number;
  99624. /** Defines that alpha blending to DEST - SRC * DEST */
  99625. static readonly ALPHA_SUBTRACT: number;
  99626. /** Defines that alpha blending to SRC * DEST */
  99627. static readonly ALPHA_MULTIPLY: number;
  99628. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99629. static readonly ALPHA_MAXIMIZED: number;
  99630. /** Defines that alpha blending to SRC + DEST */
  99631. static readonly ALPHA_ONEONE: number;
  99632. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99633. static readonly ALPHA_PREMULTIPLIED: number;
  99634. /**
  99635. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99636. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99637. */
  99638. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99639. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99640. static readonly ALPHA_INTERPOLATE: number;
  99641. /**
  99642. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99643. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99644. */
  99645. static readonly ALPHA_SCREENMODE: number;
  99646. /** Defines that the ressource is not delayed*/
  99647. static readonly DELAYLOADSTATE_NONE: number;
  99648. /** Defines that the ressource was successfully delay loaded */
  99649. static readonly DELAYLOADSTATE_LOADED: number;
  99650. /** Defines that the ressource is currently delay loading */
  99651. static readonly DELAYLOADSTATE_LOADING: number;
  99652. /** Defines that the ressource is delayed and has not started loading */
  99653. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99654. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99655. static readonly NEVER: number;
  99656. /** 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 */
  99657. static readonly ALWAYS: number;
  99658. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99659. static readonly LESS: number;
  99660. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99661. static readonly EQUAL: number;
  99662. /** 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 */
  99663. static readonly LEQUAL: number;
  99664. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99665. static readonly GREATER: number;
  99666. /** 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 */
  99667. static readonly GEQUAL: number;
  99668. /** 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 */
  99669. static readonly NOTEQUAL: number;
  99670. /** Passed to stencilOperation to specify that stencil value must be kept */
  99671. static readonly KEEP: number;
  99672. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99673. static readonly REPLACE: number;
  99674. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99675. static readonly INCR: number;
  99676. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99677. static readonly DECR: number;
  99678. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99679. static readonly INVERT: number;
  99680. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99681. static readonly INCR_WRAP: number;
  99682. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99683. static readonly DECR_WRAP: number;
  99684. /** Texture is not repeating outside of 0..1 UVs */
  99685. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99686. /** Texture is repeating outside of 0..1 UVs */
  99687. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99688. /** Texture is repeating and mirrored */
  99689. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99690. /** ALPHA */
  99691. static readonly TEXTUREFORMAT_ALPHA: number;
  99692. /** LUMINANCE */
  99693. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99694. /** LUMINANCE_ALPHA */
  99695. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99696. /** RGB */
  99697. static readonly TEXTUREFORMAT_RGB: number;
  99698. /** RGBA */
  99699. static readonly TEXTUREFORMAT_RGBA: number;
  99700. /** RED */
  99701. static readonly TEXTUREFORMAT_RED: number;
  99702. /** RED (2nd reference) */
  99703. static readonly TEXTUREFORMAT_R: number;
  99704. /** RG */
  99705. static readonly TEXTUREFORMAT_RG: number;
  99706. /** RED_INTEGER */
  99707. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99708. /** RED_INTEGER (2nd reference) */
  99709. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99710. /** RG_INTEGER */
  99711. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99712. /** RGB_INTEGER */
  99713. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99714. /** RGBA_INTEGER */
  99715. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99716. /** UNSIGNED_BYTE */
  99717. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99718. /** UNSIGNED_BYTE (2nd reference) */
  99719. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99720. /** FLOAT */
  99721. static readonly TEXTURETYPE_FLOAT: number;
  99722. /** HALF_FLOAT */
  99723. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99724. /** BYTE */
  99725. static readonly TEXTURETYPE_BYTE: number;
  99726. /** SHORT */
  99727. static readonly TEXTURETYPE_SHORT: number;
  99728. /** UNSIGNED_SHORT */
  99729. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99730. /** INT */
  99731. static readonly TEXTURETYPE_INT: number;
  99732. /** UNSIGNED_INT */
  99733. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99734. /** UNSIGNED_SHORT_4_4_4_4 */
  99735. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99736. /** UNSIGNED_SHORT_5_5_5_1 */
  99737. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99738. /** UNSIGNED_SHORT_5_6_5 */
  99739. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99740. /** UNSIGNED_INT_2_10_10_10_REV */
  99741. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99742. /** UNSIGNED_INT_24_8 */
  99743. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99744. /** UNSIGNED_INT_10F_11F_11F_REV */
  99745. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99746. /** UNSIGNED_INT_5_9_9_9_REV */
  99747. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99748. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99749. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99750. /** nearest is mag = nearest and min = nearest and mip = linear */
  99751. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99752. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99753. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99754. /** Trilinear is mag = linear and min = linear and mip = linear */
  99755. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99756. /** nearest is mag = nearest and min = nearest and mip = linear */
  99757. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99758. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99759. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99760. /** Trilinear is mag = linear and min = linear and mip = linear */
  99761. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99762. /** mag = nearest and min = nearest and mip = nearest */
  99763. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99764. /** mag = nearest and min = linear and mip = nearest */
  99765. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99766. /** mag = nearest and min = linear and mip = linear */
  99767. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99768. /** mag = nearest and min = linear and mip = none */
  99769. static readonly TEXTURE_NEAREST_LINEAR: number;
  99770. /** mag = nearest and min = nearest and mip = none */
  99771. static readonly TEXTURE_NEAREST_NEAREST: number;
  99772. /** mag = linear and min = nearest and mip = nearest */
  99773. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  99774. /** mag = linear and min = nearest and mip = linear */
  99775. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  99776. /** mag = linear and min = linear and mip = none */
  99777. static readonly TEXTURE_LINEAR_LINEAR: number;
  99778. /** mag = linear and min = nearest and mip = none */
  99779. static readonly TEXTURE_LINEAR_NEAREST: number;
  99780. /** Explicit coordinates mode */
  99781. static readonly TEXTURE_EXPLICIT_MODE: number;
  99782. /** Spherical coordinates mode */
  99783. static readonly TEXTURE_SPHERICAL_MODE: number;
  99784. /** Planar coordinates mode */
  99785. static readonly TEXTURE_PLANAR_MODE: number;
  99786. /** Cubic coordinates mode */
  99787. static readonly TEXTURE_CUBIC_MODE: number;
  99788. /** Projection coordinates mode */
  99789. static readonly TEXTURE_PROJECTION_MODE: number;
  99790. /** Skybox coordinates mode */
  99791. static readonly TEXTURE_SKYBOX_MODE: number;
  99792. /** Inverse Cubic coordinates mode */
  99793. static readonly TEXTURE_INVCUBIC_MODE: number;
  99794. /** Equirectangular coordinates mode */
  99795. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  99796. /** Equirectangular Fixed coordinates mode */
  99797. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  99798. /** Equirectangular Fixed Mirrored coordinates mode */
  99799. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99800. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99801. static readonly SCALEMODE_FLOOR: number;
  99802. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99803. static readonly SCALEMODE_NEAREST: number;
  99804. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99805. static readonly SCALEMODE_CEILING: number;
  99806. /**
  99807. * Returns the current npm package of the sdk
  99808. */
  99809. static readonly NpmPackage: string;
  99810. /**
  99811. * Returns the current version of the framework
  99812. */
  99813. static readonly Version: string;
  99814. /** Gets the list of created engines */
  99815. static readonly Instances: Engine[];
  99816. /**
  99817. * Gets the latest created engine
  99818. */
  99819. static readonly LastCreatedEngine: Nullable<Engine>;
  99820. /**
  99821. * Gets the latest created scene
  99822. */
  99823. static readonly LastCreatedScene: Nullable<Scene>;
  99824. /**
  99825. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99826. * @param flag defines which part of the materials must be marked as dirty
  99827. * @param predicate defines a predicate used to filter which materials should be affected
  99828. */
  99829. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99830. /**
  99831. * Method called to create the default loading screen.
  99832. * This can be overriden in your own app.
  99833. * @param canvas The rendering canvas element
  99834. * @returns The loading screen
  99835. */
  99836. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99837. /**
  99838. * Method called to create the default rescale post process on each engine.
  99839. */
  99840. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99841. /**
  99842. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99843. **/
  99844. enableOfflineSupport: boolean;
  99845. /**
  99846. * 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)
  99847. **/
  99848. disableManifestCheck: boolean;
  99849. /**
  99850. * Gets the list of created scenes
  99851. */
  99852. scenes: Scene[];
  99853. /**
  99854. * Event raised when a new scene is created
  99855. */
  99856. onNewSceneAddedObservable: Observable<Scene>;
  99857. /**
  99858. * Gets the list of created postprocesses
  99859. */
  99860. postProcesses: PostProcess[];
  99861. /**
  99862. * Gets a boolean indicating if the pointer is currently locked
  99863. */
  99864. isPointerLock: boolean;
  99865. /**
  99866. * Observable event triggered each time the rendering canvas is resized
  99867. */
  99868. onResizeObservable: Observable<Engine>;
  99869. /**
  99870. * Observable event triggered each time the canvas loses focus
  99871. */
  99872. onCanvasBlurObservable: Observable<Engine>;
  99873. /**
  99874. * Observable event triggered each time the canvas gains focus
  99875. */
  99876. onCanvasFocusObservable: Observable<Engine>;
  99877. /**
  99878. * Observable event triggered each time the canvas receives pointerout event
  99879. */
  99880. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99881. /**
  99882. * Observable raised when the engine begins a new frame
  99883. */
  99884. onBeginFrameObservable: Observable<Engine>;
  99885. /**
  99886. * If set, will be used to request the next animation frame for the render loop
  99887. */
  99888. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99889. /**
  99890. * Observable raised when the engine ends the current frame
  99891. */
  99892. onEndFrameObservable: Observable<Engine>;
  99893. /**
  99894. * Observable raised when the engine is about to compile a shader
  99895. */
  99896. onBeforeShaderCompilationObservable: Observable<Engine>;
  99897. /**
  99898. * Observable raised when the engine has jsut compiled a shader
  99899. */
  99900. onAfterShaderCompilationObservable: Observable<Engine>;
  99901. /**
  99902. * Gets the audio engine
  99903. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99904. * @ignorenaming
  99905. */
  99906. static audioEngine: IAudioEngine;
  99907. /**
  99908. * Default AudioEngine factory responsible of creating the Audio Engine.
  99909. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99910. */
  99911. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99912. /**
  99913. * Default offline support factory responsible of creating a tool used to store data locally.
  99914. * By default, this will create a Database object if the workload has been embedded.
  99915. */
  99916. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99917. private _loadingScreen;
  99918. private _pointerLockRequested;
  99919. private _dummyFramebuffer;
  99920. private _rescalePostProcess;
  99921. /** @hidden */
  99922. protected _alphaMode: number;
  99923. /** @hidden */
  99924. protected _alphaEquation: number;
  99925. private _deterministicLockstep;
  99926. private _lockstepMaxSteps;
  99927. protected readonly _supportsHardwareTextureRescaling: boolean;
  99928. private _fps;
  99929. private _deltaTime;
  99930. /** @hidden */
  99931. _drawCalls: PerfCounter;
  99932. /**
  99933. * Turn this value on if you want to pause FPS computation when in background
  99934. */
  99935. disablePerformanceMonitorInBackground: boolean;
  99936. private _performanceMonitor;
  99937. /**
  99938. * Gets the performance monitor attached to this engine
  99939. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99940. */
  99941. readonly performanceMonitor: PerformanceMonitor;
  99942. private _onFocus;
  99943. private _onBlur;
  99944. private _onCanvasPointerOut;
  99945. private _onCanvasBlur;
  99946. private _onCanvasFocus;
  99947. private _onFullscreenChange;
  99948. private _onPointerLockChange;
  99949. /**
  99950. * Gets the HTML element used to attach event listeners
  99951. * @returns a HTML element
  99952. */
  99953. getInputElement(): Nullable<HTMLElement>;
  99954. /**
  99955. * Creates a new engine
  99956. * @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
  99957. * @param antialias defines enable antialiasing (default: false)
  99958. * @param options defines further options to be sent to the getContext() function
  99959. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99960. */
  99961. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99962. /**
  99963. * Gets current aspect ratio
  99964. * @param viewportOwner defines the camera to use to get the aspect ratio
  99965. * @param useScreen defines if screen size must be used (or the current render target if any)
  99966. * @returns a number defining the aspect ratio
  99967. */
  99968. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99969. /**
  99970. * Gets current screen aspect ratio
  99971. * @returns a number defining the aspect ratio
  99972. */
  99973. getScreenAspectRatio(): number;
  99974. /**
  99975. * Gets host document
  99976. * @returns the host document object
  99977. */
  99978. getHostDocument(): Document;
  99979. /**
  99980. * Gets the client rect of the HTML canvas attached with the current webGL context
  99981. * @returns a client rectanglee
  99982. */
  99983. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99984. /**
  99985. * Gets the client rect of the HTML element used for events
  99986. * @returns a client rectanglee
  99987. */
  99988. getInputElementClientRect(): Nullable<ClientRect>;
  99989. /**
  99990. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99991. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99992. * @returns true if engine is in deterministic lock step mode
  99993. */
  99994. isDeterministicLockStep(): boolean;
  99995. /**
  99996. * Gets the max steps when engine is running in deterministic lock step
  99997. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99998. * @returns the max steps
  99999. */
  100000. getLockstepMaxSteps(): number;
  100001. /**
  100002. * Force the mipmap generation for the given render target texture
  100003. * @param texture defines the render target texture to use
  100004. */
  100005. generateMipMapsForCubemap(texture: InternalTexture): void;
  100006. /** States */
  100007. /**
  100008. * Set various states to the webGL context
  100009. * @param culling defines backface culling state
  100010. * @param zOffset defines the value to apply to zOffset (0 by default)
  100011. * @param force defines if states must be applied even if cache is up to date
  100012. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  100013. */
  100014. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  100015. /**
  100016. * Set the z offset to apply to current rendering
  100017. * @param value defines the offset to apply
  100018. */
  100019. setZOffset(value: number): void;
  100020. /**
  100021. * Gets the current value of the zOffset
  100022. * @returns the current zOffset state
  100023. */
  100024. getZOffset(): number;
  100025. /**
  100026. * Enable or disable depth buffering
  100027. * @param enable defines the state to set
  100028. */
  100029. setDepthBuffer(enable: boolean): void;
  100030. /**
  100031. * Gets a boolean indicating if depth writing is enabled
  100032. * @returns the current depth writing state
  100033. */
  100034. getDepthWrite(): boolean;
  100035. /**
  100036. * Enable or disable depth writing
  100037. * @param enable defines the state to set
  100038. */
  100039. setDepthWrite(enable: boolean): void;
  100040. /**
  100041. * Enable or disable color writing
  100042. * @param enable defines the state to set
  100043. */
  100044. setColorWrite(enable: boolean): void;
  100045. /**
  100046. * Gets a boolean indicating if color writing is enabled
  100047. * @returns the current color writing state
  100048. */
  100049. getColorWrite(): boolean;
  100050. /**
  100051. * Sets alpha constants used by some alpha blending modes
  100052. * @param r defines the red component
  100053. * @param g defines the green component
  100054. * @param b defines the blue component
  100055. * @param a defines the alpha component
  100056. */
  100057. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  100058. /**
  100059. * Sets the current alpha mode
  100060. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  100061. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  100062. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100063. */
  100064. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  100065. /**
  100066. * Gets the current alpha mode
  100067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  100068. * @returns the current alpha mode
  100069. */
  100070. getAlphaMode(): number;
  100071. /**
  100072. * Sets the current alpha equation
  100073. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  100074. */
  100075. setAlphaEquation(equation: number): void;
  100076. /**
  100077. * Gets the current alpha equation.
  100078. * @returns the current alpha equation
  100079. */
  100080. getAlphaEquation(): number;
  100081. /**
  100082. * Gets a boolean indicating if stencil buffer is enabled
  100083. * @returns the current stencil buffer state
  100084. */
  100085. getStencilBuffer(): boolean;
  100086. /**
  100087. * Enable or disable the stencil buffer
  100088. * @param enable defines if the stencil buffer must be enabled or disabled
  100089. */
  100090. setStencilBuffer(enable: boolean): void;
  100091. /**
  100092. * Gets the current stencil mask
  100093. * @returns a number defining the new stencil mask to use
  100094. */
  100095. getStencilMask(): number;
  100096. /**
  100097. * Sets the current stencil mask
  100098. * @param mask defines the new stencil mask to use
  100099. */
  100100. setStencilMask(mask: number): void;
  100101. /**
  100102. * Gets the current stencil function
  100103. * @returns a number defining the stencil function to use
  100104. */
  100105. getStencilFunction(): number;
  100106. /**
  100107. * Gets the current stencil reference value
  100108. * @returns a number defining the stencil reference value to use
  100109. */
  100110. getStencilFunctionReference(): number;
  100111. /**
  100112. * Gets the current stencil mask
  100113. * @returns a number defining the stencil mask to use
  100114. */
  100115. getStencilFunctionMask(): number;
  100116. /**
  100117. * Sets the current stencil function
  100118. * @param stencilFunc defines the new stencil function to use
  100119. */
  100120. setStencilFunction(stencilFunc: number): void;
  100121. /**
  100122. * Sets the current stencil reference
  100123. * @param reference defines the new stencil reference to use
  100124. */
  100125. setStencilFunctionReference(reference: number): void;
  100126. /**
  100127. * Sets the current stencil mask
  100128. * @param mask defines the new stencil mask to use
  100129. */
  100130. setStencilFunctionMask(mask: number): void;
  100131. /**
  100132. * Gets the current stencil operation when stencil fails
  100133. * @returns a number defining stencil operation to use when stencil fails
  100134. */
  100135. getStencilOperationFail(): number;
  100136. /**
  100137. * Gets the current stencil operation when depth fails
  100138. * @returns a number defining stencil operation to use when depth fails
  100139. */
  100140. getStencilOperationDepthFail(): number;
  100141. /**
  100142. * Gets the current stencil operation when stencil passes
  100143. * @returns a number defining stencil operation to use when stencil passes
  100144. */
  100145. getStencilOperationPass(): number;
  100146. /**
  100147. * Sets the stencil operation to use when stencil fails
  100148. * @param operation defines the stencil operation to use when stencil fails
  100149. */
  100150. setStencilOperationFail(operation: number): void;
  100151. /**
  100152. * Sets the stencil operation to use when depth fails
  100153. * @param operation defines the stencil operation to use when depth fails
  100154. */
  100155. setStencilOperationDepthFail(operation: number): void;
  100156. /**
  100157. * Sets the stencil operation to use when stencil passes
  100158. * @param operation defines the stencil operation to use when stencil passes
  100159. */
  100160. setStencilOperationPass(operation: number): void;
  100161. /**
  100162. * Sets a boolean indicating if the dithering state is enabled or disabled
  100163. * @param value defines the dithering state
  100164. */
  100165. setDitheringState(value: boolean): void;
  100166. /**
  100167. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  100168. * @param value defines the rasterizer state
  100169. */
  100170. setRasterizerState(value: boolean): void;
  100171. /**
  100172. * Gets the current depth function
  100173. * @returns a number defining the depth function
  100174. */
  100175. getDepthFunction(): Nullable<number>;
  100176. /**
  100177. * Sets the current depth function
  100178. * @param depthFunc defines the function to use
  100179. */
  100180. setDepthFunction(depthFunc: number): void;
  100181. /**
  100182. * Sets the current depth function to GREATER
  100183. */
  100184. setDepthFunctionToGreater(): void;
  100185. /**
  100186. * Sets the current depth function to GEQUAL
  100187. */
  100188. setDepthFunctionToGreaterOrEqual(): void;
  100189. /**
  100190. * Sets the current depth function to LESS
  100191. */
  100192. setDepthFunctionToLess(): void;
  100193. /**
  100194. * Sets the current depth function to LEQUAL
  100195. */
  100196. setDepthFunctionToLessOrEqual(): void;
  100197. private _cachedStencilBuffer;
  100198. private _cachedStencilFunction;
  100199. private _cachedStencilMask;
  100200. private _cachedStencilOperationPass;
  100201. private _cachedStencilOperationFail;
  100202. private _cachedStencilOperationDepthFail;
  100203. private _cachedStencilReference;
  100204. /**
  100205. * Caches the the state of the stencil buffer
  100206. */
  100207. cacheStencilState(): void;
  100208. /**
  100209. * Restores the state of the stencil buffer
  100210. */
  100211. restoreStencilState(): void;
  100212. /**
  100213. * Directly set the WebGL Viewport
  100214. * @param x defines the x coordinate of the viewport (in screen space)
  100215. * @param y defines the y coordinate of the viewport (in screen space)
  100216. * @param width defines the width of the viewport (in screen space)
  100217. * @param height defines the height of the viewport (in screen space)
  100218. * @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
  100219. */
  100220. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  100221. /**
  100222. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  100223. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100224. * @param y defines the y-coordinate of the corner of the clear rectangle
  100225. * @param width defines the width of the clear rectangle
  100226. * @param height defines the height of the clear rectangle
  100227. * @param clearColor defines the clear color
  100228. */
  100229. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  100230. /**
  100231. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  100232. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  100233. * @param y defines the y-coordinate of the corner of the clear rectangle
  100234. * @param width defines the width of the clear rectangle
  100235. * @param height defines the height of the clear rectangle
  100236. */
  100237. enableScissor(x: number, y: number, width: number, height: number): void;
  100238. /**
  100239. * Disable previously set scissor test rectangle
  100240. */
  100241. disableScissor(): void;
  100242. protected _reportDrawCall(): void;
  100243. /**
  100244. * Initializes a webVR display and starts listening to display change events
  100245. * The onVRDisplayChangedObservable will be notified upon these changes
  100246. * @returns The onVRDisplayChangedObservable
  100247. */
  100248. initWebVR(): Observable<IDisplayChangedEventArgs>;
  100249. /** @hidden */
  100250. _prepareVRComponent(): void;
  100251. /** @hidden */
  100252. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  100253. /** @hidden */
  100254. _submitVRFrame(): void;
  100255. /**
  100256. * Call this function to leave webVR mode
  100257. * Will do nothing if webVR is not supported or if there is no webVR device
  100258. * @see http://doc.babylonjs.com/how_to/webvr_camera
  100259. */
  100260. disableVR(): void;
  100261. /**
  100262. * Gets a boolean indicating that the system is in VR mode and is presenting
  100263. * @returns true if VR mode is engaged
  100264. */
  100265. isVRPresenting(): boolean;
  100266. /** @hidden */
  100267. _requestVRFrame(): void;
  100268. /** @hidden */
  100269. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100270. /**
  100271. * Gets the source code of the vertex shader associated with a specific webGL program
  100272. * @param program defines the program to use
  100273. * @returns a string containing the source code of the vertex shader associated with the program
  100274. */
  100275. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  100276. /**
  100277. * Gets the source code of the fragment shader associated with a specific webGL program
  100278. * @param program defines the program to use
  100279. * @returns a string containing the source code of the fragment shader associated with the program
  100280. */
  100281. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  100282. /**
  100283. * Reads pixels from the current frame buffer. Please note that this function can be slow
  100284. * @param x defines the x coordinate of the rectangle where pixels must be read
  100285. * @param y defines the y coordinate of the rectangle where pixels must be read
  100286. * @param width defines the width of the rectangle where pixels must be read
  100287. * @param height defines the height of the rectangle where pixels must be read
  100288. * @returns a Uint8Array containing RGBA colors
  100289. */
  100290. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  100291. /**
  100292. * Sets a depth stencil texture from a render target to the according uniform.
  100293. * @param channel The texture channel
  100294. * @param uniform The uniform to set
  100295. * @param texture The render target texture containing the depth stencil texture to apply
  100296. */
  100297. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  100298. /**
  100299. * Sets a texture to the webGL context from a postprocess
  100300. * @param channel defines the channel to use
  100301. * @param postProcess defines the source postprocess
  100302. */
  100303. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  100304. /**
  100305. * Binds the output of the passed in post process to the texture channel specified
  100306. * @param channel The channel the texture should be bound to
  100307. * @param postProcess The post process which's output should be bound
  100308. */
  100309. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  100310. /** @hidden */
  100311. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  100312. protected _rebuildBuffers(): void;
  100313. /** @hidden */
  100314. _renderFrame(): void;
  100315. _renderLoop(): void;
  100316. /** @hidden */
  100317. _renderViews(): boolean;
  100318. /**
  100319. * Toggle full screen mode
  100320. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100321. */
  100322. switchFullscreen(requestPointerLock: boolean): void;
  100323. /**
  100324. * Enters full screen mode
  100325. * @param requestPointerLock defines if a pointer lock should be requested from the user
  100326. */
  100327. enterFullscreen(requestPointerLock: boolean): void;
  100328. /**
  100329. * Exits full screen mode
  100330. */
  100331. exitFullscreen(): void;
  100332. /**
  100333. * Enters Pointerlock mode
  100334. */
  100335. enterPointerlock(): void;
  100336. /**
  100337. * Exits Pointerlock mode
  100338. */
  100339. exitPointerlock(): void;
  100340. /**
  100341. * Begin a new frame
  100342. */
  100343. beginFrame(): void;
  100344. /**
  100345. * Enf the current frame
  100346. */
  100347. endFrame(): void;
  100348. resize(): void;
  100349. /**
  100350. * Set the compressed texture format to use, based on the formats you have, and the formats
  100351. * supported by the hardware / browser.
  100352. *
  100353. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100354. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100355. * to API arguments needed to compressed textures. This puts the burden on the container
  100356. * generator to house the arcane code for determining these for current & future formats.
  100357. *
  100358. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100359. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100360. *
  100361. * Note: The result of this call is not taken into account when a texture is base64.
  100362. *
  100363. * @param formatsAvailable defines the list of those format families you have created
  100364. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100365. *
  100366. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100367. * @returns The extension selected.
  100368. */
  100369. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100370. /**
  100371. * Force a specific size of the canvas
  100372. * @param width defines the new canvas' width
  100373. * @param height defines the new canvas' height
  100374. */
  100375. setSize(width: number, height: number): void;
  100376. /**
  100377. * Updates a dynamic vertex buffer.
  100378. * @param vertexBuffer the vertex buffer to update
  100379. * @param data the data used to update the vertex buffer
  100380. * @param byteOffset the byte offset of the data
  100381. * @param byteLength the byte length of the data
  100382. */
  100383. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100384. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100385. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100386. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100387. _releaseTexture(texture: InternalTexture): void;
  100388. /**
  100389. * @hidden
  100390. * Rescales a texture
  100391. * @param source input texutre
  100392. * @param destination destination texture
  100393. * @param scene scene to use to render the resize
  100394. * @param internalFormat format to use when resizing
  100395. * @param onComplete callback to be called when resize has completed
  100396. */
  100397. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100398. /**
  100399. * Gets the current framerate
  100400. * @returns a number representing the framerate
  100401. */
  100402. getFps(): number;
  100403. /**
  100404. * Gets the time spent between current and previous frame
  100405. * @returns a number representing the delta time in ms
  100406. */
  100407. getDeltaTime(): number;
  100408. private _measureFps;
  100409. /** @hidden */
  100410. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100411. /**
  100412. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100413. * @param renderTarget The render target to set the frame buffer for
  100414. */
  100415. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100416. /**
  100417. * Update a dynamic index buffer
  100418. * @param indexBuffer defines the target index buffer
  100419. * @param indices defines the data to update
  100420. * @param offset defines the offset in the target index buffer where update should start
  100421. */
  100422. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100423. /**
  100424. * Updates the sample count of a render target texture
  100425. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100426. * @param texture defines the texture to update
  100427. * @param samples defines the sample count to set
  100428. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100429. */
  100430. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100431. /**
  100432. * Updates a depth texture Comparison Mode and Function.
  100433. * If the comparison Function is equal to 0, the mode will be set to none.
  100434. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100435. * @param texture The texture to set the comparison function for
  100436. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100437. */
  100438. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100439. /**
  100440. * Creates a webGL buffer to use with instanciation
  100441. * @param capacity defines the size of the buffer
  100442. * @returns the webGL buffer
  100443. */
  100444. createInstancesBuffer(capacity: number): DataBuffer;
  100445. /**
  100446. * Delete a webGL buffer used with instanciation
  100447. * @param buffer defines the webGL buffer to delete
  100448. */
  100449. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100450. /** @hidden */
  100451. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100452. dispose(): void;
  100453. private _disableTouchAction;
  100454. /**
  100455. * Display the loading screen
  100456. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100457. */
  100458. displayLoadingUI(): void;
  100459. /**
  100460. * Hide the loading screen
  100461. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100462. */
  100463. hideLoadingUI(): void;
  100464. /**
  100465. * Gets the current loading screen object
  100466. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100467. */
  100468. /**
  100469. * Sets the current loading screen object
  100470. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100471. */
  100472. loadingScreen: ILoadingScreen;
  100473. /**
  100474. * Sets the current loading screen text
  100475. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100476. */
  100477. loadingUIText: string;
  100478. /**
  100479. * Sets the current loading screen background color
  100480. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100481. */
  100482. loadingUIBackgroundColor: string;
  100483. /** Pointerlock and fullscreen */
  100484. /**
  100485. * Ask the browser to promote the current element to pointerlock mode
  100486. * @param element defines the DOM element to promote
  100487. */
  100488. static _RequestPointerlock(element: HTMLElement): void;
  100489. /**
  100490. * Asks the browser to exit pointerlock mode
  100491. */
  100492. static _ExitPointerlock(): void;
  100493. /**
  100494. * Ask the browser to promote the current element to fullscreen rendering mode
  100495. * @param element defines the DOM element to promote
  100496. */
  100497. static _RequestFullscreen(element: HTMLElement): void;
  100498. /**
  100499. * Asks the browser to exit fullscreen mode
  100500. */
  100501. static _ExitFullscreen(): void;
  100502. }
  100503. }
  100504. declare module BABYLON {
  100505. /**
  100506. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100507. * during the life time of the application.
  100508. */
  100509. export class EngineStore {
  100510. /** Gets the list of created engines */
  100511. static Instances: Engine[];
  100512. /** @hidden */
  100513. static _LastCreatedScene: Nullable<Scene>;
  100514. /**
  100515. * Gets the latest created engine
  100516. */
  100517. static readonly LastCreatedEngine: Nullable<Engine>;
  100518. /**
  100519. * Gets the latest created scene
  100520. */
  100521. static readonly LastCreatedScene: Nullable<Scene>;
  100522. /**
  100523. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100524. * @ignorenaming
  100525. */
  100526. static UseFallbackTexture: boolean;
  100527. /**
  100528. * Texture content used if a texture cannot loaded
  100529. * @ignorenaming
  100530. */
  100531. static FallbackTexture: string;
  100532. }
  100533. }
  100534. declare module BABYLON {
  100535. /**
  100536. * Helper class that provides a small promise polyfill
  100537. */
  100538. export class PromisePolyfill {
  100539. /**
  100540. * Static function used to check if the polyfill is required
  100541. * If this is the case then the function will inject the polyfill to window.Promise
  100542. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100543. */
  100544. static Apply(force?: boolean): void;
  100545. }
  100546. }
  100547. declare module BABYLON {
  100548. /**
  100549. * Interface for screenshot methods with describe argument called `size` as object with options
  100550. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100551. */
  100552. export interface IScreenshotSize {
  100553. /**
  100554. * number in pixels for canvas height
  100555. */
  100556. height?: number;
  100557. /**
  100558. * multiplier allowing render at a higher or lower resolution
  100559. * If value is defined then height and width will be ignored and taken from camera
  100560. */
  100561. precision?: number;
  100562. /**
  100563. * number in pixels for canvas width
  100564. */
  100565. width?: number;
  100566. }
  100567. }
  100568. declare module BABYLON {
  100569. interface IColor4Like {
  100570. r: float;
  100571. g: float;
  100572. b: float;
  100573. a: float;
  100574. }
  100575. /**
  100576. * Class containing a set of static utilities functions
  100577. */
  100578. export class Tools {
  100579. /**
  100580. * Gets or sets the base URL to use to load assets
  100581. */
  100582. static BaseUrl: string;
  100583. /**
  100584. * Enable/Disable Custom HTTP Request Headers globally.
  100585. * default = false
  100586. * @see CustomRequestHeaders
  100587. */
  100588. static UseCustomRequestHeaders: boolean;
  100589. /**
  100590. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100591. * i.e. when loading files, where the server/service expects an Authorization header
  100592. */
  100593. static CustomRequestHeaders: {
  100594. [key: string]: string;
  100595. };
  100596. /**
  100597. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100598. */
  100599. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100600. /**
  100601. * Default behaviour for cors in the application.
  100602. * It can be a string if the expected behavior is identical in the entire app.
  100603. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100604. */
  100605. static CorsBehavior: string | ((url: string | string[]) => string);
  100606. /**
  100607. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100608. * @ignorenaming
  100609. */
  100610. static UseFallbackTexture: boolean;
  100611. /**
  100612. * Use this object to register external classes like custom textures or material
  100613. * to allow the laoders to instantiate them
  100614. */
  100615. static RegisteredExternalClasses: {
  100616. [key: string]: Object;
  100617. };
  100618. /**
  100619. * Texture content used if a texture cannot loaded
  100620. * @ignorenaming
  100621. */
  100622. static fallbackTexture: string;
  100623. /**
  100624. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100625. * @param u defines the coordinate on X axis
  100626. * @param v defines the coordinate on Y axis
  100627. * @param width defines the width of the source data
  100628. * @param height defines the height of the source data
  100629. * @param pixels defines the source byte array
  100630. * @param color defines the output color
  100631. */
  100632. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100633. /**
  100634. * Interpolates between a and b via alpha
  100635. * @param a The lower value (returned when alpha = 0)
  100636. * @param b The upper value (returned when alpha = 1)
  100637. * @param alpha The interpolation-factor
  100638. * @return The mixed value
  100639. */
  100640. static Mix(a: number, b: number, alpha: number): number;
  100641. /**
  100642. * Tries to instantiate a new object from a given class name
  100643. * @param className defines the class name to instantiate
  100644. * @returns the new object or null if the system was not able to do the instantiation
  100645. */
  100646. static Instantiate(className: string): any;
  100647. /**
  100648. * Provides a slice function that will work even on IE
  100649. * @param data defines the array to slice
  100650. * @param start defines the start of the data (optional)
  100651. * @param end defines the end of the data (optional)
  100652. * @returns the new sliced array
  100653. */
  100654. static Slice<T>(data: T, start?: number, end?: number): T;
  100655. /**
  100656. * Polyfill for setImmediate
  100657. * @param action defines the action to execute after the current execution block
  100658. */
  100659. static SetImmediate(action: () => void): void;
  100660. /**
  100661. * Function indicating if a number is an exponent of 2
  100662. * @param value defines the value to test
  100663. * @returns true if the value is an exponent of 2
  100664. */
  100665. static IsExponentOfTwo(value: number): boolean;
  100666. private static _tmpFloatArray;
  100667. /**
  100668. * Returns the nearest 32-bit single precision float representation of a Number
  100669. * @param value A Number. If the parameter is of a different type, it will get converted
  100670. * to a number or to NaN if it cannot be converted
  100671. * @returns number
  100672. */
  100673. static FloatRound(value: number): number;
  100674. /**
  100675. * Extracts the filename from a path
  100676. * @param path defines the path to use
  100677. * @returns the filename
  100678. */
  100679. static GetFilename(path: string): string;
  100680. /**
  100681. * Extracts the "folder" part of a path (everything before the filename).
  100682. * @param uri The URI to extract the info from
  100683. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100684. * @returns The "folder" part of the path
  100685. */
  100686. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100687. /**
  100688. * Extracts text content from a DOM element hierarchy
  100689. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100690. */
  100691. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100692. /**
  100693. * Convert an angle in radians to degrees
  100694. * @param angle defines the angle to convert
  100695. * @returns the angle in degrees
  100696. */
  100697. static ToDegrees(angle: number): number;
  100698. /**
  100699. * Convert an angle in degrees to radians
  100700. * @param angle defines the angle to convert
  100701. * @returns the angle in radians
  100702. */
  100703. static ToRadians(angle: number): number;
  100704. /**
  100705. * Returns an array if obj is not an array
  100706. * @param obj defines the object to evaluate as an array
  100707. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100708. * @returns either obj directly if obj is an array or a new array containing obj
  100709. */
  100710. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100711. /**
  100712. * Gets the pointer prefix to use
  100713. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100714. */
  100715. static GetPointerPrefix(): string;
  100716. /**
  100717. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100718. * @param url define the url we are trying
  100719. * @param element define the dom element where to configure the cors policy
  100720. */
  100721. static SetCorsBehavior(url: string | string[], element: {
  100722. crossOrigin: string | null;
  100723. }): void;
  100724. /**
  100725. * Removes unwanted characters from an url
  100726. * @param url defines the url to clean
  100727. * @returns the cleaned url
  100728. */
  100729. static CleanUrl(url: string): string;
  100730. /**
  100731. * Gets or sets a function used to pre-process url before using them to load assets
  100732. */
  100733. static PreprocessUrl: (url: string) => string;
  100734. /**
  100735. * Loads an image as an HTMLImageElement.
  100736. * @param input url string, ArrayBuffer, or Blob to load
  100737. * @param onLoad callback called when the image successfully loads
  100738. * @param onError callback called when the image fails to load
  100739. * @param offlineProvider offline provider for caching
  100740. * @param mimeType optional mime type
  100741. * @returns the HTMLImageElement of the loaded image
  100742. */
  100743. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100744. /**
  100745. * Loads a file from a url
  100746. * @param url url string, ArrayBuffer, or Blob to load
  100747. * @param onSuccess callback called when the file successfully loads
  100748. * @param onProgress callback called while file is loading (if the server supports this mode)
  100749. * @param offlineProvider defines the offline provider for caching
  100750. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100751. * @param onError callback called when the file fails to load
  100752. * @returns a file request object
  100753. */
  100754. 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;
  100755. /**
  100756. * Loads a file from a url
  100757. * @param url the file url to load
  100758. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100759. */
  100760. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100761. /**
  100762. * Load a script (identified by an url). When the url returns, the
  100763. * content of this file is added into a new script element, attached to the DOM (body element)
  100764. * @param scriptUrl defines the url of the script to laod
  100765. * @param onSuccess defines the callback called when the script is loaded
  100766. * @param onError defines the callback to call if an error occurs
  100767. * @param scriptId defines the id of the script element
  100768. */
  100769. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100770. /**
  100771. * Load an asynchronous script (identified by an url). When the url returns, the
  100772. * content of this file is added into a new script element, attached to the DOM (body element)
  100773. * @param scriptUrl defines the url of the script to laod
  100774. * @param scriptId defines the id of the script element
  100775. * @returns a promise request object
  100776. */
  100777. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  100778. /**
  100779. * Loads a file from a blob
  100780. * @param fileToLoad defines the blob to use
  100781. * @param callback defines the callback to call when data is loaded
  100782. * @param progressCallback defines the callback to call during loading process
  100783. * @returns a file request object
  100784. */
  100785. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  100786. /**
  100787. * Reads a file from a File object
  100788. * @param file defines the file to load
  100789. * @param onSuccess defines the callback to call when data is loaded
  100790. * @param onProgress defines the callback to call during loading process
  100791. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  100792. * @param onError defines the callback to call when an error occurs
  100793. * @returns a file request object
  100794. */
  100795. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  100796. /**
  100797. * Creates a data url from a given string content
  100798. * @param content defines the content to convert
  100799. * @returns the new data url link
  100800. */
  100801. static FileAsURL(content: string): string;
  100802. /**
  100803. * Format the given number to a specific decimal format
  100804. * @param value defines the number to format
  100805. * @param decimals defines the number of decimals to use
  100806. * @returns the formatted string
  100807. */
  100808. static Format(value: number, decimals?: number): string;
  100809. /**
  100810. * Tries to copy an object by duplicating every property
  100811. * @param source defines the source object
  100812. * @param destination defines the target object
  100813. * @param doNotCopyList defines a list of properties to avoid
  100814. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100815. */
  100816. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100817. /**
  100818. * Gets a boolean indicating if the given object has no own property
  100819. * @param obj defines the object to test
  100820. * @returns true if object has no own property
  100821. */
  100822. static IsEmpty(obj: any): boolean;
  100823. /**
  100824. * Function used to register events at window level
  100825. * @param windowElement defines the Window object to use
  100826. * @param events defines the events to register
  100827. */
  100828. static RegisterTopRootEvents(windowElement: Window, events: {
  100829. name: string;
  100830. handler: Nullable<(e: FocusEvent) => any>;
  100831. }[]): void;
  100832. /**
  100833. * Function used to unregister events from window level
  100834. * @param windowElement defines the Window object to use
  100835. * @param events defines the events to unregister
  100836. */
  100837. static UnregisterTopRootEvents(windowElement: Window, events: {
  100838. name: string;
  100839. handler: Nullable<(e: FocusEvent) => any>;
  100840. }[]): void;
  100841. /**
  100842. * @ignore
  100843. */
  100844. static _ScreenshotCanvas: HTMLCanvasElement;
  100845. /**
  100846. * Dumps the current bound framebuffer
  100847. * @param width defines the rendering width
  100848. * @param height defines the rendering height
  100849. * @param engine defines the hosting engine
  100850. * @param successCallback defines the callback triggered once the data are available
  100851. * @param mimeType defines the mime type of the result
  100852. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100853. */
  100854. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100855. /**
  100856. * Converts the canvas data to blob.
  100857. * This acts as a polyfill for browsers not supporting the to blob function.
  100858. * @param canvas Defines the canvas to extract the data from
  100859. * @param successCallback Defines the callback triggered once the data are available
  100860. * @param mimeType Defines the mime type of the result
  100861. */
  100862. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100863. /**
  100864. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100865. * @param successCallback defines the callback triggered once the data are available
  100866. * @param mimeType defines the mime type of the result
  100867. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100868. */
  100869. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100870. /**
  100871. * Downloads a blob in the browser
  100872. * @param blob defines the blob to download
  100873. * @param fileName defines the name of the downloaded file
  100874. */
  100875. static Download(blob: Blob, fileName: string): void;
  100876. /**
  100877. * Captures a screenshot of the current rendering
  100878. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100879. * @param engine defines the rendering engine
  100880. * @param camera defines the source camera
  100881. * @param size This parameter can be set to a single number or to an object with the
  100882. * following (optional) properties: precision, width, height. If a single number is passed,
  100883. * it will be used for both width and height. If an object is passed, the screenshot size
  100884. * will be derived from the parameters. The precision property is a multiplier allowing
  100885. * rendering at a higher or lower resolution
  100886. * @param successCallback defines the callback receives a single parameter which contains the
  100887. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100888. * src parameter of an <img> to display it
  100889. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100890. * Check your browser for supported MIME types
  100891. */
  100892. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100893. /**
  100894. * Captures a screenshot of the current rendering
  100895. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100896. * @param engine defines the rendering engine
  100897. * @param camera defines the source camera
  100898. * @param size This parameter can be set to a single number or to an object with the
  100899. * following (optional) properties: precision, width, height. If a single number is passed,
  100900. * it will be used for both width and height. If an object is passed, the screenshot size
  100901. * will be derived from the parameters. The precision property is a multiplier allowing
  100902. * rendering at a higher or lower resolution
  100903. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100904. * Check your browser for supported MIME types
  100905. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100906. * to the src parameter of an <img> to display it
  100907. */
  100908. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100909. /**
  100910. * Generates an image screenshot from the specified camera.
  100911. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100912. * @param engine The engine to use for rendering
  100913. * @param camera The camera to use for rendering
  100914. * @param size This parameter can be set to a single number or to an object with the
  100915. * following (optional) properties: precision, width, height. If a single number is passed,
  100916. * it will be used for both width and height. If an object is passed, the screenshot size
  100917. * will be derived from the parameters. The precision property is a multiplier allowing
  100918. * rendering at a higher or lower resolution
  100919. * @param successCallback The callback receives a single parameter which contains the
  100920. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100921. * src parameter of an <img> to display it
  100922. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100923. * Check your browser for supported MIME types
  100924. * @param samples Texture samples (default: 1)
  100925. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100926. * @param fileName A name for for the downloaded file.
  100927. */
  100928. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100929. /**
  100930. * Generates an image screenshot from the specified camera.
  100931. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100932. * @param engine The engine to use for rendering
  100933. * @param camera The camera to use for rendering
  100934. * @param size This parameter can be set to a single number or to an object with the
  100935. * following (optional) properties: precision, width, height. If a single number is passed,
  100936. * it will be used for both width and height. If an object is passed, the screenshot size
  100937. * will be derived from the parameters. The precision property is a multiplier allowing
  100938. * rendering at a higher or lower resolution
  100939. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100940. * Check your browser for supported MIME types
  100941. * @param samples Texture samples (default: 1)
  100942. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100943. * @param fileName A name for for the downloaded file.
  100944. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100945. * to the src parameter of an <img> to display it
  100946. */
  100947. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100948. /**
  100949. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100950. * Be aware Math.random() could cause collisions, but:
  100951. * "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"
  100952. * @returns a pseudo random id
  100953. */
  100954. static RandomId(): string;
  100955. /**
  100956. * Test if the given uri is a base64 string
  100957. * @param uri The uri to test
  100958. * @return True if the uri is a base64 string or false otherwise
  100959. */
  100960. static IsBase64(uri: string): boolean;
  100961. /**
  100962. * Decode the given base64 uri.
  100963. * @param uri The uri to decode
  100964. * @return The decoded base64 data.
  100965. */
  100966. static DecodeBase64(uri: string): ArrayBuffer;
  100967. /**
  100968. * Gets the absolute url.
  100969. * @param url the input url
  100970. * @return the absolute url
  100971. */
  100972. static GetAbsoluteUrl(url: string): string;
  100973. /**
  100974. * No log
  100975. */
  100976. static readonly NoneLogLevel: number;
  100977. /**
  100978. * Only message logs
  100979. */
  100980. static readonly MessageLogLevel: number;
  100981. /**
  100982. * Only warning logs
  100983. */
  100984. static readonly WarningLogLevel: number;
  100985. /**
  100986. * Only error logs
  100987. */
  100988. static readonly ErrorLogLevel: number;
  100989. /**
  100990. * All logs
  100991. */
  100992. static readonly AllLogLevel: number;
  100993. /**
  100994. * Gets a value indicating the number of loading errors
  100995. * @ignorenaming
  100996. */
  100997. static readonly errorsCount: number;
  100998. /**
  100999. * Callback called when a new log is added
  101000. */
  101001. static OnNewCacheEntry: (entry: string) => void;
  101002. /**
  101003. * Log a message to the console
  101004. * @param message defines the message to log
  101005. */
  101006. static Log(message: string): void;
  101007. /**
  101008. * Write a warning message to the console
  101009. * @param message defines the message to log
  101010. */
  101011. static Warn(message: string): void;
  101012. /**
  101013. * Write an error message to the console
  101014. * @param message defines the message to log
  101015. */
  101016. static Error(message: string): void;
  101017. /**
  101018. * Gets current log cache (list of logs)
  101019. */
  101020. static readonly LogCache: string;
  101021. /**
  101022. * Clears the log cache
  101023. */
  101024. static ClearLogCache(): void;
  101025. /**
  101026. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  101027. */
  101028. static LogLevels: number;
  101029. /**
  101030. * Checks if the window object exists
  101031. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  101032. */
  101033. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  101034. /**
  101035. * No performance log
  101036. */
  101037. static readonly PerformanceNoneLogLevel: number;
  101038. /**
  101039. * Use user marks to log performance
  101040. */
  101041. static readonly PerformanceUserMarkLogLevel: number;
  101042. /**
  101043. * Log performance to the console
  101044. */
  101045. static readonly PerformanceConsoleLogLevel: number;
  101046. private static _performance;
  101047. /**
  101048. * Sets the current performance log level
  101049. */
  101050. static PerformanceLogLevel: number;
  101051. private static _StartPerformanceCounterDisabled;
  101052. private static _EndPerformanceCounterDisabled;
  101053. private static _StartUserMark;
  101054. private static _EndUserMark;
  101055. private static _StartPerformanceConsole;
  101056. private static _EndPerformanceConsole;
  101057. /**
  101058. * Starts a performance counter
  101059. */
  101060. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101061. /**
  101062. * Ends a specific performance coutner
  101063. */
  101064. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  101065. /**
  101066. * Gets either window.performance.now() if supported or Date.now() else
  101067. */
  101068. static readonly Now: number;
  101069. /**
  101070. * This method will return the name of the class used to create the instance of the given object.
  101071. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  101072. * @param object the object to get the class name from
  101073. * @param isType defines if the object is actually a type
  101074. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  101075. */
  101076. static GetClassName(object: any, isType?: boolean): string;
  101077. /**
  101078. * Gets the first element of an array satisfying a given predicate
  101079. * @param array defines the array to browse
  101080. * @param predicate defines the predicate to use
  101081. * @returns null if not found or the element
  101082. */
  101083. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  101084. /**
  101085. * This method will return the name of the full name of the class, including its owning module (if any).
  101086. * 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).
  101087. * @param object the object to get the class name from
  101088. * @param isType defines if the object is actually a type
  101089. * @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.
  101090. * @ignorenaming
  101091. */
  101092. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  101093. /**
  101094. * Returns a promise that resolves after the given amount of time.
  101095. * @param delay Number of milliseconds to delay
  101096. * @returns Promise that resolves after the given amount of time
  101097. */
  101098. static DelayAsync(delay: number): Promise<void>;
  101099. }
  101100. /**
  101101. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  101102. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  101103. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  101104. * @param name The name of the class, case should be preserved
  101105. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  101106. */
  101107. export function className(name: string, module?: string): (target: Object) => void;
  101108. /**
  101109. * An implementation of a loop for asynchronous functions.
  101110. */
  101111. export class AsyncLoop {
  101112. /**
  101113. * Defines the number of iterations for the loop
  101114. */
  101115. iterations: number;
  101116. /**
  101117. * Defines the current index of the loop.
  101118. */
  101119. index: number;
  101120. private _done;
  101121. private _fn;
  101122. private _successCallback;
  101123. /**
  101124. * Constructor.
  101125. * @param iterations the number of iterations.
  101126. * @param func the function to run each iteration
  101127. * @param successCallback the callback that will be called upon succesful execution
  101128. * @param offset starting offset.
  101129. */
  101130. constructor(
  101131. /**
  101132. * Defines the number of iterations for the loop
  101133. */
  101134. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  101135. /**
  101136. * Execute the next iteration. Must be called after the last iteration was finished.
  101137. */
  101138. executeNext(): void;
  101139. /**
  101140. * Break the loop and run the success callback.
  101141. */
  101142. breakLoop(): void;
  101143. /**
  101144. * Create and run an async loop.
  101145. * @param iterations the number of iterations.
  101146. * @param fn the function to run each iteration
  101147. * @param successCallback the callback that will be called upon succesful execution
  101148. * @param offset starting offset.
  101149. * @returns the created async loop object
  101150. */
  101151. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  101152. /**
  101153. * A for-loop that will run a given number of iterations synchronous and the rest async.
  101154. * @param iterations total number of iterations
  101155. * @param syncedIterations number of synchronous iterations in each async iteration.
  101156. * @param fn the function to call each iteration.
  101157. * @param callback a success call back that will be called when iterating stops.
  101158. * @param breakFunction a break condition (optional)
  101159. * @param timeout timeout settings for the setTimeout function. default - 0.
  101160. * @returns the created async loop object
  101161. */
  101162. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  101163. }
  101164. }
  101165. declare module BABYLON {
  101166. /**
  101167. * This class implement a typical dictionary using a string as key and the generic type T as value.
  101168. * The underlying implementation relies on an associative array to ensure the best performances.
  101169. * The value can be anything including 'null' but except 'undefined'
  101170. */
  101171. export class StringDictionary<T> {
  101172. /**
  101173. * This will clear this dictionary and copy the content from the 'source' one.
  101174. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  101175. * @param source the dictionary to take the content from and copy to this dictionary
  101176. */
  101177. copyFrom(source: StringDictionary<T>): void;
  101178. /**
  101179. * Get a value based from its key
  101180. * @param key the given key to get the matching value from
  101181. * @return the value if found, otherwise undefined is returned
  101182. */
  101183. get(key: string): T | undefined;
  101184. /**
  101185. * Get a value from its key or add it if it doesn't exist.
  101186. * This method will ensure you that a given key/data will be present in the dictionary.
  101187. * @param key the given key to get the matching value from
  101188. * @param factory the factory that will create the value if the key is not present in the dictionary.
  101189. * The factory will only be invoked if there's no data for the given key.
  101190. * @return the value corresponding to the key.
  101191. */
  101192. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  101193. /**
  101194. * Get a value from its key if present in the dictionary otherwise add it
  101195. * @param key the key to get the value from
  101196. * @param val if there's no such key/value pair in the dictionary add it with this value
  101197. * @return the value corresponding to the key
  101198. */
  101199. getOrAdd(key: string, val: T): T;
  101200. /**
  101201. * Check if there's a given key in the dictionary
  101202. * @param key the key to check for
  101203. * @return true if the key is present, false otherwise
  101204. */
  101205. contains(key: string): boolean;
  101206. /**
  101207. * Add a new key and its corresponding value
  101208. * @param key the key to add
  101209. * @param value the value corresponding to the key
  101210. * @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
  101211. */
  101212. add(key: string, value: T): boolean;
  101213. /**
  101214. * Update a specific value associated to a key
  101215. * @param key defines the key to use
  101216. * @param value defines the value to store
  101217. * @returns true if the value was updated (or false if the key was not found)
  101218. */
  101219. set(key: string, value: T): boolean;
  101220. /**
  101221. * Get the element of the given key and remove it from the dictionary
  101222. * @param key defines the key to search
  101223. * @returns the value associated with the key or null if not found
  101224. */
  101225. getAndRemove(key: string): Nullable<T>;
  101226. /**
  101227. * Remove a key/value from the dictionary.
  101228. * @param key the key to remove
  101229. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  101230. */
  101231. remove(key: string): boolean;
  101232. /**
  101233. * Clear the whole content of the dictionary
  101234. */
  101235. clear(): void;
  101236. /**
  101237. * Gets the current count
  101238. */
  101239. readonly count: number;
  101240. /**
  101241. * Execute a callback on each key/val of the dictionary.
  101242. * Note that you can remove any element in this dictionary in the callback implementation
  101243. * @param callback the callback to execute on a given key/value pair
  101244. */
  101245. forEach(callback: (key: string, val: T) => void): void;
  101246. /**
  101247. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  101248. * If the callback returns null or undefined the method will iterate to the next key/value pair
  101249. * Note that you can remove any element in this dictionary in the callback implementation
  101250. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  101251. * @returns the first item
  101252. */
  101253. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  101254. private _count;
  101255. private _data;
  101256. }
  101257. }
  101258. declare module BABYLON {
  101259. /** @hidden */
  101260. export interface ICollisionCoordinator {
  101261. createCollider(): Collider;
  101262. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101263. init(scene: Scene): void;
  101264. }
  101265. /** @hidden */
  101266. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  101267. private _scene;
  101268. private _scaledPosition;
  101269. private _scaledVelocity;
  101270. private _finalPosition;
  101271. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  101272. createCollider(): Collider;
  101273. init(scene: Scene): void;
  101274. private _collideWithWorld;
  101275. }
  101276. }
  101277. declare module BABYLON {
  101278. /**
  101279. * Class used to manage all inputs for the scene.
  101280. */
  101281. export class InputManager {
  101282. /** The distance in pixel that you have to move to prevent some events */
  101283. static DragMovementThreshold: number;
  101284. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  101285. static LongPressDelay: number;
  101286. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  101287. static DoubleClickDelay: number;
  101288. /** If you need to check double click without raising a single click at first click, enable this flag */
  101289. static ExclusiveDoubleClickMode: boolean;
  101290. private _wheelEventName;
  101291. private _onPointerMove;
  101292. private _onPointerDown;
  101293. private _onPointerUp;
  101294. private _initClickEvent;
  101295. private _initActionManager;
  101296. private _delayedSimpleClick;
  101297. private _delayedSimpleClickTimeout;
  101298. private _previousDelayedSimpleClickTimeout;
  101299. private _meshPickProceed;
  101300. private _previousButtonPressed;
  101301. private _currentPickResult;
  101302. private _previousPickResult;
  101303. private _totalPointersPressed;
  101304. private _doubleClickOccured;
  101305. private _pointerOverMesh;
  101306. private _pickedDownMesh;
  101307. private _pickedUpMesh;
  101308. private _pointerX;
  101309. private _pointerY;
  101310. private _unTranslatedPointerX;
  101311. private _unTranslatedPointerY;
  101312. private _startingPointerPosition;
  101313. private _previousStartingPointerPosition;
  101314. private _startingPointerTime;
  101315. private _previousStartingPointerTime;
  101316. private _pointerCaptures;
  101317. private _onKeyDown;
  101318. private _onKeyUp;
  101319. private _onCanvasFocusObserver;
  101320. private _onCanvasBlurObserver;
  101321. private _scene;
  101322. /**
  101323. * Creates a new InputManager
  101324. * @param scene defines the hosting scene
  101325. */
  101326. constructor(scene: Scene);
  101327. /**
  101328. * Gets the mesh that is currently under the pointer
  101329. */
  101330. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101331. /**
  101332. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101333. */
  101334. readonly unTranslatedPointer: Vector2;
  101335. /**
  101336. * Gets or sets the current on-screen X position of the pointer
  101337. */
  101338. pointerX: number;
  101339. /**
  101340. * Gets or sets the current on-screen Y position of the pointer
  101341. */
  101342. pointerY: number;
  101343. private _updatePointerPosition;
  101344. private _processPointerMove;
  101345. private _setRayOnPointerInfo;
  101346. private _checkPrePointerObservable;
  101347. /**
  101348. * Use this method to simulate a pointer move on a mesh
  101349. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101350. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101351. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101352. */
  101353. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101354. /**
  101355. * Use this method to simulate a pointer down on a mesh
  101356. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101357. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101358. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101359. */
  101360. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101361. private _processPointerDown;
  101362. /** @hidden */
  101363. _isPointerSwiping(): boolean;
  101364. /**
  101365. * Use this method to simulate a pointer up on a mesh
  101366. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101367. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101368. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101369. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101370. */
  101371. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101372. private _processPointerUp;
  101373. /**
  101374. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101375. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101376. * @returns true if the pointer was captured
  101377. */
  101378. isPointerCaptured(pointerId?: number): boolean;
  101379. /**
  101380. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101381. * @param attachUp defines if you want to attach events to pointerup
  101382. * @param attachDown defines if you want to attach events to pointerdown
  101383. * @param attachMove defines if you want to attach events to pointermove
  101384. */
  101385. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101386. /**
  101387. * Detaches all event handlers
  101388. */
  101389. detachControl(): void;
  101390. /**
  101391. * Force the value of meshUnderPointer
  101392. * @param mesh defines the mesh to use
  101393. */
  101394. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101395. /**
  101396. * Gets the mesh under the pointer
  101397. * @returns a Mesh or null if no mesh is under the pointer
  101398. */
  101399. getPointerOverMesh(): Nullable<AbstractMesh>;
  101400. }
  101401. }
  101402. declare module BABYLON {
  101403. /**
  101404. * Helper class used to generate session unique ID
  101405. */
  101406. export class UniqueIdGenerator {
  101407. private static _UniqueIdCounter;
  101408. /**
  101409. * Gets an unique (relatively to the current scene) Id
  101410. */
  101411. static readonly UniqueId: number;
  101412. }
  101413. }
  101414. declare module BABYLON {
  101415. /**
  101416. * This class defines the direct association between an animation and a target
  101417. */
  101418. export class TargetedAnimation {
  101419. /**
  101420. * Animation to perform
  101421. */
  101422. animation: Animation;
  101423. /**
  101424. * Target to animate
  101425. */
  101426. target: any;
  101427. /**
  101428. * Serialize the object
  101429. * @returns the JSON object representing the current entity
  101430. */
  101431. serialize(): any;
  101432. }
  101433. /**
  101434. * Use this class to create coordinated animations on multiple targets
  101435. */
  101436. export class AnimationGroup implements IDisposable {
  101437. /** The name of the animation group */
  101438. name: string;
  101439. private _scene;
  101440. private _targetedAnimations;
  101441. private _animatables;
  101442. private _from;
  101443. private _to;
  101444. private _isStarted;
  101445. private _isPaused;
  101446. private _speedRatio;
  101447. private _loopAnimation;
  101448. /**
  101449. * Gets or sets the unique id of the node
  101450. */
  101451. uniqueId: number;
  101452. /**
  101453. * This observable will notify when one animation have ended
  101454. */
  101455. onAnimationEndObservable: Observable<TargetedAnimation>;
  101456. /**
  101457. * Observer raised when one animation loops
  101458. */
  101459. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101460. /**
  101461. * Observer raised when all animations have looped
  101462. */
  101463. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101464. /**
  101465. * This observable will notify when all animations have ended.
  101466. */
  101467. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101468. /**
  101469. * This observable will notify when all animations have paused.
  101470. */
  101471. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101472. /**
  101473. * This observable will notify when all animations are playing.
  101474. */
  101475. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101476. /**
  101477. * Gets the first frame
  101478. */
  101479. readonly from: number;
  101480. /**
  101481. * Gets the last frame
  101482. */
  101483. readonly to: number;
  101484. /**
  101485. * Define if the animations are started
  101486. */
  101487. readonly isStarted: boolean;
  101488. /**
  101489. * Gets a value indicating that the current group is playing
  101490. */
  101491. readonly isPlaying: boolean;
  101492. /**
  101493. * Gets or sets the speed ratio to use for all animations
  101494. */
  101495. /**
  101496. * Gets or sets the speed ratio to use for all animations
  101497. */
  101498. speedRatio: number;
  101499. /**
  101500. * Gets or sets if all animations should loop or not
  101501. */
  101502. loopAnimation: boolean;
  101503. /**
  101504. * Gets the targeted animations for this animation group
  101505. */
  101506. readonly targetedAnimations: Array<TargetedAnimation>;
  101507. /**
  101508. * returning the list of animatables controlled by this animation group.
  101509. */
  101510. readonly animatables: Array<Animatable>;
  101511. /**
  101512. * Instantiates a new Animation Group.
  101513. * This helps managing several animations at once.
  101514. * @see http://doc.babylonjs.com/how_to/group
  101515. * @param name Defines the name of the group
  101516. * @param scene Defines the scene the group belongs to
  101517. */
  101518. constructor(
  101519. /** The name of the animation group */
  101520. name: string, scene?: Nullable<Scene>);
  101521. /**
  101522. * Add an animation (with its target) in the group
  101523. * @param animation defines the animation we want to add
  101524. * @param target defines the target of the animation
  101525. * @returns the TargetedAnimation object
  101526. */
  101527. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101528. /**
  101529. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101530. * It can add constant keys at begin or end
  101531. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101532. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101533. * @returns the animation group
  101534. */
  101535. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101536. private _animationLoopCount;
  101537. private _animationLoopFlags;
  101538. private _processLoop;
  101539. /**
  101540. * Start all animations on given targets
  101541. * @param loop defines if animations must loop
  101542. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101543. * @param from defines the from key (optional)
  101544. * @param to defines the to key (optional)
  101545. * @returns the current animation group
  101546. */
  101547. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101548. /**
  101549. * Pause all animations
  101550. * @returns the animation group
  101551. */
  101552. pause(): AnimationGroup;
  101553. /**
  101554. * Play all animations to initial state
  101555. * This function will start() the animations if they were not started or will restart() them if they were paused
  101556. * @param loop defines if animations must loop
  101557. * @returns the animation group
  101558. */
  101559. play(loop?: boolean): AnimationGroup;
  101560. /**
  101561. * Reset all animations to initial state
  101562. * @returns the animation group
  101563. */
  101564. reset(): AnimationGroup;
  101565. /**
  101566. * Restart animations from key 0
  101567. * @returns the animation group
  101568. */
  101569. restart(): AnimationGroup;
  101570. /**
  101571. * Stop all animations
  101572. * @returns the animation group
  101573. */
  101574. stop(): AnimationGroup;
  101575. /**
  101576. * Set animation weight for all animatables
  101577. * @param weight defines the weight to use
  101578. * @return the animationGroup
  101579. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101580. */
  101581. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101582. /**
  101583. * Synchronize and normalize all animatables with a source animatable
  101584. * @param root defines the root animatable to synchronize with
  101585. * @return the animationGroup
  101586. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101587. */
  101588. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101589. /**
  101590. * Goes to a specific frame in this animation group
  101591. * @param frame the frame number to go to
  101592. * @return the animationGroup
  101593. */
  101594. goToFrame(frame: number): AnimationGroup;
  101595. /**
  101596. * Dispose all associated resources
  101597. */
  101598. dispose(): void;
  101599. private _checkAnimationGroupEnded;
  101600. /**
  101601. * Clone the current animation group and returns a copy
  101602. * @param newName defines the name of the new group
  101603. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101604. * @returns the new aniamtion group
  101605. */
  101606. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101607. /**
  101608. * Serializes the animationGroup to an object
  101609. * @returns Serialized object
  101610. */
  101611. serialize(): any;
  101612. /**
  101613. * Returns a new AnimationGroup object parsed from the source provided.
  101614. * @param parsedAnimationGroup defines the source
  101615. * @param scene defines the scene that will receive the animationGroup
  101616. * @returns a new AnimationGroup
  101617. */
  101618. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101619. /**
  101620. * Returns the string "AnimationGroup"
  101621. * @returns "AnimationGroup"
  101622. */
  101623. getClassName(): string;
  101624. /**
  101625. * Creates a detailled string about the object
  101626. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101627. * @returns a string representing the object
  101628. */
  101629. toString(fullDetails?: boolean): string;
  101630. }
  101631. }
  101632. declare module BABYLON {
  101633. /**
  101634. * Define an interface for all classes that will hold resources
  101635. */
  101636. export interface IDisposable {
  101637. /**
  101638. * Releases all held resources
  101639. */
  101640. dispose(): void;
  101641. }
  101642. /** Interface defining initialization parameters for Scene class */
  101643. export interface SceneOptions {
  101644. /**
  101645. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101646. * It will improve performance when the number of geometries becomes important.
  101647. */
  101648. useGeometryUniqueIdsMap?: boolean;
  101649. /**
  101650. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101651. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101652. */
  101653. useMaterialMeshMap?: boolean;
  101654. /**
  101655. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101656. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101657. */
  101658. useClonedMeshhMap?: boolean;
  101659. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101660. virtual?: boolean;
  101661. }
  101662. /**
  101663. * Represents a scene to be rendered by the engine.
  101664. * @see http://doc.babylonjs.com/features/scene
  101665. */
  101666. export class Scene extends AbstractScene implements IAnimatable {
  101667. /** The fog is deactivated */
  101668. static readonly FOGMODE_NONE: number;
  101669. /** The fog density is following an exponential function */
  101670. static readonly FOGMODE_EXP: number;
  101671. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101672. static readonly FOGMODE_EXP2: number;
  101673. /** The fog density is following a linear function. */
  101674. static readonly FOGMODE_LINEAR: number;
  101675. /**
  101676. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101677. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101678. */
  101679. static MinDeltaTime: number;
  101680. /**
  101681. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101682. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101683. */
  101684. static MaxDeltaTime: number;
  101685. /**
  101686. * Factory used to create the default material.
  101687. * @param name The name of the material to create
  101688. * @param scene The scene to create the material for
  101689. * @returns The default material
  101690. */
  101691. static DefaultMaterialFactory(scene: Scene): Material;
  101692. /**
  101693. * Factory used to create the a collision coordinator.
  101694. * @returns The collision coordinator
  101695. */
  101696. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101697. /** @hidden */
  101698. _inputManager: InputManager;
  101699. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101700. cameraToUseForPointers: Nullable<Camera>;
  101701. /** @hidden */
  101702. readonly _isScene: boolean;
  101703. /**
  101704. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101705. */
  101706. autoClear: boolean;
  101707. /**
  101708. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101709. */
  101710. autoClearDepthAndStencil: boolean;
  101711. /**
  101712. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101713. */
  101714. clearColor: Color4;
  101715. /**
  101716. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101717. */
  101718. ambientColor: Color3;
  101719. /**
  101720. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101721. * It should only be one of the following (if not the default embedded one):
  101722. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101723. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101724. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101725. * The material properties need to be setup according to the type of texture in use.
  101726. */
  101727. environmentBRDFTexture: BaseTexture;
  101728. /** @hidden */
  101729. protected _environmentTexture: Nullable<BaseTexture>;
  101730. /**
  101731. * Texture used in all pbr material as the reflection texture.
  101732. * As in the majority of the scene they are the same (exception for multi room and so on),
  101733. * this is easier to reference from here than from all the materials.
  101734. */
  101735. /**
  101736. * Texture used in all pbr material as the reflection texture.
  101737. * As in the majority of the scene they are the same (exception for multi room and so on),
  101738. * this is easier to set here than in all the materials.
  101739. */
  101740. environmentTexture: Nullable<BaseTexture>;
  101741. /** @hidden */
  101742. protected _environmentIntensity: number;
  101743. /**
  101744. * Intensity of the environment in all pbr material.
  101745. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101746. * As in the majority of the scene they are the same (exception for multi room and so on),
  101747. * this is easier to reference from here than from all the materials.
  101748. */
  101749. /**
  101750. * Intensity of the environment in all pbr material.
  101751. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101752. * As in the majority of the scene they are the same (exception for multi room and so on),
  101753. * this is easier to set here than in all the materials.
  101754. */
  101755. environmentIntensity: number;
  101756. /** @hidden */
  101757. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101758. /**
  101759. * Default image processing configuration used either in the rendering
  101760. * Forward main pass or through the imageProcessingPostProcess if present.
  101761. * As in the majority of the scene they are the same (exception for multi camera),
  101762. * this is easier to reference from here than from all the materials and post process.
  101763. *
  101764. * No setter as we it is a shared configuration, you can set the values instead.
  101765. */
  101766. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101767. private _forceWireframe;
  101768. /**
  101769. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101770. */
  101771. forceWireframe: boolean;
  101772. private _forcePointsCloud;
  101773. /**
  101774. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  101775. */
  101776. forcePointsCloud: boolean;
  101777. /**
  101778. * Gets or sets the active clipplane 1
  101779. */
  101780. clipPlane: Nullable<Plane>;
  101781. /**
  101782. * Gets or sets the active clipplane 2
  101783. */
  101784. clipPlane2: Nullable<Plane>;
  101785. /**
  101786. * Gets or sets the active clipplane 3
  101787. */
  101788. clipPlane3: Nullable<Plane>;
  101789. /**
  101790. * Gets or sets the active clipplane 4
  101791. */
  101792. clipPlane4: Nullable<Plane>;
  101793. /**
  101794. * Gets or sets a boolean indicating if animations are enabled
  101795. */
  101796. animationsEnabled: boolean;
  101797. private _animationPropertiesOverride;
  101798. /**
  101799. * Gets or sets the animation properties override
  101800. */
  101801. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  101802. /**
  101803. * Gets or sets a boolean indicating if a constant deltatime has to be used
  101804. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  101805. */
  101806. useConstantAnimationDeltaTime: boolean;
  101807. /**
  101808. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  101809. * Please note that it requires to run a ray cast through the scene on every frame
  101810. */
  101811. constantlyUpdateMeshUnderPointer: boolean;
  101812. /**
  101813. * Defines the HTML cursor to use when hovering over interactive elements
  101814. */
  101815. hoverCursor: string;
  101816. /**
  101817. * Defines the HTML default cursor to use (empty by default)
  101818. */
  101819. defaultCursor: string;
  101820. /**
  101821. * Defines wether cursors are handled by the scene.
  101822. */
  101823. doNotHandleCursors: boolean;
  101824. /**
  101825. * This is used to call preventDefault() on pointer down
  101826. * in order to block unwanted artifacts like system double clicks
  101827. */
  101828. preventDefaultOnPointerDown: boolean;
  101829. /**
  101830. * This is used to call preventDefault() on pointer up
  101831. * in order to block unwanted artifacts like system double clicks
  101832. */
  101833. preventDefaultOnPointerUp: boolean;
  101834. /**
  101835. * Gets or sets user defined metadata
  101836. */
  101837. metadata: any;
  101838. /**
  101839. * For internal use only. Please do not use.
  101840. */
  101841. reservedDataStore: any;
  101842. /**
  101843. * Gets the name of the plugin used to load this scene (null by default)
  101844. */
  101845. loadingPluginName: string;
  101846. /**
  101847. * Use this array to add regular expressions used to disable offline support for specific urls
  101848. */
  101849. disableOfflineSupportExceptionRules: RegExp[];
  101850. /**
  101851. * An event triggered when the scene is disposed.
  101852. */
  101853. onDisposeObservable: Observable<Scene>;
  101854. private _onDisposeObserver;
  101855. /** Sets a function to be executed when this scene is disposed. */
  101856. onDispose: () => void;
  101857. /**
  101858. * An event triggered before rendering the scene (right after animations and physics)
  101859. */
  101860. onBeforeRenderObservable: Observable<Scene>;
  101861. private _onBeforeRenderObserver;
  101862. /** Sets a function to be executed before rendering this scene */
  101863. beforeRender: Nullable<() => void>;
  101864. /**
  101865. * An event triggered after rendering the scene
  101866. */
  101867. onAfterRenderObservable: Observable<Scene>;
  101868. /**
  101869. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101870. */
  101871. onAfterRenderCameraObservable: Observable<Camera>;
  101872. private _onAfterRenderObserver;
  101873. /** Sets a function to be executed after rendering this scene */
  101874. afterRender: Nullable<() => void>;
  101875. /**
  101876. * An event triggered before animating the scene
  101877. */
  101878. onBeforeAnimationsObservable: Observable<Scene>;
  101879. /**
  101880. * An event triggered after animations processing
  101881. */
  101882. onAfterAnimationsObservable: Observable<Scene>;
  101883. /**
  101884. * An event triggered before draw calls are ready to be sent
  101885. */
  101886. onBeforeDrawPhaseObservable: Observable<Scene>;
  101887. /**
  101888. * An event triggered after draw calls have been sent
  101889. */
  101890. onAfterDrawPhaseObservable: Observable<Scene>;
  101891. /**
  101892. * An event triggered when the scene is ready
  101893. */
  101894. onReadyObservable: Observable<Scene>;
  101895. /**
  101896. * An event triggered before rendering a camera
  101897. */
  101898. onBeforeCameraRenderObservable: Observable<Camera>;
  101899. private _onBeforeCameraRenderObserver;
  101900. /** Sets a function to be executed before rendering a camera*/
  101901. beforeCameraRender: () => void;
  101902. /**
  101903. * An event triggered after rendering a camera
  101904. */
  101905. onAfterCameraRenderObservable: Observable<Camera>;
  101906. private _onAfterCameraRenderObserver;
  101907. /** Sets a function to be executed after rendering a camera*/
  101908. afterCameraRender: () => void;
  101909. /**
  101910. * An event triggered when active meshes evaluation is about to start
  101911. */
  101912. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101913. /**
  101914. * An event triggered when active meshes evaluation is done
  101915. */
  101916. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101917. /**
  101918. * An event triggered when particles rendering is about to start
  101919. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101920. */
  101921. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101922. /**
  101923. * An event triggered when particles rendering is done
  101924. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101925. */
  101926. onAfterParticlesRenderingObservable: Observable<Scene>;
  101927. /**
  101928. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101929. */
  101930. onDataLoadedObservable: Observable<Scene>;
  101931. /**
  101932. * An event triggered when a camera is created
  101933. */
  101934. onNewCameraAddedObservable: Observable<Camera>;
  101935. /**
  101936. * An event triggered when a camera is removed
  101937. */
  101938. onCameraRemovedObservable: Observable<Camera>;
  101939. /**
  101940. * An event triggered when a light is created
  101941. */
  101942. onNewLightAddedObservable: Observable<Light>;
  101943. /**
  101944. * An event triggered when a light is removed
  101945. */
  101946. onLightRemovedObservable: Observable<Light>;
  101947. /**
  101948. * An event triggered when a geometry is created
  101949. */
  101950. onNewGeometryAddedObservable: Observable<Geometry>;
  101951. /**
  101952. * An event triggered when a geometry is removed
  101953. */
  101954. onGeometryRemovedObservable: Observable<Geometry>;
  101955. /**
  101956. * An event triggered when a transform node is created
  101957. */
  101958. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101959. /**
  101960. * An event triggered when a transform node is removed
  101961. */
  101962. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101963. /**
  101964. * An event triggered when a mesh is created
  101965. */
  101966. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101967. /**
  101968. * An event triggered when a mesh is removed
  101969. */
  101970. onMeshRemovedObservable: Observable<AbstractMesh>;
  101971. /**
  101972. * An event triggered when a skeleton is created
  101973. */
  101974. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101975. /**
  101976. * An event triggered when a skeleton is removed
  101977. */
  101978. onSkeletonRemovedObservable: Observable<Skeleton>;
  101979. /**
  101980. * An event triggered when a material is created
  101981. */
  101982. onNewMaterialAddedObservable: Observable<Material>;
  101983. /**
  101984. * An event triggered when a material is removed
  101985. */
  101986. onMaterialRemovedObservable: Observable<Material>;
  101987. /**
  101988. * An event triggered when a texture is created
  101989. */
  101990. onNewTextureAddedObservable: Observable<BaseTexture>;
  101991. /**
  101992. * An event triggered when a texture is removed
  101993. */
  101994. onTextureRemovedObservable: Observable<BaseTexture>;
  101995. /**
  101996. * An event triggered when render targets are about to be rendered
  101997. * Can happen multiple times per frame.
  101998. */
  101999. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  102000. /**
  102001. * An event triggered when render targets were rendered.
  102002. * Can happen multiple times per frame.
  102003. */
  102004. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  102005. /**
  102006. * An event triggered before calculating deterministic simulation step
  102007. */
  102008. onBeforeStepObservable: Observable<Scene>;
  102009. /**
  102010. * An event triggered after calculating deterministic simulation step
  102011. */
  102012. onAfterStepObservable: Observable<Scene>;
  102013. /**
  102014. * An event triggered when the activeCamera property is updated
  102015. */
  102016. onActiveCameraChanged: Observable<Scene>;
  102017. /**
  102018. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  102019. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102020. * 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)
  102021. */
  102022. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102023. /**
  102024. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  102025. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  102026. * 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)
  102027. */
  102028. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  102029. /**
  102030. * This Observable will when a mesh has been imported into the scene.
  102031. */
  102032. onMeshImportedObservable: Observable<AbstractMesh>;
  102033. /**
  102034. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  102035. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  102036. */
  102037. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  102038. /** @hidden */
  102039. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  102040. /**
  102041. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  102042. */
  102043. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  102044. /**
  102045. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  102046. */
  102047. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  102048. /**
  102049. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  102050. */
  102051. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  102052. /** Callback called when a pointer move is detected */
  102053. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102054. /** Callback called when a pointer down is detected */
  102055. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  102056. /** Callback called when a pointer up is detected */
  102057. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  102058. /** Callback called when a pointer pick is detected */
  102059. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  102060. /**
  102061. * 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).
  102062. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  102063. */
  102064. onPrePointerObservable: Observable<PointerInfoPre>;
  102065. /**
  102066. * Observable event triggered each time an input event is received from the rendering canvas
  102067. */
  102068. onPointerObservable: Observable<PointerInfo>;
  102069. /**
  102070. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  102071. */
  102072. readonly unTranslatedPointer: Vector2;
  102073. /**
  102074. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  102075. */
  102076. static DragMovementThreshold: number;
  102077. /**
  102078. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  102079. */
  102080. static LongPressDelay: number;
  102081. /**
  102082. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  102083. */
  102084. static DoubleClickDelay: number;
  102085. /** If you need to check double click without raising a single click at first click, enable this flag */
  102086. static ExclusiveDoubleClickMode: boolean;
  102087. /** @hidden */
  102088. _mirroredCameraPosition: Nullable<Vector3>;
  102089. /**
  102090. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  102091. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  102092. */
  102093. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  102094. /**
  102095. * Observable event triggered each time an keyboard event is received from the hosting window
  102096. */
  102097. onKeyboardObservable: Observable<KeyboardInfo>;
  102098. private _useRightHandedSystem;
  102099. /**
  102100. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  102101. */
  102102. useRightHandedSystem: boolean;
  102103. private _timeAccumulator;
  102104. private _currentStepId;
  102105. private _currentInternalStep;
  102106. /**
  102107. * Sets the step Id used by deterministic lock step
  102108. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102109. * @param newStepId defines the step Id
  102110. */
  102111. setStepId(newStepId: number): void;
  102112. /**
  102113. * Gets the step Id used by deterministic lock step
  102114. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102115. * @returns the step Id
  102116. */
  102117. getStepId(): number;
  102118. /**
  102119. * Gets the internal step used by deterministic lock step
  102120. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  102121. * @returns the internal step
  102122. */
  102123. getInternalStep(): number;
  102124. private _fogEnabled;
  102125. /**
  102126. * Gets or sets a boolean indicating if fog is enabled on this scene
  102127. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102128. * (Default is true)
  102129. */
  102130. fogEnabled: boolean;
  102131. private _fogMode;
  102132. /**
  102133. * Gets or sets the fog mode to use
  102134. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102135. * | mode | value |
  102136. * | --- | --- |
  102137. * | FOGMODE_NONE | 0 |
  102138. * | FOGMODE_EXP | 1 |
  102139. * | FOGMODE_EXP2 | 2 |
  102140. * | FOGMODE_LINEAR | 3 |
  102141. */
  102142. fogMode: number;
  102143. /**
  102144. * Gets or sets the fog color to use
  102145. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102146. * (Default is Color3(0.2, 0.2, 0.3))
  102147. */
  102148. fogColor: Color3;
  102149. /**
  102150. * Gets or sets the fog density to use
  102151. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102152. * (Default is 0.1)
  102153. */
  102154. fogDensity: number;
  102155. /**
  102156. * Gets or sets the fog start distance to use
  102157. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102158. * (Default is 0)
  102159. */
  102160. fogStart: number;
  102161. /**
  102162. * Gets or sets the fog end distance to use
  102163. * @see http://doc.babylonjs.com/babylon101/environment#fog
  102164. * (Default is 1000)
  102165. */
  102166. fogEnd: number;
  102167. private _shadowsEnabled;
  102168. /**
  102169. * Gets or sets a boolean indicating if shadows are enabled on this scene
  102170. */
  102171. shadowsEnabled: boolean;
  102172. private _lightsEnabled;
  102173. /**
  102174. * Gets or sets a boolean indicating if lights are enabled on this scene
  102175. */
  102176. lightsEnabled: boolean;
  102177. /** All of the active cameras added to this scene. */
  102178. activeCameras: Camera[];
  102179. /** @hidden */
  102180. _activeCamera: Nullable<Camera>;
  102181. /** Gets or sets the current active camera */
  102182. activeCamera: Nullable<Camera>;
  102183. private _defaultMaterial;
  102184. /** The default material used on meshes when no material is affected */
  102185. /** The default material used on meshes when no material is affected */
  102186. defaultMaterial: Material;
  102187. private _texturesEnabled;
  102188. /**
  102189. * Gets or sets a boolean indicating if textures are enabled on this scene
  102190. */
  102191. texturesEnabled: boolean;
  102192. /**
  102193. * Gets or sets a boolean indicating if particles are enabled on this scene
  102194. */
  102195. particlesEnabled: boolean;
  102196. /**
  102197. * Gets or sets a boolean indicating if sprites are enabled on this scene
  102198. */
  102199. spritesEnabled: boolean;
  102200. private _skeletonsEnabled;
  102201. /**
  102202. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  102203. */
  102204. skeletonsEnabled: boolean;
  102205. /**
  102206. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  102207. */
  102208. lensFlaresEnabled: boolean;
  102209. /**
  102210. * Gets or sets a boolean indicating if collisions are enabled on this scene
  102211. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102212. */
  102213. collisionsEnabled: boolean;
  102214. private _collisionCoordinator;
  102215. /** @hidden */
  102216. readonly collisionCoordinator: ICollisionCoordinator;
  102217. /**
  102218. * Defines the gravity applied to this scene (used only for collisions)
  102219. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  102220. */
  102221. gravity: Vector3;
  102222. /**
  102223. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  102224. */
  102225. postProcessesEnabled: boolean;
  102226. /**
  102227. * The list of postprocesses added to the scene
  102228. */
  102229. postProcesses: PostProcess[];
  102230. /**
  102231. * Gets the current postprocess manager
  102232. */
  102233. postProcessManager: PostProcessManager;
  102234. /**
  102235. * Gets or sets a boolean indicating if render targets are enabled on this scene
  102236. */
  102237. renderTargetsEnabled: boolean;
  102238. /**
  102239. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  102240. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  102241. */
  102242. dumpNextRenderTargets: boolean;
  102243. /**
  102244. * The list of user defined render targets added to the scene
  102245. */
  102246. customRenderTargets: RenderTargetTexture[];
  102247. /**
  102248. * Defines if texture loading must be delayed
  102249. * If true, textures will only be loaded when they need to be rendered
  102250. */
  102251. useDelayedTextureLoading: boolean;
  102252. /**
  102253. * Gets the list of meshes imported to the scene through SceneLoader
  102254. */
  102255. importedMeshesFiles: String[];
  102256. /**
  102257. * Gets or sets a boolean indicating if probes are enabled on this scene
  102258. */
  102259. probesEnabled: boolean;
  102260. /**
  102261. * Gets or sets the current offline provider to use to store scene data
  102262. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  102263. */
  102264. offlineProvider: IOfflineProvider;
  102265. /**
  102266. * Gets or sets the action manager associated with the scene
  102267. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  102268. */
  102269. actionManager: AbstractActionManager;
  102270. private _meshesForIntersections;
  102271. /**
  102272. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  102273. */
  102274. proceduralTexturesEnabled: boolean;
  102275. private _engine;
  102276. private _totalVertices;
  102277. /** @hidden */
  102278. _activeIndices: PerfCounter;
  102279. /** @hidden */
  102280. _activeParticles: PerfCounter;
  102281. /** @hidden */
  102282. _activeBones: PerfCounter;
  102283. private _animationRatio;
  102284. /** @hidden */
  102285. _animationTimeLast: number;
  102286. /** @hidden */
  102287. _animationTime: number;
  102288. /**
  102289. * Gets or sets a general scale for animation speed
  102290. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  102291. */
  102292. animationTimeScale: number;
  102293. /** @hidden */
  102294. _cachedMaterial: Nullable<Material>;
  102295. /** @hidden */
  102296. _cachedEffect: Nullable<Effect>;
  102297. /** @hidden */
  102298. _cachedVisibility: Nullable<number>;
  102299. private _renderId;
  102300. private _frameId;
  102301. private _executeWhenReadyTimeoutId;
  102302. private _intermediateRendering;
  102303. private _viewUpdateFlag;
  102304. private _projectionUpdateFlag;
  102305. /** @hidden */
  102306. _toBeDisposed: Nullable<IDisposable>[];
  102307. private _activeRequests;
  102308. /** @hidden */
  102309. _pendingData: any[];
  102310. private _isDisposed;
  102311. /**
  102312. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  102313. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  102314. */
  102315. dispatchAllSubMeshesOfActiveMeshes: boolean;
  102316. private _activeMeshes;
  102317. private _processedMaterials;
  102318. private _renderTargets;
  102319. /** @hidden */
  102320. _activeParticleSystems: SmartArray<IParticleSystem>;
  102321. private _activeSkeletons;
  102322. private _softwareSkinnedMeshes;
  102323. private _renderingManager;
  102324. /** @hidden */
  102325. _activeAnimatables: Animatable[];
  102326. private _transformMatrix;
  102327. private _sceneUbo;
  102328. /** @hidden */
  102329. _viewMatrix: Matrix;
  102330. private _projectionMatrix;
  102331. /** @hidden */
  102332. _forcedViewPosition: Nullable<Vector3>;
  102333. /** @hidden */
  102334. _frustumPlanes: Plane[];
  102335. /**
  102336. * Gets the list of frustum planes (built from the active camera)
  102337. */
  102338. readonly frustumPlanes: Plane[];
  102339. /**
  102340. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102341. * This is useful if there are more lights that the maximum simulteanous authorized
  102342. */
  102343. requireLightSorting: boolean;
  102344. /** @hidden */
  102345. readonly useMaterialMeshMap: boolean;
  102346. /** @hidden */
  102347. readonly useClonedMeshhMap: boolean;
  102348. private _externalData;
  102349. private _uid;
  102350. /**
  102351. * @hidden
  102352. * Backing store of defined scene components.
  102353. */
  102354. _components: ISceneComponent[];
  102355. /**
  102356. * @hidden
  102357. * Backing store of defined scene components.
  102358. */
  102359. _serializableComponents: ISceneSerializableComponent[];
  102360. /**
  102361. * List of components to register on the next registration step.
  102362. */
  102363. private _transientComponents;
  102364. /**
  102365. * Registers the transient components if needed.
  102366. */
  102367. private _registerTransientComponents;
  102368. /**
  102369. * @hidden
  102370. * Add a component to the scene.
  102371. * Note that the ccomponent could be registered on th next frame if this is called after
  102372. * the register component stage.
  102373. * @param component Defines the component to add to the scene
  102374. */
  102375. _addComponent(component: ISceneComponent): void;
  102376. /**
  102377. * @hidden
  102378. * Gets a component from the scene.
  102379. * @param name defines the name of the component to retrieve
  102380. * @returns the component or null if not present
  102381. */
  102382. _getComponent(name: string): Nullable<ISceneComponent>;
  102383. /**
  102384. * @hidden
  102385. * Defines the actions happening before camera updates.
  102386. */
  102387. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102388. /**
  102389. * @hidden
  102390. * Defines the actions happening before clear the canvas.
  102391. */
  102392. _beforeClearStage: Stage<SimpleStageAction>;
  102393. /**
  102394. * @hidden
  102395. * Defines the actions when collecting render targets for the frame.
  102396. */
  102397. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102398. /**
  102399. * @hidden
  102400. * Defines the actions happening for one camera in the frame.
  102401. */
  102402. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102403. /**
  102404. * @hidden
  102405. * Defines the actions happening during the per mesh ready checks.
  102406. */
  102407. _isReadyForMeshStage: Stage<MeshStageAction>;
  102408. /**
  102409. * @hidden
  102410. * Defines the actions happening before evaluate active mesh checks.
  102411. */
  102412. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102413. /**
  102414. * @hidden
  102415. * Defines the actions happening during the evaluate sub mesh checks.
  102416. */
  102417. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102418. /**
  102419. * @hidden
  102420. * Defines the actions happening during the active mesh stage.
  102421. */
  102422. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102423. /**
  102424. * @hidden
  102425. * Defines the actions happening during the per camera render target step.
  102426. */
  102427. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102428. /**
  102429. * @hidden
  102430. * Defines the actions happening just before the active camera is drawing.
  102431. */
  102432. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102433. /**
  102434. * @hidden
  102435. * Defines the actions happening just before a render target is drawing.
  102436. */
  102437. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102438. /**
  102439. * @hidden
  102440. * Defines the actions happening just before a rendering group is drawing.
  102441. */
  102442. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102443. /**
  102444. * @hidden
  102445. * Defines the actions happening just before a mesh is drawing.
  102446. */
  102447. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102448. /**
  102449. * @hidden
  102450. * Defines the actions happening just after a mesh has been drawn.
  102451. */
  102452. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102453. /**
  102454. * @hidden
  102455. * Defines the actions happening just after a rendering group has been drawn.
  102456. */
  102457. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102458. /**
  102459. * @hidden
  102460. * Defines the actions happening just after the active camera has been drawn.
  102461. */
  102462. _afterCameraDrawStage: Stage<CameraStageAction>;
  102463. /**
  102464. * @hidden
  102465. * Defines the actions happening just after a render target has been drawn.
  102466. */
  102467. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102468. /**
  102469. * @hidden
  102470. * Defines the actions happening just after rendering all cameras and computing intersections.
  102471. */
  102472. _afterRenderStage: Stage<SimpleStageAction>;
  102473. /**
  102474. * @hidden
  102475. * Defines the actions happening when a pointer move event happens.
  102476. */
  102477. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102478. /**
  102479. * @hidden
  102480. * Defines the actions happening when a pointer down event happens.
  102481. */
  102482. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102483. /**
  102484. * @hidden
  102485. * Defines the actions happening when a pointer up event happens.
  102486. */
  102487. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102488. /**
  102489. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102490. */
  102491. private geometriesByUniqueId;
  102492. /**
  102493. * Creates a new Scene
  102494. * @param engine defines the engine to use to render this scene
  102495. * @param options defines the scene options
  102496. */
  102497. constructor(engine: Engine, options?: SceneOptions);
  102498. /**
  102499. * Gets a string idenfifying the name of the class
  102500. * @returns "Scene" string
  102501. */
  102502. getClassName(): string;
  102503. private _defaultMeshCandidates;
  102504. /**
  102505. * @hidden
  102506. */
  102507. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102508. private _defaultSubMeshCandidates;
  102509. /**
  102510. * @hidden
  102511. */
  102512. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102513. /**
  102514. * Sets the default candidate providers for the scene.
  102515. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102516. * and getCollidingSubMeshCandidates to their default function
  102517. */
  102518. setDefaultCandidateProviders(): void;
  102519. /**
  102520. * Gets the mesh that is currently under the pointer
  102521. */
  102522. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102523. /**
  102524. * Gets or sets the current on-screen X position of the pointer
  102525. */
  102526. pointerX: number;
  102527. /**
  102528. * Gets or sets the current on-screen Y position of the pointer
  102529. */
  102530. pointerY: number;
  102531. /**
  102532. * Gets the cached material (ie. the latest rendered one)
  102533. * @returns the cached material
  102534. */
  102535. getCachedMaterial(): Nullable<Material>;
  102536. /**
  102537. * Gets the cached effect (ie. the latest rendered one)
  102538. * @returns the cached effect
  102539. */
  102540. getCachedEffect(): Nullable<Effect>;
  102541. /**
  102542. * Gets the cached visibility state (ie. the latest rendered one)
  102543. * @returns the cached visibility state
  102544. */
  102545. getCachedVisibility(): Nullable<number>;
  102546. /**
  102547. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102548. * @param material defines the current material
  102549. * @param effect defines the current effect
  102550. * @param visibility defines the current visibility state
  102551. * @returns true if one parameter is not cached
  102552. */
  102553. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102554. /**
  102555. * Gets the engine associated with the scene
  102556. * @returns an Engine
  102557. */
  102558. getEngine(): Engine;
  102559. /**
  102560. * Gets the total number of vertices rendered per frame
  102561. * @returns the total number of vertices rendered per frame
  102562. */
  102563. getTotalVertices(): number;
  102564. /**
  102565. * Gets the performance counter for total vertices
  102566. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102567. */
  102568. readonly totalVerticesPerfCounter: PerfCounter;
  102569. /**
  102570. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102571. * @returns the total number of active indices rendered per frame
  102572. */
  102573. getActiveIndices(): number;
  102574. /**
  102575. * Gets the performance counter for active indices
  102576. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102577. */
  102578. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102579. /**
  102580. * Gets the total number of active particles rendered per frame
  102581. * @returns the total number of active particles rendered per frame
  102582. */
  102583. getActiveParticles(): number;
  102584. /**
  102585. * Gets the performance counter for active particles
  102586. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102587. */
  102588. readonly activeParticlesPerfCounter: PerfCounter;
  102589. /**
  102590. * Gets the total number of active bones rendered per frame
  102591. * @returns the total number of active bones rendered per frame
  102592. */
  102593. getActiveBones(): number;
  102594. /**
  102595. * Gets the performance counter for active bones
  102596. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102597. */
  102598. readonly activeBonesPerfCounter: PerfCounter;
  102599. /**
  102600. * Gets the array of active meshes
  102601. * @returns an array of AbstractMesh
  102602. */
  102603. getActiveMeshes(): SmartArray<AbstractMesh>;
  102604. /**
  102605. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102606. * @returns a number
  102607. */
  102608. getAnimationRatio(): number;
  102609. /**
  102610. * Gets an unique Id for the current render phase
  102611. * @returns a number
  102612. */
  102613. getRenderId(): number;
  102614. /**
  102615. * Gets an unique Id for the current frame
  102616. * @returns a number
  102617. */
  102618. getFrameId(): number;
  102619. /** Call this function if you want to manually increment the render Id*/
  102620. incrementRenderId(): void;
  102621. private _createUbo;
  102622. /**
  102623. * Use this method to simulate a pointer move on a mesh
  102624. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102625. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102626. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102627. * @returns the current scene
  102628. */
  102629. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102630. /**
  102631. * Use this method to simulate a pointer down on a mesh
  102632. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102633. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102634. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102635. * @returns the current scene
  102636. */
  102637. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102638. /**
  102639. * Use this method to simulate a pointer up on a mesh
  102640. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102641. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102642. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102643. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102644. * @returns the current scene
  102645. */
  102646. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102647. /**
  102648. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102649. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102650. * @returns true if the pointer was captured
  102651. */
  102652. isPointerCaptured(pointerId?: number): boolean;
  102653. /**
  102654. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102655. * @param attachUp defines if you want to attach events to pointerup
  102656. * @param attachDown defines if you want to attach events to pointerdown
  102657. * @param attachMove defines if you want to attach events to pointermove
  102658. */
  102659. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102660. /** Detaches all event handlers*/
  102661. detachControl(): void;
  102662. /**
  102663. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102664. * Delay loaded resources are not taking in account
  102665. * @return true if all required resources are ready
  102666. */
  102667. isReady(): boolean;
  102668. /** Resets all cached information relative to material (including effect and visibility) */
  102669. resetCachedMaterial(): void;
  102670. /**
  102671. * Registers a function to be called before every frame render
  102672. * @param func defines the function to register
  102673. */
  102674. registerBeforeRender(func: () => void): void;
  102675. /**
  102676. * Unregisters a function called before every frame render
  102677. * @param func defines the function to unregister
  102678. */
  102679. unregisterBeforeRender(func: () => void): void;
  102680. /**
  102681. * Registers a function to be called after every frame render
  102682. * @param func defines the function to register
  102683. */
  102684. registerAfterRender(func: () => void): void;
  102685. /**
  102686. * Unregisters a function called after every frame render
  102687. * @param func defines the function to unregister
  102688. */
  102689. unregisterAfterRender(func: () => void): void;
  102690. private _executeOnceBeforeRender;
  102691. /**
  102692. * The provided function will run before render once and will be disposed afterwards.
  102693. * A timeout delay can be provided so that the function will be executed in N ms.
  102694. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102695. * @param func The function to be executed.
  102696. * @param timeout optional delay in ms
  102697. */
  102698. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102699. /** @hidden */
  102700. _addPendingData(data: any): void;
  102701. /** @hidden */
  102702. _removePendingData(data: any): void;
  102703. /**
  102704. * Returns the number of items waiting to be loaded
  102705. * @returns the number of items waiting to be loaded
  102706. */
  102707. getWaitingItemsCount(): number;
  102708. /**
  102709. * Returns a boolean indicating if the scene is still loading data
  102710. */
  102711. readonly isLoading: boolean;
  102712. /**
  102713. * Registers a function to be executed when the scene is ready
  102714. * @param {Function} func - the function to be executed
  102715. */
  102716. executeWhenReady(func: () => void): void;
  102717. /**
  102718. * Returns a promise that resolves when the scene is ready
  102719. * @returns A promise that resolves when the scene is ready
  102720. */
  102721. whenReadyAsync(): Promise<void>;
  102722. /** @hidden */
  102723. _checkIsReady(): void;
  102724. /**
  102725. * Gets all animatable attached to the scene
  102726. */
  102727. readonly animatables: Animatable[];
  102728. /**
  102729. * Resets the last animation time frame.
  102730. * Useful to override when animations start running when loading a scene for the first time.
  102731. */
  102732. resetLastAnimationTimeFrame(): void;
  102733. /**
  102734. * Gets the current view matrix
  102735. * @returns a Matrix
  102736. */
  102737. getViewMatrix(): Matrix;
  102738. /**
  102739. * Gets the current projection matrix
  102740. * @returns a Matrix
  102741. */
  102742. getProjectionMatrix(): Matrix;
  102743. /**
  102744. * Gets the current transform matrix
  102745. * @returns a Matrix made of View * Projection
  102746. */
  102747. getTransformMatrix(): Matrix;
  102748. /**
  102749. * Sets the current transform matrix
  102750. * @param viewL defines the View matrix to use
  102751. * @param projectionL defines the Projection matrix to use
  102752. * @param viewR defines the right View matrix to use (if provided)
  102753. * @param projectionR defines the right Projection matrix to use (if provided)
  102754. */
  102755. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102756. /**
  102757. * Gets the uniform buffer used to store scene data
  102758. * @returns a UniformBuffer
  102759. */
  102760. getSceneUniformBuffer(): UniformBuffer;
  102761. /**
  102762. * Gets an unique (relatively to the current scene) Id
  102763. * @returns an unique number for the scene
  102764. */
  102765. getUniqueId(): number;
  102766. /**
  102767. * Add a mesh to the list of scene's meshes
  102768. * @param newMesh defines the mesh to add
  102769. * @param recursive if all child meshes should also be added to the scene
  102770. */
  102771. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102772. /**
  102773. * Remove a mesh for the list of scene's meshes
  102774. * @param toRemove defines the mesh to remove
  102775. * @param recursive if all child meshes should also be removed from the scene
  102776. * @returns the index where the mesh was in the mesh list
  102777. */
  102778. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  102779. /**
  102780. * Add a transform node to the list of scene's transform nodes
  102781. * @param newTransformNode defines the transform node to add
  102782. */
  102783. addTransformNode(newTransformNode: TransformNode): void;
  102784. /**
  102785. * Remove a transform node for the list of scene's transform nodes
  102786. * @param toRemove defines the transform node to remove
  102787. * @returns the index where the transform node was in the transform node list
  102788. */
  102789. removeTransformNode(toRemove: TransformNode): number;
  102790. /**
  102791. * Remove a skeleton for the list of scene's skeletons
  102792. * @param toRemove defines the skeleton to remove
  102793. * @returns the index where the skeleton was in the skeleton list
  102794. */
  102795. removeSkeleton(toRemove: Skeleton): number;
  102796. /**
  102797. * Remove a morph target for the list of scene's morph targets
  102798. * @param toRemove defines the morph target to remove
  102799. * @returns the index where the morph target was in the morph target list
  102800. */
  102801. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  102802. /**
  102803. * Remove a light for the list of scene's lights
  102804. * @param toRemove defines the light to remove
  102805. * @returns the index where the light was in the light list
  102806. */
  102807. removeLight(toRemove: Light): number;
  102808. /**
  102809. * Remove a camera for the list of scene's cameras
  102810. * @param toRemove defines the camera to remove
  102811. * @returns the index where the camera was in the camera list
  102812. */
  102813. removeCamera(toRemove: Camera): number;
  102814. /**
  102815. * Remove a particle system for the list of scene's particle systems
  102816. * @param toRemove defines the particle system to remove
  102817. * @returns the index where the particle system was in the particle system list
  102818. */
  102819. removeParticleSystem(toRemove: IParticleSystem): number;
  102820. /**
  102821. * Remove a animation for the list of scene's animations
  102822. * @param toRemove defines the animation to remove
  102823. * @returns the index where the animation was in the animation list
  102824. */
  102825. removeAnimation(toRemove: Animation): number;
  102826. /**
  102827. * Will stop the animation of the given target
  102828. * @param target - the target
  102829. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102830. * @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)
  102831. */
  102832. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102833. /**
  102834. * Removes the given animation group from this scene.
  102835. * @param toRemove The animation group to remove
  102836. * @returns The index of the removed animation group
  102837. */
  102838. removeAnimationGroup(toRemove: AnimationGroup): number;
  102839. /**
  102840. * Removes the given multi-material from this scene.
  102841. * @param toRemove The multi-material to remove
  102842. * @returns The index of the removed multi-material
  102843. */
  102844. removeMultiMaterial(toRemove: MultiMaterial): number;
  102845. /**
  102846. * Removes the given material from this scene.
  102847. * @param toRemove The material to remove
  102848. * @returns The index of the removed material
  102849. */
  102850. removeMaterial(toRemove: Material): number;
  102851. /**
  102852. * Removes the given action manager from this scene.
  102853. * @param toRemove The action manager to remove
  102854. * @returns The index of the removed action manager
  102855. */
  102856. removeActionManager(toRemove: AbstractActionManager): number;
  102857. /**
  102858. * Removes the given texture from this scene.
  102859. * @param toRemove The texture to remove
  102860. * @returns The index of the removed texture
  102861. */
  102862. removeTexture(toRemove: BaseTexture): number;
  102863. /**
  102864. * Adds the given light to this scene
  102865. * @param newLight The light to add
  102866. */
  102867. addLight(newLight: Light): void;
  102868. /**
  102869. * Sorts the list list based on light priorities
  102870. */
  102871. sortLightsByPriority(): void;
  102872. /**
  102873. * Adds the given camera to this scene
  102874. * @param newCamera The camera to add
  102875. */
  102876. addCamera(newCamera: Camera): void;
  102877. /**
  102878. * Adds the given skeleton to this scene
  102879. * @param newSkeleton The skeleton to add
  102880. */
  102881. addSkeleton(newSkeleton: Skeleton): void;
  102882. /**
  102883. * Adds the given particle system to this scene
  102884. * @param newParticleSystem The particle system to add
  102885. */
  102886. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102887. /**
  102888. * Adds the given animation to this scene
  102889. * @param newAnimation The animation to add
  102890. */
  102891. addAnimation(newAnimation: Animation): void;
  102892. /**
  102893. * Adds the given animation group to this scene.
  102894. * @param newAnimationGroup The animation group to add
  102895. */
  102896. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102897. /**
  102898. * Adds the given multi-material to this scene
  102899. * @param newMultiMaterial The multi-material to add
  102900. */
  102901. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102902. /**
  102903. * Adds the given material to this scene
  102904. * @param newMaterial The material to add
  102905. */
  102906. addMaterial(newMaterial: Material): void;
  102907. /**
  102908. * Adds the given morph target to this scene
  102909. * @param newMorphTargetManager The morph target to add
  102910. */
  102911. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102912. /**
  102913. * Adds the given geometry to this scene
  102914. * @param newGeometry The geometry to add
  102915. */
  102916. addGeometry(newGeometry: Geometry): void;
  102917. /**
  102918. * Adds the given action manager to this scene
  102919. * @param newActionManager The action manager to add
  102920. */
  102921. addActionManager(newActionManager: AbstractActionManager): void;
  102922. /**
  102923. * Adds the given texture to this scene.
  102924. * @param newTexture The texture to add
  102925. */
  102926. addTexture(newTexture: BaseTexture): void;
  102927. /**
  102928. * Switch active camera
  102929. * @param newCamera defines the new active camera
  102930. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102931. */
  102932. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102933. /**
  102934. * sets the active camera of the scene using its ID
  102935. * @param id defines the camera's ID
  102936. * @return the new active camera or null if none found.
  102937. */
  102938. setActiveCameraByID(id: string): Nullable<Camera>;
  102939. /**
  102940. * sets the active camera of the scene using its name
  102941. * @param name defines the camera's name
  102942. * @returns the new active camera or null if none found.
  102943. */
  102944. setActiveCameraByName(name: string): Nullable<Camera>;
  102945. /**
  102946. * get an animation group using its name
  102947. * @param name defines the material's name
  102948. * @return the animation group or null if none found.
  102949. */
  102950. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102951. /**
  102952. * Get a material using its unique id
  102953. * @param uniqueId defines the material's unique id
  102954. * @return the material or null if none found.
  102955. */
  102956. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102957. /**
  102958. * get a material using its id
  102959. * @param id defines the material's ID
  102960. * @return the material or null if none found.
  102961. */
  102962. getMaterialByID(id: string): Nullable<Material>;
  102963. /**
  102964. * Gets a the last added material using a given id
  102965. * @param id defines the material's ID
  102966. * @return the last material with the given id or null if none found.
  102967. */
  102968. getLastMaterialByID(id: string): Nullable<Material>;
  102969. /**
  102970. * Gets a material using its name
  102971. * @param name defines the material's name
  102972. * @return the material or null if none found.
  102973. */
  102974. getMaterialByName(name: string): Nullable<Material>;
  102975. /**
  102976. * Get a texture using its unique id
  102977. * @param uniqueId defines the texture's unique id
  102978. * @return the texture or null if none found.
  102979. */
  102980. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102981. /**
  102982. * Gets a camera using its id
  102983. * @param id defines the id to look for
  102984. * @returns the camera or null if not found
  102985. */
  102986. getCameraByID(id: string): Nullable<Camera>;
  102987. /**
  102988. * Gets a camera using its unique id
  102989. * @param uniqueId defines the unique id to look for
  102990. * @returns the camera or null if not found
  102991. */
  102992. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102993. /**
  102994. * Gets a camera using its name
  102995. * @param name defines the camera's name
  102996. * @return the camera or null if none found.
  102997. */
  102998. getCameraByName(name: string): Nullable<Camera>;
  102999. /**
  103000. * Gets a bone using its id
  103001. * @param id defines the bone's id
  103002. * @return the bone or null if not found
  103003. */
  103004. getBoneByID(id: string): Nullable<Bone>;
  103005. /**
  103006. * Gets a bone using its id
  103007. * @param name defines the bone's name
  103008. * @return the bone or null if not found
  103009. */
  103010. getBoneByName(name: string): Nullable<Bone>;
  103011. /**
  103012. * Gets a light node using its name
  103013. * @param name defines the the light's name
  103014. * @return the light or null if none found.
  103015. */
  103016. getLightByName(name: string): Nullable<Light>;
  103017. /**
  103018. * Gets a light node using its id
  103019. * @param id defines the light's id
  103020. * @return the light or null if none found.
  103021. */
  103022. getLightByID(id: string): Nullable<Light>;
  103023. /**
  103024. * Gets a light node using its scene-generated unique ID
  103025. * @param uniqueId defines the light's unique id
  103026. * @return the light or null if none found.
  103027. */
  103028. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  103029. /**
  103030. * Gets a particle system by id
  103031. * @param id defines the particle system id
  103032. * @return the corresponding system or null if none found
  103033. */
  103034. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  103035. /**
  103036. * Gets a geometry using its ID
  103037. * @param id defines the geometry's id
  103038. * @return the geometry or null if none found.
  103039. */
  103040. getGeometryByID(id: string): Nullable<Geometry>;
  103041. private _getGeometryByUniqueID;
  103042. /**
  103043. * Add a new geometry to this scene
  103044. * @param geometry defines the geometry to be added to the scene.
  103045. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  103046. * @return a boolean defining if the geometry was added or not
  103047. */
  103048. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  103049. /**
  103050. * Removes an existing geometry
  103051. * @param geometry defines the geometry to be removed from the scene
  103052. * @return a boolean defining if the geometry was removed or not
  103053. */
  103054. removeGeometry(geometry: Geometry): boolean;
  103055. /**
  103056. * Gets the list of geometries attached to the scene
  103057. * @returns an array of Geometry
  103058. */
  103059. getGeometries(): Geometry[];
  103060. /**
  103061. * Gets the first added mesh found of a given ID
  103062. * @param id defines the id to search for
  103063. * @return the mesh found or null if not found at all
  103064. */
  103065. getMeshByID(id: string): Nullable<AbstractMesh>;
  103066. /**
  103067. * Gets a list of meshes using their id
  103068. * @param id defines the id to search for
  103069. * @returns a list of meshes
  103070. */
  103071. getMeshesByID(id: string): Array<AbstractMesh>;
  103072. /**
  103073. * Gets the first added transform node found of a given ID
  103074. * @param id defines the id to search for
  103075. * @return the found transform node or null if not found at all.
  103076. */
  103077. getTransformNodeByID(id: string): Nullable<TransformNode>;
  103078. /**
  103079. * Gets a transform node with its auto-generated unique id
  103080. * @param uniqueId efines the unique id to search for
  103081. * @return the found transform node or null if not found at all.
  103082. */
  103083. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  103084. /**
  103085. * Gets a list of transform nodes using their id
  103086. * @param id defines the id to search for
  103087. * @returns a list of transform nodes
  103088. */
  103089. getTransformNodesByID(id: string): Array<TransformNode>;
  103090. /**
  103091. * Gets a mesh with its auto-generated unique id
  103092. * @param uniqueId defines the unique id to search for
  103093. * @return the found mesh or null if not found at all.
  103094. */
  103095. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  103096. /**
  103097. * Gets a the last added mesh using a given id
  103098. * @param id defines the id to search for
  103099. * @return the found mesh or null if not found at all.
  103100. */
  103101. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  103102. /**
  103103. * Gets a the last added node (Mesh, Camera, Light) using a given id
  103104. * @param id defines the id to search for
  103105. * @return the found node or null if not found at all
  103106. */
  103107. getLastEntryByID(id: string): Nullable<Node>;
  103108. /**
  103109. * Gets a node (Mesh, Camera, Light) using a given id
  103110. * @param id defines the id to search for
  103111. * @return the found node or null if not found at all
  103112. */
  103113. getNodeByID(id: string): Nullable<Node>;
  103114. /**
  103115. * Gets a node (Mesh, Camera, Light) using a given name
  103116. * @param name defines the name to search for
  103117. * @return the found node or null if not found at all.
  103118. */
  103119. getNodeByName(name: string): Nullable<Node>;
  103120. /**
  103121. * Gets a mesh using a given name
  103122. * @param name defines the name to search for
  103123. * @return the found mesh or null if not found at all.
  103124. */
  103125. getMeshByName(name: string): Nullable<AbstractMesh>;
  103126. /**
  103127. * Gets a transform node using a given name
  103128. * @param name defines the name to search for
  103129. * @return the found transform node or null if not found at all.
  103130. */
  103131. getTransformNodeByName(name: string): Nullable<TransformNode>;
  103132. /**
  103133. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  103134. * @param id defines the id to search for
  103135. * @return the found skeleton or null if not found at all.
  103136. */
  103137. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  103138. /**
  103139. * Gets a skeleton using a given auto generated unique id
  103140. * @param uniqueId defines the unique id to search for
  103141. * @return the found skeleton or null if not found at all.
  103142. */
  103143. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  103144. /**
  103145. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  103146. * @param id defines the id to search for
  103147. * @return the found skeleton or null if not found at all.
  103148. */
  103149. getSkeletonById(id: string): Nullable<Skeleton>;
  103150. /**
  103151. * Gets a skeleton using a given name
  103152. * @param name defines the name to search for
  103153. * @return the found skeleton or null if not found at all.
  103154. */
  103155. getSkeletonByName(name: string): Nullable<Skeleton>;
  103156. /**
  103157. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  103158. * @param id defines the id to search for
  103159. * @return the found morph target manager or null if not found at all.
  103160. */
  103161. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  103162. /**
  103163. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  103164. * @param id defines the id to search for
  103165. * @return the found morph target or null if not found at all.
  103166. */
  103167. getMorphTargetById(id: string): Nullable<MorphTarget>;
  103168. /**
  103169. * Gets a boolean indicating if the given mesh is active
  103170. * @param mesh defines the mesh to look for
  103171. * @returns true if the mesh is in the active list
  103172. */
  103173. isActiveMesh(mesh: AbstractMesh): boolean;
  103174. /**
  103175. * Return a unique id as a string which can serve as an identifier for the scene
  103176. */
  103177. readonly uid: string;
  103178. /**
  103179. * Add an externaly attached data from its key.
  103180. * This method call will fail and return false, if such key already exists.
  103181. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  103182. * @param key the unique key that identifies the data
  103183. * @param data the data object to associate to the key for this Engine instance
  103184. * @return true if no such key were already present and the data was added successfully, false otherwise
  103185. */
  103186. addExternalData<T>(key: string, data: T): boolean;
  103187. /**
  103188. * Get an externaly attached data from its key
  103189. * @param key the unique key that identifies the data
  103190. * @return the associated data, if present (can be null), or undefined if not present
  103191. */
  103192. getExternalData<T>(key: string): Nullable<T>;
  103193. /**
  103194. * Get an externaly attached data from its key, create it using a factory if it's not already present
  103195. * @param key the unique key that identifies the data
  103196. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  103197. * @return the associated data, can be null if the factory returned null.
  103198. */
  103199. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  103200. /**
  103201. * Remove an externaly attached data from the Engine instance
  103202. * @param key the unique key that identifies the data
  103203. * @return true if the data was successfully removed, false if it doesn't exist
  103204. */
  103205. removeExternalData(key: string): boolean;
  103206. private _evaluateSubMesh;
  103207. /**
  103208. * Clear the processed materials smart array preventing retention point in material dispose.
  103209. */
  103210. freeProcessedMaterials(): void;
  103211. private _preventFreeActiveMeshesAndRenderingGroups;
  103212. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  103213. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  103214. * when disposing several meshes in a row or a hierarchy of meshes.
  103215. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  103216. */
  103217. blockfreeActiveMeshesAndRenderingGroups: boolean;
  103218. /**
  103219. * Clear the active meshes smart array preventing retention point in mesh dispose.
  103220. */
  103221. freeActiveMeshes(): void;
  103222. /**
  103223. * Clear the info related to rendering groups preventing retention points during dispose.
  103224. */
  103225. freeRenderingGroups(): void;
  103226. /** @hidden */
  103227. _isInIntermediateRendering(): boolean;
  103228. /**
  103229. * Lambda returning the list of potentially active meshes.
  103230. */
  103231. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  103232. /**
  103233. * Lambda returning the list of potentially active sub meshes.
  103234. */
  103235. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  103236. /**
  103237. * Lambda returning the list of potentially intersecting sub meshes.
  103238. */
  103239. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  103240. /**
  103241. * Lambda returning the list of potentially colliding sub meshes.
  103242. */
  103243. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  103244. private _activeMeshesFrozen;
  103245. private _skipEvaluateActiveMeshesCompletely;
  103246. /**
  103247. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  103248. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  103249. * @returns the current scene
  103250. */
  103251. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  103252. /**
  103253. * Use this function to restart evaluating active meshes on every frame
  103254. * @returns the current scene
  103255. */
  103256. unfreezeActiveMeshes(): Scene;
  103257. private _evaluateActiveMeshes;
  103258. private _activeMesh;
  103259. /**
  103260. * Update the transform matrix to update from the current active camera
  103261. * @param force defines a boolean used to force the update even if cache is up to date
  103262. */
  103263. updateTransformMatrix(force?: boolean): void;
  103264. private _bindFrameBuffer;
  103265. /** @hidden */
  103266. _allowPostProcessClearColor: boolean;
  103267. /** @hidden */
  103268. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  103269. private _processSubCameras;
  103270. private _checkIntersections;
  103271. /** @hidden */
  103272. _advancePhysicsEngineStep(step: number): void;
  103273. /**
  103274. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  103275. */
  103276. getDeterministicFrameTime: () => number;
  103277. /** @hidden */
  103278. _animate(): void;
  103279. /** Execute all animations (for a frame) */
  103280. animate(): void;
  103281. /**
  103282. * Render the scene
  103283. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  103284. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  103285. */
  103286. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  103287. /**
  103288. * Freeze all materials
  103289. * A frozen material will not be updatable but should be faster to render
  103290. */
  103291. freezeMaterials(): void;
  103292. /**
  103293. * Unfreeze all materials
  103294. * A frozen material will not be updatable but should be faster to render
  103295. */
  103296. unfreezeMaterials(): void;
  103297. /**
  103298. * Releases all held ressources
  103299. */
  103300. dispose(): void;
  103301. /**
  103302. * Gets if the scene is already disposed
  103303. */
  103304. readonly isDisposed: boolean;
  103305. /**
  103306. * Call this function to reduce memory footprint of the scene.
  103307. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  103308. */
  103309. clearCachedVertexData(): void;
  103310. /**
  103311. * This function will remove the local cached buffer data from texture.
  103312. * It will save memory but will prevent the texture from being rebuilt
  103313. */
  103314. cleanCachedTextureBuffer(): void;
  103315. /**
  103316. * Get the world extend vectors with an optional filter
  103317. *
  103318. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  103319. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  103320. */
  103321. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  103322. min: Vector3;
  103323. max: Vector3;
  103324. };
  103325. /**
  103326. * Creates a ray that can be used to pick in the scene
  103327. * @param x defines the x coordinate of the origin (on-screen)
  103328. * @param y defines the y coordinate of the origin (on-screen)
  103329. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103330. * @param camera defines the camera to use for the picking
  103331. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103332. * @returns a Ray
  103333. */
  103334. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103335. /**
  103336. * Creates a ray that can be used to pick in the scene
  103337. * @param x defines the x coordinate of the origin (on-screen)
  103338. * @param y defines the y coordinate of the origin (on-screen)
  103339. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103340. * @param result defines the ray where to store the picking ray
  103341. * @param camera defines the camera to use for the picking
  103342. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103343. * @returns the current scene
  103344. */
  103345. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103346. /**
  103347. * Creates a ray that can be used to pick in the scene
  103348. * @param x defines the x coordinate of the origin (on-screen)
  103349. * @param y defines the y coordinate of the origin (on-screen)
  103350. * @param camera defines the camera to use for the picking
  103351. * @returns a Ray
  103352. */
  103353. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103354. /**
  103355. * Creates a ray that can be used to pick in the scene
  103356. * @param x defines the x coordinate of the origin (on-screen)
  103357. * @param y defines the y coordinate of the origin (on-screen)
  103358. * @param result defines the ray where to store the picking ray
  103359. * @param camera defines the camera to use for the picking
  103360. * @returns the current scene
  103361. */
  103362. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103363. /** Launch a ray to try to pick a mesh in the scene
  103364. * @param x position on screen
  103365. * @param y position on screen
  103366. * @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
  103367. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103368. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103369. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103370. * @returns a PickingInfo
  103371. */
  103372. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103373. /** Use the given ray to pick a mesh in the scene
  103374. * @param ray The ray to use to pick meshes
  103375. * @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
  103376. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103377. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103378. * @returns a PickingInfo
  103379. */
  103380. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103381. /**
  103382. * Launch a ray to try to pick a mesh in the scene
  103383. * @param x X position on screen
  103384. * @param y Y position on screen
  103385. * @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
  103386. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103387. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103388. * @returns an array of PickingInfo
  103389. */
  103390. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103391. /**
  103392. * Launch a ray to try to pick a mesh in the scene
  103393. * @param ray Ray to use
  103394. * @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
  103395. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103396. * @returns an array of PickingInfo
  103397. */
  103398. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103399. /**
  103400. * Force the value of meshUnderPointer
  103401. * @param mesh defines the mesh to use
  103402. */
  103403. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103404. /**
  103405. * Gets the mesh under the pointer
  103406. * @returns a Mesh or null if no mesh is under the pointer
  103407. */
  103408. getPointerOverMesh(): Nullable<AbstractMesh>;
  103409. /** @hidden */
  103410. _rebuildGeometries(): void;
  103411. /** @hidden */
  103412. _rebuildTextures(): void;
  103413. private _getByTags;
  103414. /**
  103415. * Get a list of meshes by tags
  103416. * @param tagsQuery defines the tags query to use
  103417. * @param forEach defines a predicate used to filter results
  103418. * @returns an array of Mesh
  103419. */
  103420. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103421. /**
  103422. * Get a list of cameras by tags
  103423. * @param tagsQuery defines the tags query to use
  103424. * @param forEach defines a predicate used to filter results
  103425. * @returns an array of Camera
  103426. */
  103427. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103428. /**
  103429. * Get a list of lights by tags
  103430. * @param tagsQuery defines the tags query to use
  103431. * @param forEach defines a predicate used to filter results
  103432. * @returns an array of Light
  103433. */
  103434. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103435. /**
  103436. * Get a list of materials by tags
  103437. * @param tagsQuery defines the tags query to use
  103438. * @param forEach defines a predicate used to filter results
  103439. * @returns an array of Material
  103440. */
  103441. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103442. /**
  103443. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103444. * This allowed control for front to back rendering or reversly depending of the special needs.
  103445. *
  103446. * @param renderingGroupId The rendering group id corresponding to its index
  103447. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103448. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103449. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103450. */
  103451. 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;
  103452. /**
  103453. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103454. *
  103455. * @param renderingGroupId The rendering group id corresponding to its index
  103456. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103457. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103458. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103459. */
  103460. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103461. /**
  103462. * Gets the current auto clear configuration for one rendering group of the rendering
  103463. * manager.
  103464. * @param index the rendering group index to get the information for
  103465. * @returns The auto clear setup for the requested rendering group
  103466. */
  103467. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103468. private _blockMaterialDirtyMechanism;
  103469. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103470. blockMaterialDirtyMechanism: boolean;
  103471. /**
  103472. * Will flag all materials as dirty to trigger new shader compilation
  103473. * @param flag defines the flag used to specify which material part must be marked as dirty
  103474. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103475. */
  103476. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103477. /** @hidden */
  103478. _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;
  103479. /** @hidden */
  103480. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103481. /** @hidden */
  103482. _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;
  103483. /** @hidden */
  103484. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103485. /** @hidden */
  103486. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103487. /** @hidden */
  103488. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103489. }
  103490. }
  103491. declare module BABYLON {
  103492. /**
  103493. * Set of assets to keep when moving a scene into an asset container.
  103494. */
  103495. export class KeepAssets extends AbstractScene {
  103496. }
  103497. /**
  103498. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103499. */
  103500. export class InstantiatedEntries {
  103501. /**
  103502. * List of new root nodes (eg. nodes with no parent)
  103503. */
  103504. rootNodes: TransformNode[];
  103505. /**
  103506. * List of new skeletons
  103507. */
  103508. skeletons: Skeleton[];
  103509. /**
  103510. * List of new animation groups
  103511. */
  103512. animationGroups: AnimationGroup[];
  103513. }
  103514. /**
  103515. * Container with a set of assets that can be added or removed from a scene.
  103516. */
  103517. export class AssetContainer extends AbstractScene {
  103518. /**
  103519. * The scene the AssetContainer belongs to.
  103520. */
  103521. scene: Scene;
  103522. /**
  103523. * Instantiates an AssetContainer.
  103524. * @param scene The scene the AssetContainer belongs to.
  103525. */
  103526. constructor(scene: Scene);
  103527. /**
  103528. * Instantiate or clone all meshes and add the new ones to the scene.
  103529. * Skeletons and animation groups will all be cloned
  103530. * @param nameFunction defines an optional function used to get new names for clones
  103531. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103532. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103533. */
  103534. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103535. /**
  103536. * Adds all the assets from the container to the scene.
  103537. */
  103538. addAllToScene(): void;
  103539. /**
  103540. * Removes all the assets in the container from the scene
  103541. */
  103542. removeAllFromScene(): void;
  103543. /**
  103544. * Disposes all the assets in the container
  103545. */
  103546. dispose(): void;
  103547. private _moveAssets;
  103548. /**
  103549. * Removes all the assets contained in the scene and adds them to the container.
  103550. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103551. */
  103552. moveAllFromScene(keepAssets?: KeepAssets): void;
  103553. /**
  103554. * 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.
  103555. * @returns the root mesh
  103556. */
  103557. createRootMesh(): Mesh;
  103558. }
  103559. }
  103560. declare module BABYLON {
  103561. /**
  103562. * Defines how the parser contract is defined.
  103563. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103564. */
  103565. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103566. /**
  103567. * Defines how the individual parser contract is defined.
  103568. * These parser can parse an individual asset
  103569. */
  103570. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103571. /**
  103572. * Base class of the scene acting as a container for the different elements composing a scene.
  103573. * This class is dynamically extended by the different components of the scene increasing
  103574. * flexibility and reducing coupling
  103575. */
  103576. export abstract class AbstractScene {
  103577. /**
  103578. * Stores the list of available parsers in the application.
  103579. */
  103580. private static _BabylonFileParsers;
  103581. /**
  103582. * Stores the list of available individual parsers in the application.
  103583. */
  103584. private static _IndividualBabylonFileParsers;
  103585. /**
  103586. * Adds a parser in the list of available ones
  103587. * @param name Defines the name of the parser
  103588. * @param parser Defines the parser to add
  103589. */
  103590. static AddParser(name: string, parser: BabylonFileParser): void;
  103591. /**
  103592. * Gets a general parser from the list of avaialble ones
  103593. * @param name Defines the name of the parser
  103594. * @returns the requested parser or null
  103595. */
  103596. static GetParser(name: string): Nullable<BabylonFileParser>;
  103597. /**
  103598. * Adds n individual parser in the list of available ones
  103599. * @param name Defines the name of the parser
  103600. * @param parser Defines the parser to add
  103601. */
  103602. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103603. /**
  103604. * Gets an individual parser from the list of avaialble ones
  103605. * @param name Defines the name of the parser
  103606. * @returns the requested parser or null
  103607. */
  103608. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103609. /**
  103610. * Parser json data and populate both a scene and its associated container object
  103611. * @param jsonData Defines the data to parse
  103612. * @param scene Defines the scene to parse the data for
  103613. * @param container Defines the container attached to the parsing sequence
  103614. * @param rootUrl Defines the root url of the data
  103615. */
  103616. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103617. /**
  103618. * Gets the list of root nodes (ie. nodes with no parent)
  103619. */
  103620. rootNodes: Node[];
  103621. /** All of the cameras added to this scene
  103622. * @see http://doc.babylonjs.com/babylon101/cameras
  103623. */
  103624. cameras: Camera[];
  103625. /**
  103626. * All of the lights added to this scene
  103627. * @see http://doc.babylonjs.com/babylon101/lights
  103628. */
  103629. lights: Light[];
  103630. /**
  103631. * All of the (abstract) meshes added to this scene
  103632. */
  103633. meshes: AbstractMesh[];
  103634. /**
  103635. * The list of skeletons added to the scene
  103636. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103637. */
  103638. skeletons: Skeleton[];
  103639. /**
  103640. * All of the particle systems added to this scene
  103641. * @see http://doc.babylonjs.com/babylon101/particles
  103642. */
  103643. particleSystems: IParticleSystem[];
  103644. /**
  103645. * Gets a list of Animations associated with the scene
  103646. */
  103647. animations: Animation[];
  103648. /**
  103649. * All of the animation groups added to this scene
  103650. * @see http://doc.babylonjs.com/how_to/group
  103651. */
  103652. animationGroups: AnimationGroup[];
  103653. /**
  103654. * All of the multi-materials added to this scene
  103655. * @see http://doc.babylonjs.com/how_to/multi_materials
  103656. */
  103657. multiMaterials: MultiMaterial[];
  103658. /**
  103659. * All of the materials added to this scene
  103660. * In the context of a Scene, it is not supposed to be modified manually.
  103661. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103662. * Note also that the order of the Material within the array is not significant and might change.
  103663. * @see http://doc.babylonjs.com/babylon101/materials
  103664. */
  103665. materials: Material[];
  103666. /**
  103667. * The list of morph target managers added to the scene
  103668. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103669. */
  103670. morphTargetManagers: MorphTargetManager[];
  103671. /**
  103672. * The list of geometries used in the scene.
  103673. */
  103674. geometries: Geometry[];
  103675. /**
  103676. * All of the tranform nodes added to this scene
  103677. * In the context of a Scene, it is not supposed to be modified manually.
  103678. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103679. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103680. * @see http://doc.babylonjs.com/how_to/transformnode
  103681. */
  103682. transformNodes: TransformNode[];
  103683. /**
  103684. * ActionManagers available on the scene.
  103685. */
  103686. actionManagers: AbstractActionManager[];
  103687. /**
  103688. * Textures to keep.
  103689. */
  103690. textures: BaseTexture[];
  103691. /**
  103692. * Environment texture for the scene
  103693. */
  103694. environmentTexture: Nullable<BaseTexture>;
  103695. }
  103696. }
  103697. declare module BABYLON {
  103698. /**
  103699. * Interface used to define options for Sound class
  103700. */
  103701. export interface ISoundOptions {
  103702. /**
  103703. * Does the sound autoplay once loaded.
  103704. */
  103705. autoplay?: boolean;
  103706. /**
  103707. * Does the sound loop after it finishes playing once.
  103708. */
  103709. loop?: boolean;
  103710. /**
  103711. * Sound's volume
  103712. */
  103713. volume?: number;
  103714. /**
  103715. * Is it a spatial sound?
  103716. */
  103717. spatialSound?: boolean;
  103718. /**
  103719. * Maximum distance to hear that sound
  103720. */
  103721. maxDistance?: number;
  103722. /**
  103723. * Uses user defined attenuation function
  103724. */
  103725. useCustomAttenuation?: boolean;
  103726. /**
  103727. * Define the roll off factor of spatial sounds.
  103728. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103729. */
  103730. rolloffFactor?: number;
  103731. /**
  103732. * Define the reference distance the sound should be heard perfectly.
  103733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103734. */
  103735. refDistance?: number;
  103736. /**
  103737. * Define the distance attenuation model the sound will follow.
  103738. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103739. */
  103740. distanceModel?: string;
  103741. /**
  103742. * Defines the playback speed (1 by default)
  103743. */
  103744. playbackRate?: number;
  103745. /**
  103746. * Defines if the sound is from a streaming source
  103747. */
  103748. streaming?: boolean;
  103749. /**
  103750. * Defines an optional length (in seconds) inside the sound file
  103751. */
  103752. length?: number;
  103753. /**
  103754. * Defines an optional offset (in seconds) inside the sound file
  103755. */
  103756. offset?: number;
  103757. /**
  103758. * If true, URLs will not be required to state the audio file codec to use.
  103759. */
  103760. skipCodecCheck?: boolean;
  103761. }
  103762. /**
  103763. * Defines a sound that can be played in the application.
  103764. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103765. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103766. */
  103767. export class Sound {
  103768. /**
  103769. * The name of the sound in the scene.
  103770. */
  103771. name: string;
  103772. /**
  103773. * Does the sound autoplay once loaded.
  103774. */
  103775. autoplay: boolean;
  103776. /**
  103777. * Does the sound loop after it finishes playing once.
  103778. */
  103779. loop: boolean;
  103780. /**
  103781. * Does the sound use a custom attenuation curve to simulate the falloff
  103782. * happening when the source gets further away from the camera.
  103783. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103784. */
  103785. useCustomAttenuation: boolean;
  103786. /**
  103787. * The sound track id this sound belongs to.
  103788. */
  103789. soundTrackId: number;
  103790. /**
  103791. * Is this sound currently played.
  103792. */
  103793. isPlaying: boolean;
  103794. /**
  103795. * Is this sound currently paused.
  103796. */
  103797. isPaused: boolean;
  103798. /**
  103799. * Does this sound enables spatial sound.
  103800. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103801. */
  103802. spatialSound: boolean;
  103803. /**
  103804. * Define the reference distance the sound should be heard perfectly.
  103805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103806. */
  103807. refDistance: number;
  103808. /**
  103809. * Define the roll off factor of spatial sounds.
  103810. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103811. */
  103812. rolloffFactor: number;
  103813. /**
  103814. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103815. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103816. */
  103817. maxDistance: number;
  103818. /**
  103819. * Define the distance attenuation model the sound will follow.
  103820. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103821. */
  103822. distanceModel: string;
  103823. /**
  103824. * @hidden
  103825. * Back Compat
  103826. **/
  103827. onended: () => any;
  103828. /**
  103829. * Observable event when the current playing sound finishes.
  103830. */
  103831. onEndedObservable: Observable<Sound>;
  103832. private _panningModel;
  103833. private _playbackRate;
  103834. private _streaming;
  103835. private _startTime;
  103836. private _startOffset;
  103837. private _position;
  103838. /** @hidden */
  103839. _positionInEmitterSpace: boolean;
  103840. private _localDirection;
  103841. private _volume;
  103842. private _isReadyToPlay;
  103843. private _isDirectional;
  103844. private _readyToPlayCallback;
  103845. private _audioBuffer;
  103846. private _soundSource;
  103847. private _streamingSource;
  103848. private _soundPanner;
  103849. private _soundGain;
  103850. private _inputAudioNode;
  103851. private _outputAudioNode;
  103852. private _coneInnerAngle;
  103853. private _coneOuterAngle;
  103854. private _coneOuterGain;
  103855. private _scene;
  103856. private _connectedTransformNode;
  103857. private _customAttenuationFunction;
  103858. private _registerFunc;
  103859. private _isOutputConnected;
  103860. private _htmlAudioElement;
  103861. private _urlType;
  103862. private _length?;
  103863. private _offset?;
  103864. /** @hidden */
  103865. static _SceneComponentInitialization: (scene: Scene) => void;
  103866. /**
  103867. * Create a sound and attach it to a scene
  103868. * @param name Name of your sound
  103869. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103870. * @param scene defines the scene the sound belongs to
  103871. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103872. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103873. */
  103874. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103875. /**
  103876. * Release the sound and its associated resources
  103877. */
  103878. dispose(): void;
  103879. /**
  103880. * Gets if the sounds is ready to be played or not.
  103881. * @returns true if ready, otherwise false
  103882. */
  103883. isReady(): boolean;
  103884. private _soundLoaded;
  103885. /**
  103886. * Sets the data of the sound from an audiobuffer
  103887. * @param audioBuffer The audioBuffer containing the data
  103888. */
  103889. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103890. /**
  103891. * Updates the current sounds options such as maxdistance, loop...
  103892. * @param options A JSON object containing values named as the object properties
  103893. */
  103894. updateOptions(options: ISoundOptions): void;
  103895. private _createSpatialParameters;
  103896. private _updateSpatialParameters;
  103897. /**
  103898. * Switch the panning model to HRTF:
  103899. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103900. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103901. */
  103902. switchPanningModelToHRTF(): void;
  103903. /**
  103904. * Switch the panning model to Equal Power:
  103905. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103906. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103907. */
  103908. switchPanningModelToEqualPower(): void;
  103909. private _switchPanningModel;
  103910. /**
  103911. * Connect this sound to a sound track audio node like gain...
  103912. * @param soundTrackAudioNode the sound track audio node to connect to
  103913. */
  103914. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103915. /**
  103916. * Transform this sound into a directional source
  103917. * @param coneInnerAngle Size of the inner cone in degree
  103918. * @param coneOuterAngle Size of the outer cone in degree
  103919. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103920. */
  103921. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103922. /**
  103923. * Gets or sets the inner angle for the directional cone.
  103924. */
  103925. /**
  103926. * Gets or sets the inner angle for the directional cone.
  103927. */
  103928. directionalConeInnerAngle: number;
  103929. /**
  103930. * Gets or sets the outer angle for the directional cone.
  103931. */
  103932. /**
  103933. * Gets or sets the outer angle for the directional cone.
  103934. */
  103935. directionalConeOuterAngle: number;
  103936. /**
  103937. * Sets the position of the emitter if spatial sound is enabled
  103938. * @param newPosition Defines the new posisiton
  103939. */
  103940. setPosition(newPosition: Vector3): void;
  103941. /**
  103942. * Sets the local direction of the emitter if spatial sound is enabled
  103943. * @param newLocalDirection Defines the new local direction
  103944. */
  103945. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103946. private _updateDirection;
  103947. /** @hidden */
  103948. updateDistanceFromListener(): void;
  103949. /**
  103950. * Sets a new custom attenuation function for the sound.
  103951. * @param callback Defines the function used for the attenuation
  103952. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103953. */
  103954. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103955. /**
  103956. * Play the sound
  103957. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103958. * @param offset (optional) Start the sound at a specific time in seconds
  103959. * @param length (optional) Sound duration (in seconds)
  103960. */
  103961. play(time?: number, offset?: number, length?: number): void;
  103962. private _onended;
  103963. /**
  103964. * Stop the sound
  103965. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103966. */
  103967. stop(time?: number): void;
  103968. /**
  103969. * Put the sound in pause
  103970. */
  103971. pause(): void;
  103972. /**
  103973. * Sets a dedicated volume for this sounds
  103974. * @param newVolume Define the new volume of the sound
  103975. * @param time Define time for gradual change to new volume
  103976. */
  103977. setVolume(newVolume: number, time?: number): void;
  103978. /**
  103979. * Set the sound play back rate
  103980. * @param newPlaybackRate Define the playback rate the sound should be played at
  103981. */
  103982. setPlaybackRate(newPlaybackRate: number): void;
  103983. /**
  103984. * Gets the volume of the sound.
  103985. * @returns the volume of the sound
  103986. */
  103987. getVolume(): number;
  103988. /**
  103989. * Attach the sound to a dedicated mesh
  103990. * @param transformNode The transform node to connect the sound with
  103991. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103992. */
  103993. attachToMesh(transformNode: TransformNode): void;
  103994. /**
  103995. * Detach the sound from the previously attached mesh
  103996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103997. */
  103998. detachFromMesh(): void;
  103999. private _onRegisterAfterWorldMatrixUpdate;
  104000. /**
  104001. * Clone the current sound in the scene.
  104002. * @returns the new sound clone
  104003. */
  104004. clone(): Nullable<Sound>;
  104005. /**
  104006. * Gets the current underlying audio buffer containing the data
  104007. * @returns the audio buffer
  104008. */
  104009. getAudioBuffer(): Nullable<AudioBuffer>;
  104010. /**
  104011. * Serializes the Sound in a JSON representation
  104012. * @returns the JSON representation of the sound
  104013. */
  104014. serialize(): any;
  104015. /**
  104016. * Parse a JSON representation of a sound to innstantiate in a given scene
  104017. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  104018. * @param scene Define the scene the new parsed sound should be created in
  104019. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  104020. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  104021. * @returns the newly parsed sound
  104022. */
  104023. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  104024. }
  104025. }
  104026. declare module BABYLON {
  104027. /**
  104028. * This defines an action helpful to play a defined sound on a triggered action.
  104029. */
  104030. export class PlaySoundAction extends Action {
  104031. private _sound;
  104032. /**
  104033. * Instantiate the action
  104034. * @param triggerOptions defines the trigger options
  104035. * @param sound defines the sound to play
  104036. * @param condition defines the trigger related conditions
  104037. */
  104038. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104039. /** @hidden */
  104040. _prepare(): void;
  104041. /**
  104042. * Execute the action and play the sound.
  104043. */
  104044. execute(): void;
  104045. /**
  104046. * Serializes the actions and its related information.
  104047. * @param parent defines the object to serialize in
  104048. * @returns the serialized object
  104049. */
  104050. serialize(parent: any): any;
  104051. }
  104052. /**
  104053. * This defines an action helpful to stop a defined sound on a triggered action.
  104054. */
  104055. export class StopSoundAction extends Action {
  104056. private _sound;
  104057. /**
  104058. * Instantiate the action
  104059. * @param triggerOptions defines the trigger options
  104060. * @param sound defines the sound to stop
  104061. * @param condition defines the trigger related conditions
  104062. */
  104063. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  104064. /** @hidden */
  104065. _prepare(): void;
  104066. /**
  104067. * Execute the action and stop the sound.
  104068. */
  104069. execute(): void;
  104070. /**
  104071. * Serializes the actions and its related information.
  104072. * @param parent defines the object to serialize in
  104073. * @returns the serialized object
  104074. */
  104075. serialize(parent: any): any;
  104076. }
  104077. }
  104078. declare module BABYLON {
  104079. /**
  104080. * This defines an action responsible to change the value of a property
  104081. * by interpolating between its current value and the newly set one once triggered.
  104082. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  104083. */
  104084. export class InterpolateValueAction extends Action {
  104085. /**
  104086. * Defines the path of the property where the value should be interpolated
  104087. */
  104088. propertyPath: string;
  104089. /**
  104090. * Defines the target value at the end of the interpolation.
  104091. */
  104092. value: any;
  104093. /**
  104094. * Defines the time it will take for the property to interpolate to the value.
  104095. */
  104096. duration: number;
  104097. /**
  104098. * Defines if the other scene animations should be stopped when the action has been triggered
  104099. */
  104100. stopOtherAnimations?: boolean;
  104101. /**
  104102. * Defines a callback raised once the interpolation animation has been done.
  104103. */
  104104. onInterpolationDone?: () => void;
  104105. /**
  104106. * Observable triggered once the interpolation animation has been done.
  104107. */
  104108. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  104109. private _target;
  104110. private _effectiveTarget;
  104111. private _property;
  104112. /**
  104113. * Instantiate the action
  104114. * @param triggerOptions defines the trigger options
  104115. * @param target defines the object containing the value to interpolate
  104116. * @param propertyPath defines the path to the property in the target object
  104117. * @param value defines the target value at the end of the interpolation
  104118. * @param duration deines the time it will take for the property to interpolate to the value.
  104119. * @param condition defines the trigger related conditions
  104120. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  104121. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  104122. */
  104123. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  104124. /** @hidden */
  104125. _prepare(): void;
  104126. /**
  104127. * Execute the action starts the value interpolation.
  104128. */
  104129. execute(): void;
  104130. /**
  104131. * Serializes the actions and its related information.
  104132. * @param parent defines the object to serialize in
  104133. * @returns the serialized object
  104134. */
  104135. serialize(parent: any): any;
  104136. }
  104137. }
  104138. declare module BABYLON {
  104139. /**
  104140. * Options allowed during the creation of a sound track.
  104141. */
  104142. export interface ISoundTrackOptions {
  104143. /**
  104144. * The volume the sound track should take during creation
  104145. */
  104146. volume?: number;
  104147. /**
  104148. * Define if the sound track is the main sound track of the scene
  104149. */
  104150. mainTrack?: boolean;
  104151. }
  104152. /**
  104153. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  104154. * It will be also used in a future release to apply effects on a specific track.
  104155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104156. */
  104157. export class SoundTrack {
  104158. /**
  104159. * The unique identifier of the sound track in the scene.
  104160. */
  104161. id: number;
  104162. /**
  104163. * The list of sounds included in the sound track.
  104164. */
  104165. soundCollection: Array<Sound>;
  104166. private _outputAudioNode;
  104167. private _scene;
  104168. private _connectedAnalyser;
  104169. private _options;
  104170. private _isInitialized;
  104171. /**
  104172. * Creates a new sound track.
  104173. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  104174. * @param scene Define the scene the sound track belongs to
  104175. * @param options
  104176. */
  104177. constructor(scene: Scene, options?: ISoundTrackOptions);
  104178. private _initializeSoundTrackAudioGraph;
  104179. /**
  104180. * Release the sound track and its associated resources
  104181. */
  104182. dispose(): void;
  104183. /**
  104184. * Adds a sound to this sound track
  104185. * @param sound define the cound to add
  104186. * @ignoreNaming
  104187. */
  104188. AddSound(sound: Sound): void;
  104189. /**
  104190. * Removes a sound to this sound track
  104191. * @param sound define the cound to remove
  104192. * @ignoreNaming
  104193. */
  104194. RemoveSound(sound: Sound): void;
  104195. /**
  104196. * Set a global volume for the full sound track.
  104197. * @param newVolume Define the new volume of the sound track
  104198. */
  104199. setVolume(newVolume: number): void;
  104200. /**
  104201. * Switch the panning model to HRTF:
  104202. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  104203. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104204. */
  104205. switchPanningModelToHRTF(): void;
  104206. /**
  104207. * Switch the panning model to Equal Power:
  104208. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  104209. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  104210. */
  104211. switchPanningModelToEqualPower(): void;
  104212. /**
  104213. * Connect the sound track to an audio analyser allowing some amazing
  104214. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  104215. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  104216. * @param analyser The analyser to connect to the engine
  104217. */
  104218. connectToAnalyser(analyser: Analyser): void;
  104219. }
  104220. }
  104221. declare module BABYLON {
  104222. interface AbstractScene {
  104223. /**
  104224. * The list of sounds used in the scene.
  104225. */
  104226. sounds: Nullable<Array<Sound>>;
  104227. }
  104228. interface Scene {
  104229. /**
  104230. * @hidden
  104231. * Backing field
  104232. */
  104233. _mainSoundTrack: SoundTrack;
  104234. /**
  104235. * The main sound track played by the scene.
  104236. * It cotains your primary collection of sounds.
  104237. */
  104238. mainSoundTrack: SoundTrack;
  104239. /**
  104240. * The list of sound tracks added to the scene
  104241. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104242. */
  104243. soundTracks: Nullable<Array<SoundTrack>>;
  104244. /**
  104245. * Gets a sound using a given name
  104246. * @param name defines the name to search for
  104247. * @return the found sound or null if not found at all.
  104248. */
  104249. getSoundByName(name: string): Nullable<Sound>;
  104250. /**
  104251. * Gets or sets if audio support is enabled
  104252. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104253. */
  104254. audioEnabled: boolean;
  104255. /**
  104256. * Gets or sets if audio will be output to headphones
  104257. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104258. */
  104259. headphone: boolean;
  104260. /**
  104261. * Gets or sets custom audio listener position provider
  104262. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104263. */
  104264. audioListenerPositionProvider: Nullable<() => Vector3>;
  104265. /**
  104266. * Gets or sets a refresh rate when using 3D audio positioning
  104267. */
  104268. audioPositioningRefreshRate: number;
  104269. }
  104270. /**
  104271. * Defines the sound scene component responsible to manage any sounds
  104272. * in a given scene.
  104273. */
  104274. export class AudioSceneComponent implements ISceneSerializableComponent {
  104275. /**
  104276. * The component name helpfull to identify the component in the list of scene components.
  104277. */
  104278. readonly name: string;
  104279. /**
  104280. * The scene the component belongs to.
  104281. */
  104282. scene: Scene;
  104283. private _audioEnabled;
  104284. /**
  104285. * Gets whether audio is enabled or not.
  104286. * Please use related enable/disable method to switch state.
  104287. */
  104288. readonly audioEnabled: boolean;
  104289. private _headphone;
  104290. /**
  104291. * Gets whether audio is outputing to headphone or not.
  104292. * Please use the according Switch methods to change output.
  104293. */
  104294. readonly headphone: boolean;
  104295. /**
  104296. * Gets or sets a refresh rate when using 3D audio positioning
  104297. */
  104298. audioPositioningRefreshRate: number;
  104299. private _audioListenerPositionProvider;
  104300. /**
  104301. * Gets the current audio listener position provider
  104302. */
  104303. /**
  104304. * Sets a custom listener position for all sounds in the scene
  104305. * By default, this is the position of the first active camera
  104306. */
  104307. audioListenerPositionProvider: Nullable<() => Vector3>;
  104308. /**
  104309. * Creates a new instance of the component for the given scene
  104310. * @param scene Defines the scene to register the component in
  104311. */
  104312. constructor(scene: Scene);
  104313. /**
  104314. * Registers the component in a given scene
  104315. */
  104316. register(): void;
  104317. /**
  104318. * Rebuilds the elements related to this component in case of
  104319. * context lost for instance.
  104320. */
  104321. rebuild(): void;
  104322. /**
  104323. * Serializes the component data to the specified json object
  104324. * @param serializationObject The object to serialize to
  104325. */
  104326. serialize(serializationObject: any): void;
  104327. /**
  104328. * Adds all the elements from the container to the scene
  104329. * @param container the container holding the elements
  104330. */
  104331. addFromContainer(container: AbstractScene): void;
  104332. /**
  104333. * Removes all the elements in the container from the scene
  104334. * @param container contains the elements to remove
  104335. * @param dispose if the removed element should be disposed (default: false)
  104336. */
  104337. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104338. /**
  104339. * Disposes the component and the associated ressources.
  104340. */
  104341. dispose(): void;
  104342. /**
  104343. * Disables audio in the associated scene.
  104344. */
  104345. disableAudio(): void;
  104346. /**
  104347. * Enables audio in the associated scene.
  104348. */
  104349. enableAudio(): void;
  104350. /**
  104351. * Switch audio to headphone output.
  104352. */
  104353. switchAudioModeForHeadphones(): void;
  104354. /**
  104355. * Switch audio to normal speakers.
  104356. */
  104357. switchAudioModeForNormalSpeakers(): void;
  104358. private _cachedCameraDirection;
  104359. private _cachedCameraPosition;
  104360. private _lastCheck;
  104361. private _afterRender;
  104362. }
  104363. }
  104364. declare module BABYLON {
  104365. /**
  104366. * Wraps one or more Sound objects and selects one with random weight for playback.
  104367. */
  104368. export class WeightedSound {
  104369. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104370. loop: boolean;
  104371. private _coneInnerAngle;
  104372. private _coneOuterAngle;
  104373. private _volume;
  104374. /** A Sound is currently playing. */
  104375. isPlaying: boolean;
  104376. /** A Sound is currently paused. */
  104377. isPaused: boolean;
  104378. private _sounds;
  104379. private _weights;
  104380. private _currentIndex?;
  104381. /**
  104382. * Creates a new WeightedSound from the list of sounds given.
  104383. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104384. * @param sounds Array of Sounds that will be selected from.
  104385. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104386. */
  104387. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104388. /**
  104389. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104390. */
  104391. /**
  104392. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104393. */
  104394. directionalConeInnerAngle: number;
  104395. /**
  104396. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104397. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104398. */
  104399. /**
  104400. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104401. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104402. */
  104403. directionalConeOuterAngle: number;
  104404. /**
  104405. * Playback volume.
  104406. */
  104407. /**
  104408. * Playback volume.
  104409. */
  104410. volume: number;
  104411. private _onended;
  104412. /**
  104413. * Suspend playback
  104414. */
  104415. pause(): void;
  104416. /**
  104417. * Stop playback
  104418. */
  104419. stop(): void;
  104420. /**
  104421. * Start playback.
  104422. * @param startOffset Position the clip head at a specific time in seconds.
  104423. */
  104424. play(startOffset?: number): void;
  104425. }
  104426. }
  104427. declare module BABYLON {
  104428. /**
  104429. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104430. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104431. */
  104432. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104433. /**
  104434. * Gets the name of the behavior.
  104435. */
  104436. readonly name: string;
  104437. /**
  104438. * The easing function used by animations
  104439. */
  104440. static EasingFunction: BackEase;
  104441. /**
  104442. * The easing mode used by animations
  104443. */
  104444. static EasingMode: number;
  104445. /**
  104446. * The duration of the animation, in milliseconds
  104447. */
  104448. transitionDuration: number;
  104449. /**
  104450. * Length of the distance animated by the transition when lower radius is reached
  104451. */
  104452. lowerRadiusTransitionRange: number;
  104453. /**
  104454. * Length of the distance animated by the transition when upper radius is reached
  104455. */
  104456. upperRadiusTransitionRange: number;
  104457. private _autoTransitionRange;
  104458. /**
  104459. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104460. */
  104461. /**
  104462. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104463. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104464. */
  104465. autoTransitionRange: boolean;
  104466. private _attachedCamera;
  104467. private _onAfterCheckInputsObserver;
  104468. private _onMeshTargetChangedObserver;
  104469. /**
  104470. * Initializes the behavior.
  104471. */
  104472. init(): void;
  104473. /**
  104474. * Attaches the behavior to its arc rotate camera.
  104475. * @param camera Defines the camera to attach the behavior to
  104476. */
  104477. attach(camera: ArcRotateCamera): void;
  104478. /**
  104479. * Detaches the behavior from its current arc rotate camera.
  104480. */
  104481. detach(): void;
  104482. private _radiusIsAnimating;
  104483. private _radiusBounceTransition;
  104484. private _animatables;
  104485. private _cachedWheelPrecision;
  104486. /**
  104487. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104488. * @param radiusLimit The limit to check against.
  104489. * @return Bool to indicate if at limit.
  104490. */
  104491. private _isRadiusAtLimit;
  104492. /**
  104493. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104494. * @param radiusDelta The delta by which to animate to. Can be negative.
  104495. */
  104496. private _applyBoundRadiusAnimation;
  104497. /**
  104498. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104499. */
  104500. protected _clearAnimationLocks(): void;
  104501. /**
  104502. * Stops and removes all animations that have been applied to the camera
  104503. */
  104504. stopAllAnimations(): void;
  104505. }
  104506. }
  104507. declare module BABYLON {
  104508. /**
  104509. * 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.
  104510. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104511. */
  104512. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104513. /**
  104514. * Gets the name of the behavior.
  104515. */
  104516. readonly name: string;
  104517. private _mode;
  104518. private _radiusScale;
  104519. private _positionScale;
  104520. private _defaultElevation;
  104521. private _elevationReturnTime;
  104522. private _elevationReturnWaitTime;
  104523. private _zoomStopsAnimation;
  104524. private _framingTime;
  104525. /**
  104526. * The easing function used by animations
  104527. */
  104528. static EasingFunction: ExponentialEase;
  104529. /**
  104530. * The easing mode used by animations
  104531. */
  104532. static EasingMode: number;
  104533. /**
  104534. * Sets the current mode used by the behavior
  104535. */
  104536. /**
  104537. * Gets current mode used by the behavior.
  104538. */
  104539. mode: number;
  104540. /**
  104541. * Sets the scale applied to the radius (1 by default)
  104542. */
  104543. /**
  104544. * Gets the scale applied to the radius
  104545. */
  104546. radiusScale: number;
  104547. /**
  104548. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104549. */
  104550. /**
  104551. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104552. */
  104553. positionScale: number;
  104554. /**
  104555. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104556. * behaviour is triggered, in radians.
  104557. */
  104558. /**
  104559. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104560. * behaviour is triggered, in radians.
  104561. */
  104562. defaultElevation: number;
  104563. /**
  104564. * Sets the time (in milliseconds) taken to return to the default beta position.
  104565. * Negative value indicates camera should not return to default.
  104566. */
  104567. /**
  104568. * Gets the time (in milliseconds) taken to return to the default beta position.
  104569. * Negative value indicates camera should not return to default.
  104570. */
  104571. elevationReturnTime: number;
  104572. /**
  104573. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104574. */
  104575. /**
  104576. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104577. */
  104578. elevationReturnWaitTime: number;
  104579. /**
  104580. * Sets the flag that indicates if user zooming should stop animation.
  104581. */
  104582. /**
  104583. * Gets the flag that indicates if user zooming should stop animation.
  104584. */
  104585. zoomStopsAnimation: boolean;
  104586. /**
  104587. * Sets the transition time when framing the mesh, in milliseconds
  104588. */
  104589. /**
  104590. * Gets the transition time when framing the mesh, in milliseconds
  104591. */
  104592. framingTime: number;
  104593. /**
  104594. * Define if the behavior should automatically change the configured
  104595. * camera limits and sensibilities.
  104596. */
  104597. autoCorrectCameraLimitsAndSensibility: boolean;
  104598. private _onPrePointerObservableObserver;
  104599. private _onAfterCheckInputsObserver;
  104600. private _onMeshTargetChangedObserver;
  104601. private _attachedCamera;
  104602. private _isPointerDown;
  104603. private _lastInteractionTime;
  104604. /**
  104605. * Initializes the behavior.
  104606. */
  104607. init(): void;
  104608. /**
  104609. * Attaches the behavior to its arc rotate camera.
  104610. * @param camera Defines the camera to attach the behavior to
  104611. */
  104612. attach(camera: ArcRotateCamera): void;
  104613. /**
  104614. * Detaches the behavior from its current arc rotate camera.
  104615. */
  104616. detach(): void;
  104617. private _animatables;
  104618. private _betaIsAnimating;
  104619. private _betaTransition;
  104620. private _radiusTransition;
  104621. private _vectorTransition;
  104622. /**
  104623. * Targets the given mesh and updates zoom level accordingly.
  104624. * @param mesh The mesh to target.
  104625. * @param radius Optional. If a cached radius position already exists, overrides default.
  104626. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104627. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104628. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104629. */
  104630. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104631. /**
  104632. * Targets the given mesh with its children and updates zoom level accordingly.
  104633. * @param mesh The mesh to target.
  104634. * @param radius Optional. If a cached radius position already exists, overrides default.
  104635. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104636. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104637. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104638. */
  104639. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104640. /**
  104641. * Targets the given meshes with their children and updates zoom level accordingly.
  104642. * @param meshes The mesh to target.
  104643. * @param radius Optional. If a cached radius position already exists, overrides default.
  104644. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104645. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104646. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104647. */
  104648. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104649. /**
  104650. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104651. * @param minimumWorld Determines the smaller position of the bounding box extend
  104652. * @param maximumWorld Determines the bigger position of the bounding box extend
  104653. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104654. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104655. */
  104656. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104657. /**
  104658. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104659. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104660. * frustum width.
  104661. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104662. * to fully enclose the mesh in the viewing frustum.
  104663. */
  104664. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104665. /**
  104666. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104667. * is automatically returned to its default position (expected to be above ground plane).
  104668. */
  104669. private _maintainCameraAboveGround;
  104670. /**
  104671. * Returns the frustum slope based on the canvas ratio and camera FOV
  104672. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104673. */
  104674. private _getFrustumSlope;
  104675. /**
  104676. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104677. */
  104678. private _clearAnimationLocks;
  104679. /**
  104680. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104681. */
  104682. private _applyUserInteraction;
  104683. /**
  104684. * Stops and removes all animations that have been applied to the camera
  104685. */
  104686. stopAllAnimations(): void;
  104687. /**
  104688. * Gets a value indicating if the user is moving the camera
  104689. */
  104690. readonly isUserIsMoving: boolean;
  104691. /**
  104692. * The camera can move all the way towards the mesh.
  104693. */
  104694. static IgnoreBoundsSizeMode: number;
  104695. /**
  104696. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104697. */
  104698. static FitFrustumSidesMode: number;
  104699. }
  104700. }
  104701. declare module BABYLON {
  104702. /**
  104703. * Base class for Camera Pointer Inputs.
  104704. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104705. * for example usage.
  104706. */
  104707. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104708. /**
  104709. * Defines the camera the input is attached to.
  104710. */
  104711. abstract camera: Camera;
  104712. /**
  104713. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104714. */
  104715. protected _altKey: boolean;
  104716. protected _ctrlKey: boolean;
  104717. protected _metaKey: boolean;
  104718. protected _shiftKey: boolean;
  104719. /**
  104720. * Which mouse buttons were pressed at time of last mouse event.
  104721. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104722. */
  104723. protected _buttonsPressed: number;
  104724. /**
  104725. * Defines the buttons associated with the input to handle camera move.
  104726. */
  104727. buttons: number[];
  104728. /**
  104729. * Attach the input controls to a specific dom element to get the input from.
  104730. * @param element Defines the element the controls should be listened from
  104731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104732. */
  104733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104734. /**
  104735. * Detach the current controls from the specified dom element.
  104736. * @param element Defines the element to stop listening the inputs from
  104737. */
  104738. detachControl(element: Nullable<HTMLElement>): void;
  104739. /**
  104740. * Gets the class name of the current input.
  104741. * @returns the class name
  104742. */
  104743. getClassName(): string;
  104744. /**
  104745. * Get the friendly name associated with the input class.
  104746. * @returns the input friendly name
  104747. */
  104748. getSimpleName(): string;
  104749. /**
  104750. * Called on pointer POINTERDOUBLETAP event.
  104751. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104752. */
  104753. protected onDoubleTap(type: string): void;
  104754. /**
  104755. * Called on pointer POINTERMOVE event if only a single touch is active.
  104756. * Override this method to provide functionality.
  104757. */
  104758. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104759. /**
  104760. * Called on pointer POINTERMOVE event if multiple touches are active.
  104761. * Override this method to provide functionality.
  104762. */
  104763. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104764. /**
  104765. * Called on JS contextmenu event.
  104766. * Override this method to provide functionality.
  104767. */
  104768. protected onContextMenu(evt: PointerEvent): void;
  104769. /**
  104770. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104771. * press.
  104772. * Override this method to provide functionality.
  104773. */
  104774. protected onButtonDown(evt: PointerEvent): void;
  104775. /**
  104776. * Called each time a new POINTERUP event occurs. Ie, for each button
  104777. * release.
  104778. * Override this method to provide functionality.
  104779. */
  104780. protected onButtonUp(evt: PointerEvent): void;
  104781. /**
  104782. * Called when window becomes inactive.
  104783. * Override this method to provide functionality.
  104784. */
  104785. protected onLostFocus(): void;
  104786. private _pointerInput;
  104787. private _observer;
  104788. private _onLostFocus;
  104789. private pointA;
  104790. private pointB;
  104791. }
  104792. }
  104793. declare module BABYLON {
  104794. /**
  104795. * Manage the pointers inputs to control an arc rotate camera.
  104796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104797. */
  104798. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  104799. /**
  104800. * Defines the camera the input is attached to.
  104801. */
  104802. camera: ArcRotateCamera;
  104803. /**
  104804. * Gets the class name of the current input.
  104805. * @returns the class name
  104806. */
  104807. getClassName(): string;
  104808. /**
  104809. * Defines the buttons associated with the input to handle camera move.
  104810. */
  104811. buttons: number[];
  104812. /**
  104813. * Defines the pointer angular sensibility along the X axis or how fast is
  104814. * the camera rotating.
  104815. */
  104816. angularSensibilityX: number;
  104817. /**
  104818. * Defines the pointer angular sensibility along the Y axis or how fast is
  104819. * the camera rotating.
  104820. */
  104821. angularSensibilityY: number;
  104822. /**
  104823. * Defines the pointer pinch precision or how fast is the camera zooming.
  104824. */
  104825. pinchPrecision: number;
  104826. /**
  104827. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104828. * from 0.
  104829. * It defines the percentage of current camera.radius to use as delta when
  104830. * pinch zoom is used.
  104831. */
  104832. pinchDeltaPercentage: number;
  104833. /**
  104834. * Defines the pointer panning sensibility or how fast is the camera moving.
  104835. */
  104836. panningSensibility: number;
  104837. /**
  104838. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104839. */
  104840. multiTouchPanning: boolean;
  104841. /**
  104842. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104843. * zoom (pinch) through multitouch.
  104844. */
  104845. multiTouchPanAndZoom: boolean;
  104846. /**
  104847. * Revers pinch action direction.
  104848. */
  104849. pinchInwards: boolean;
  104850. private _isPanClick;
  104851. private _twoFingerActivityCount;
  104852. private _isPinching;
  104853. /**
  104854. * Called on pointer POINTERMOVE event if only a single touch is active.
  104855. */
  104856. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104857. /**
  104858. * Called on pointer POINTERDOUBLETAP event.
  104859. */
  104860. protected onDoubleTap(type: string): void;
  104861. /**
  104862. * Called on pointer POINTERMOVE event if multiple touches are active.
  104863. */
  104864. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104865. /**
  104866. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104867. * press.
  104868. */
  104869. protected onButtonDown(evt: PointerEvent): void;
  104870. /**
  104871. * Called each time a new POINTERUP event occurs. Ie, for each button
  104872. * release.
  104873. */
  104874. protected onButtonUp(evt: PointerEvent): void;
  104875. /**
  104876. * Called when window becomes inactive.
  104877. */
  104878. protected onLostFocus(): void;
  104879. }
  104880. }
  104881. declare module BABYLON {
  104882. /**
  104883. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104884. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104885. */
  104886. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104887. /**
  104888. * Defines the camera the input is attached to.
  104889. */
  104890. camera: ArcRotateCamera;
  104891. /**
  104892. * Defines the list of key codes associated with the up action (increase alpha)
  104893. */
  104894. keysUp: number[];
  104895. /**
  104896. * Defines the list of key codes associated with the down action (decrease alpha)
  104897. */
  104898. keysDown: number[];
  104899. /**
  104900. * Defines the list of key codes associated with the left action (increase beta)
  104901. */
  104902. keysLeft: number[];
  104903. /**
  104904. * Defines the list of key codes associated with the right action (decrease beta)
  104905. */
  104906. keysRight: number[];
  104907. /**
  104908. * Defines the list of key codes associated with the reset action.
  104909. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104910. */
  104911. keysReset: number[];
  104912. /**
  104913. * Defines the panning sensibility of the inputs.
  104914. * (How fast is the camera paning)
  104915. */
  104916. panningSensibility: number;
  104917. /**
  104918. * Defines the zooming sensibility of the inputs.
  104919. * (How fast is the camera zooming)
  104920. */
  104921. zoomingSensibility: number;
  104922. /**
  104923. * Defines wether maintaining the alt key down switch the movement mode from
  104924. * orientation to zoom.
  104925. */
  104926. useAltToZoom: boolean;
  104927. /**
  104928. * Rotation speed of the camera
  104929. */
  104930. angularSpeed: number;
  104931. private _keys;
  104932. private _ctrlPressed;
  104933. private _altPressed;
  104934. private _onCanvasBlurObserver;
  104935. private _onKeyboardObserver;
  104936. private _engine;
  104937. private _scene;
  104938. /**
  104939. * Attach the input controls to a specific dom element to get the input from.
  104940. * @param element Defines the element the controls should be listened from
  104941. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104942. */
  104943. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104944. /**
  104945. * Detach the current controls from the specified dom element.
  104946. * @param element Defines the element to stop listening the inputs from
  104947. */
  104948. detachControl(element: Nullable<HTMLElement>): void;
  104949. /**
  104950. * Update the current camera state depending on the inputs that have been used this frame.
  104951. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104952. */
  104953. checkInputs(): void;
  104954. /**
  104955. * Gets the class name of the current intput.
  104956. * @returns the class name
  104957. */
  104958. getClassName(): string;
  104959. /**
  104960. * Get the friendly name associated with the input class.
  104961. * @returns the input friendly name
  104962. */
  104963. getSimpleName(): string;
  104964. }
  104965. }
  104966. declare module BABYLON {
  104967. /**
  104968. * Manage the mouse wheel inputs to control an arc rotate camera.
  104969. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104970. */
  104971. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104972. /**
  104973. * Defines the camera the input is attached to.
  104974. */
  104975. camera: ArcRotateCamera;
  104976. /**
  104977. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104978. */
  104979. wheelPrecision: number;
  104980. /**
  104981. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104982. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104983. */
  104984. wheelDeltaPercentage: number;
  104985. private _wheel;
  104986. private _observer;
  104987. private computeDeltaFromMouseWheelLegacyEvent;
  104988. /**
  104989. * Attach the input controls to a specific dom element to get the input from.
  104990. * @param element Defines the element the controls should be listened from
  104991. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104992. */
  104993. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104994. /**
  104995. * Detach the current controls from the specified dom element.
  104996. * @param element Defines the element to stop listening the inputs from
  104997. */
  104998. detachControl(element: Nullable<HTMLElement>): void;
  104999. /**
  105000. * Gets the class name of the current intput.
  105001. * @returns the class name
  105002. */
  105003. getClassName(): string;
  105004. /**
  105005. * Get the friendly name associated with the input class.
  105006. * @returns the input friendly name
  105007. */
  105008. getSimpleName(): string;
  105009. }
  105010. }
  105011. declare module BABYLON {
  105012. /**
  105013. * Default Inputs manager for the ArcRotateCamera.
  105014. * It groups all the default supported inputs for ease of use.
  105015. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105016. */
  105017. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  105018. /**
  105019. * Instantiates a new ArcRotateCameraInputsManager.
  105020. * @param camera Defines the camera the inputs belong to
  105021. */
  105022. constructor(camera: ArcRotateCamera);
  105023. /**
  105024. * Add mouse wheel input support to the input manager.
  105025. * @returns the current input manager
  105026. */
  105027. addMouseWheel(): ArcRotateCameraInputsManager;
  105028. /**
  105029. * Add pointers input support to the input manager.
  105030. * @returns the current input manager
  105031. */
  105032. addPointers(): ArcRotateCameraInputsManager;
  105033. /**
  105034. * Add keyboard input support to the input manager.
  105035. * @returns the current input manager
  105036. */
  105037. addKeyboard(): ArcRotateCameraInputsManager;
  105038. }
  105039. }
  105040. declare module BABYLON {
  105041. /**
  105042. * This represents an orbital type of camera.
  105043. *
  105044. * 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.
  105045. * 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.
  105046. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  105047. */
  105048. export class ArcRotateCamera extends TargetCamera {
  105049. /**
  105050. * Defines the rotation angle of the camera along the longitudinal axis.
  105051. */
  105052. alpha: number;
  105053. /**
  105054. * Defines the rotation angle of the camera along the latitudinal axis.
  105055. */
  105056. beta: number;
  105057. /**
  105058. * Defines the radius of the camera from it s target point.
  105059. */
  105060. radius: number;
  105061. protected _target: Vector3;
  105062. protected _targetHost: Nullable<AbstractMesh>;
  105063. /**
  105064. * Defines the target point of the camera.
  105065. * The camera looks towards it form the radius distance.
  105066. */
  105067. target: Vector3;
  105068. /**
  105069. * Define the current local position of the camera in the scene
  105070. */
  105071. position: Vector3;
  105072. protected _upVector: Vector3;
  105073. protected _upToYMatrix: Matrix;
  105074. protected _YToUpMatrix: Matrix;
  105075. /**
  105076. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  105077. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  105078. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  105079. */
  105080. upVector: Vector3;
  105081. /**
  105082. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  105083. */
  105084. setMatUp(): void;
  105085. /**
  105086. * Current inertia value on the longitudinal axis.
  105087. * The bigger this number the longer it will take for the camera to stop.
  105088. */
  105089. inertialAlphaOffset: number;
  105090. /**
  105091. * Current inertia value on the latitudinal axis.
  105092. * The bigger this number the longer it will take for the camera to stop.
  105093. */
  105094. inertialBetaOffset: number;
  105095. /**
  105096. * Current inertia value on the radius axis.
  105097. * The bigger this number the longer it will take for the camera to stop.
  105098. */
  105099. inertialRadiusOffset: number;
  105100. /**
  105101. * Minimum allowed angle on the longitudinal axis.
  105102. * This can help limiting how the Camera is able to move in the scene.
  105103. */
  105104. lowerAlphaLimit: Nullable<number>;
  105105. /**
  105106. * Maximum allowed angle on the longitudinal axis.
  105107. * This can help limiting how the Camera is able to move in the scene.
  105108. */
  105109. upperAlphaLimit: Nullable<number>;
  105110. /**
  105111. * Minimum allowed angle on the latitudinal axis.
  105112. * This can help limiting how the Camera is able to move in the scene.
  105113. */
  105114. lowerBetaLimit: number;
  105115. /**
  105116. * Maximum allowed angle on the latitudinal axis.
  105117. * This can help limiting how the Camera is able to move in the scene.
  105118. */
  105119. upperBetaLimit: number;
  105120. /**
  105121. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  105122. * This can help limiting how the Camera is able to move in the scene.
  105123. */
  105124. lowerRadiusLimit: Nullable<number>;
  105125. /**
  105126. * Maximum allowed distance of the camera to the target (The camera can not get further).
  105127. * This can help limiting how the Camera is able to move in the scene.
  105128. */
  105129. upperRadiusLimit: Nullable<number>;
  105130. /**
  105131. * Defines the current inertia value used during panning of the camera along the X axis.
  105132. */
  105133. inertialPanningX: number;
  105134. /**
  105135. * Defines the current inertia value used during panning of the camera along the Y axis.
  105136. */
  105137. inertialPanningY: number;
  105138. /**
  105139. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  105140. * Basically if your fingers moves away from more than this distance you will be considered
  105141. * in pinch mode.
  105142. */
  105143. pinchToPanMaxDistance: number;
  105144. /**
  105145. * Defines the maximum distance the camera can pan.
  105146. * This could help keeping the cammera always in your scene.
  105147. */
  105148. panningDistanceLimit: Nullable<number>;
  105149. /**
  105150. * Defines the target of the camera before paning.
  105151. */
  105152. panningOriginTarget: Vector3;
  105153. /**
  105154. * Defines the value of the inertia used during panning.
  105155. * 0 would mean stop inertia and one would mean no decelleration at all.
  105156. */
  105157. panningInertia: number;
  105158. /**
  105159. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  105160. */
  105161. angularSensibilityX: number;
  105162. /**
  105163. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  105164. */
  105165. angularSensibilityY: number;
  105166. /**
  105167. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  105168. */
  105169. pinchPrecision: number;
  105170. /**
  105171. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  105172. * It will be used instead of pinchDeltaPrecision if different from 0.
  105173. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105174. */
  105175. pinchDeltaPercentage: number;
  105176. /**
  105177. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  105178. */
  105179. panningSensibility: number;
  105180. /**
  105181. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  105182. */
  105183. keysUp: number[];
  105184. /**
  105185. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  105186. */
  105187. keysDown: number[];
  105188. /**
  105189. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  105190. */
  105191. keysLeft: number[];
  105192. /**
  105193. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  105194. */
  105195. keysRight: number[];
  105196. /**
  105197. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  105198. */
  105199. wheelPrecision: number;
  105200. /**
  105201. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  105202. * It will be used instead of pinchDeltaPrecision if different from 0.
  105203. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  105204. */
  105205. wheelDeltaPercentage: number;
  105206. /**
  105207. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  105208. */
  105209. zoomOnFactor: number;
  105210. /**
  105211. * Defines a screen offset for the camera position.
  105212. */
  105213. targetScreenOffset: Vector2;
  105214. /**
  105215. * Allows the camera to be completely reversed.
  105216. * If false the camera can not arrive upside down.
  105217. */
  105218. allowUpsideDown: boolean;
  105219. /**
  105220. * Define if double tap/click is used to restore the previously saved state of the camera.
  105221. */
  105222. useInputToRestoreState: boolean;
  105223. /** @hidden */
  105224. _viewMatrix: Matrix;
  105225. /** @hidden */
  105226. _useCtrlForPanning: boolean;
  105227. /** @hidden */
  105228. _panningMouseButton: number;
  105229. /**
  105230. * Defines the input associated to the camera.
  105231. */
  105232. inputs: ArcRotateCameraInputsManager;
  105233. /** @hidden */
  105234. _reset: () => void;
  105235. /**
  105236. * Defines the allowed panning axis.
  105237. */
  105238. panningAxis: Vector3;
  105239. protected _localDirection: Vector3;
  105240. protected _transformedDirection: Vector3;
  105241. private _bouncingBehavior;
  105242. /**
  105243. * Gets the bouncing behavior of the camera if it has been enabled.
  105244. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105245. */
  105246. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  105247. /**
  105248. * Defines if the bouncing behavior of the camera is enabled on the camera.
  105249. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  105250. */
  105251. useBouncingBehavior: boolean;
  105252. private _framingBehavior;
  105253. /**
  105254. * Gets the framing behavior of the camera if it has been enabled.
  105255. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105256. */
  105257. readonly framingBehavior: Nullable<FramingBehavior>;
  105258. /**
  105259. * Defines if the framing behavior of the camera is enabled on the camera.
  105260. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  105261. */
  105262. useFramingBehavior: boolean;
  105263. private _autoRotationBehavior;
  105264. /**
  105265. * Gets the auto rotation behavior of the camera if it has been enabled.
  105266. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105267. */
  105268. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  105269. /**
  105270. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  105271. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105272. */
  105273. useAutoRotationBehavior: boolean;
  105274. /**
  105275. * Observable triggered when the mesh target has been changed on the camera.
  105276. */
  105277. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  105278. /**
  105279. * Event raised when the camera is colliding with a mesh.
  105280. */
  105281. onCollide: (collidedMesh: AbstractMesh) => void;
  105282. /**
  105283. * Defines whether the camera should check collision with the objects oh the scene.
  105284. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  105285. */
  105286. checkCollisions: boolean;
  105287. /**
  105288. * Defines the collision radius of the camera.
  105289. * This simulates a sphere around the camera.
  105290. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  105291. */
  105292. collisionRadius: Vector3;
  105293. protected _collider: Collider;
  105294. protected _previousPosition: Vector3;
  105295. protected _collisionVelocity: Vector3;
  105296. protected _newPosition: Vector3;
  105297. protected _previousAlpha: number;
  105298. protected _previousBeta: number;
  105299. protected _previousRadius: number;
  105300. protected _collisionTriggered: boolean;
  105301. protected _targetBoundingCenter: Nullable<Vector3>;
  105302. private _computationVector;
  105303. /**
  105304. * Instantiates a new ArcRotateCamera in a given scene
  105305. * @param name Defines the name of the camera
  105306. * @param alpha Defines the camera rotation along the logitudinal axis
  105307. * @param beta Defines the camera rotation along the latitudinal axis
  105308. * @param radius Defines the camera distance from its target
  105309. * @param target Defines the camera target
  105310. * @param scene Defines the scene the camera belongs to
  105311. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  105312. */
  105313. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  105314. /** @hidden */
  105315. _initCache(): void;
  105316. /** @hidden */
  105317. _updateCache(ignoreParentClass?: boolean): void;
  105318. protected _getTargetPosition(): Vector3;
  105319. private _storedAlpha;
  105320. private _storedBeta;
  105321. private _storedRadius;
  105322. private _storedTarget;
  105323. private _storedTargetScreenOffset;
  105324. /**
  105325. * Stores the current state of the camera (alpha, beta, radius and target)
  105326. * @returns the camera itself
  105327. */
  105328. storeState(): Camera;
  105329. /**
  105330. * @hidden
  105331. * Restored camera state. You must call storeState() first
  105332. */
  105333. _restoreStateValues(): boolean;
  105334. /** @hidden */
  105335. _isSynchronizedViewMatrix(): boolean;
  105336. /**
  105337. * Attached controls to the current camera.
  105338. * @param element Defines the element the controls should be listened from
  105339. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105340. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105341. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105342. */
  105343. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105344. /**
  105345. * Detach the current controls from the camera.
  105346. * The camera will stop reacting to inputs.
  105347. * @param element Defines the element to stop listening the inputs from
  105348. */
  105349. detachControl(element: HTMLElement): void;
  105350. /** @hidden */
  105351. _checkInputs(): void;
  105352. protected _checkLimits(): void;
  105353. /**
  105354. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105355. */
  105356. rebuildAnglesAndRadius(): void;
  105357. /**
  105358. * Use a position to define the current camera related information like alpha, beta and radius
  105359. * @param position Defines the position to set the camera at
  105360. */
  105361. setPosition(position: Vector3): void;
  105362. /**
  105363. * Defines the target the camera should look at.
  105364. * This will automatically adapt alpha beta and radius to fit within the new target.
  105365. * @param target Defines the new target as a Vector or a mesh
  105366. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105367. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105368. */
  105369. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105370. /** @hidden */
  105371. _getViewMatrix(): Matrix;
  105372. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105373. /**
  105374. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105375. * @param meshes Defines the mesh to zoom on
  105376. * @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)
  105377. */
  105378. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105379. /**
  105380. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105381. * The target will be changed but the radius
  105382. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105383. * @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)
  105384. */
  105385. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105386. min: Vector3;
  105387. max: Vector3;
  105388. distance: number;
  105389. }, doNotUpdateMaxZ?: boolean): void;
  105390. /**
  105391. * @override
  105392. * Override Camera.createRigCamera
  105393. */
  105394. createRigCamera(name: string, cameraIndex: number): Camera;
  105395. /**
  105396. * @hidden
  105397. * @override
  105398. * Override Camera._updateRigCameras
  105399. */
  105400. _updateRigCameras(): void;
  105401. /**
  105402. * Destroy the camera and release the current resources hold by it.
  105403. */
  105404. dispose(): void;
  105405. /**
  105406. * Gets the current object class name.
  105407. * @return the class name
  105408. */
  105409. getClassName(): string;
  105410. }
  105411. }
  105412. declare module BABYLON {
  105413. /**
  105414. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105415. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105416. */
  105417. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105418. /**
  105419. * Gets the name of the behavior.
  105420. */
  105421. readonly name: string;
  105422. private _zoomStopsAnimation;
  105423. private _idleRotationSpeed;
  105424. private _idleRotationWaitTime;
  105425. private _idleRotationSpinupTime;
  105426. /**
  105427. * Sets the flag that indicates if user zooming should stop animation.
  105428. */
  105429. /**
  105430. * Gets the flag that indicates if user zooming should stop animation.
  105431. */
  105432. zoomStopsAnimation: boolean;
  105433. /**
  105434. * Sets the default speed at which the camera rotates around the model.
  105435. */
  105436. /**
  105437. * Gets the default speed at which the camera rotates around the model.
  105438. */
  105439. idleRotationSpeed: number;
  105440. /**
  105441. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105442. */
  105443. /**
  105444. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105445. */
  105446. idleRotationWaitTime: number;
  105447. /**
  105448. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105449. */
  105450. /**
  105451. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105452. */
  105453. idleRotationSpinupTime: number;
  105454. /**
  105455. * Gets a value indicating if the camera is currently rotating because of this behavior
  105456. */
  105457. readonly rotationInProgress: boolean;
  105458. private _onPrePointerObservableObserver;
  105459. private _onAfterCheckInputsObserver;
  105460. private _attachedCamera;
  105461. private _isPointerDown;
  105462. private _lastFrameTime;
  105463. private _lastInteractionTime;
  105464. private _cameraRotationSpeed;
  105465. /**
  105466. * Initializes the behavior.
  105467. */
  105468. init(): void;
  105469. /**
  105470. * Attaches the behavior to its arc rotate camera.
  105471. * @param camera Defines the camera to attach the behavior to
  105472. */
  105473. attach(camera: ArcRotateCamera): void;
  105474. /**
  105475. * Detaches the behavior from its current arc rotate camera.
  105476. */
  105477. detach(): void;
  105478. /**
  105479. * Returns true if user is scrolling.
  105480. * @return true if user is scrolling.
  105481. */
  105482. private _userIsZooming;
  105483. private _lastFrameRadius;
  105484. private _shouldAnimationStopForInteraction;
  105485. /**
  105486. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105487. */
  105488. private _applyUserInteraction;
  105489. private _userIsMoving;
  105490. }
  105491. }
  105492. declare module BABYLON {
  105493. /**
  105494. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105495. */
  105496. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105497. private ui;
  105498. /**
  105499. * The name of the behavior
  105500. */
  105501. name: string;
  105502. /**
  105503. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105504. */
  105505. distanceAwayFromFace: number;
  105506. /**
  105507. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105508. */
  105509. distanceAwayFromBottomOfFace: number;
  105510. private _faceVectors;
  105511. private _target;
  105512. private _scene;
  105513. private _onRenderObserver;
  105514. private _tmpMatrix;
  105515. private _tmpVector;
  105516. /**
  105517. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105518. * @param ui The transform node that should be attched to the mesh
  105519. */
  105520. constructor(ui: TransformNode);
  105521. /**
  105522. * Initializes the behavior
  105523. */
  105524. init(): void;
  105525. private _closestFace;
  105526. private _zeroVector;
  105527. private _lookAtTmpMatrix;
  105528. private _lookAtToRef;
  105529. /**
  105530. * Attaches the AttachToBoxBehavior to the passed in mesh
  105531. * @param target The mesh that the specified node will be attached to
  105532. */
  105533. attach(target: Mesh): void;
  105534. /**
  105535. * Detaches the behavior from the mesh
  105536. */
  105537. detach(): void;
  105538. }
  105539. }
  105540. declare module BABYLON {
  105541. /**
  105542. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105543. */
  105544. export class FadeInOutBehavior implements Behavior<Mesh> {
  105545. /**
  105546. * Time in milliseconds to delay before fading in (Default: 0)
  105547. */
  105548. delay: number;
  105549. /**
  105550. * Time in milliseconds for the mesh to fade in (Default: 300)
  105551. */
  105552. fadeInTime: number;
  105553. private _millisecondsPerFrame;
  105554. private _hovered;
  105555. private _hoverValue;
  105556. private _ownerNode;
  105557. /**
  105558. * Instatiates the FadeInOutBehavior
  105559. */
  105560. constructor();
  105561. /**
  105562. * The name of the behavior
  105563. */
  105564. readonly name: string;
  105565. /**
  105566. * Initializes the behavior
  105567. */
  105568. init(): void;
  105569. /**
  105570. * Attaches the fade behavior on the passed in mesh
  105571. * @param ownerNode The mesh that will be faded in/out once attached
  105572. */
  105573. attach(ownerNode: Mesh): void;
  105574. /**
  105575. * Detaches the behavior from the mesh
  105576. */
  105577. detach(): void;
  105578. /**
  105579. * Triggers the mesh to begin fading in or out
  105580. * @param value if the object should fade in or out (true to fade in)
  105581. */
  105582. fadeIn(value: boolean): void;
  105583. private _update;
  105584. private _setAllVisibility;
  105585. }
  105586. }
  105587. declare module BABYLON {
  105588. /**
  105589. * Class containing a set of static utilities functions for managing Pivots
  105590. * @hidden
  105591. */
  105592. export class PivotTools {
  105593. private static _PivotCached;
  105594. private static _OldPivotPoint;
  105595. private static _PivotTranslation;
  105596. private static _PivotTmpVector;
  105597. /** @hidden */
  105598. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105599. /** @hidden */
  105600. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105601. }
  105602. }
  105603. declare module BABYLON {
  105604. /**
  105605. * Class containing static functions to help procedurally build meshes
  105606. */
  105607. export class PlaneBuilder {
  105608. /**
  105609. * Creates a plane mesh
  105610. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105611. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105612. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105613. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105614. * * 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
  105615. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105616. * @param name defines the name of the mesh
  105617. * @param options defines the options used to create the mesh
  105618. * @param scene defines the hosting scene
  105619. * @returns the plane mesh
  105620. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105621. */
  105622. static CreatePlane(name: string, options: {
  105623. size?: number;
  105624. width?: number;
  105625. height?: number;
  105626. sideOrientation?: number;
  105627. frontUVs?: Vector4;
  105628. backUVs?: Vector4;
  105629. updatable?: boolean;
  105630. sourcePlane?: Plane;
  105631. }, scene?: Nullable<Scene>): Mesh;
  105632. }
  105633. }
  105634. declare module BABYLON {
  105635. /**
  105636. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105637. */
  105638. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105639. private static _AnyMouseID;
  105640. /**
  105641. * Abstract mesh the behavior is set on
  105642. */
  105643. attachedNode: AbstractMesh;
  105644. private _dragPlane;
  105645. private _scene;
  105646. private _pointerObserver;
  105647. private _beforeRenderObserver;
  105648. private static _planeScene;
  105649. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105650. /**
  105651. * 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)
  105652. */
  105653. maxDragAngle: number;
  105654. /**
  105655. * @hidden
  105656. */
  105657. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105658. /**
  105659. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105660. */
  105661. currentDraggingPointerID: number;
  105662. /**
  105663. * The last position where the pointer hit the drag plane in world space
  105664. */
  105665. lastDragPosition: Vector3;
  105666. /**
  105667. * If the behavior is currently in a dragging state
  105668. */
  105669. dragging: boolean;
  105670. /**
  105671. * 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)
  105672. */
  105673. dragDeltaRatio: number;
  105674. /**
  105675. * If the drag plane orientation should be updated during the dragging (Default: true)
  105676. */
  105677. updateDragPlane: boolean;
  105678. private _debugMode;
  105679. private _moving;
  105680. /**
  105681. * Fires each time the attached mesh is dragged with the pointer
  105682. * * delta between last drag position and current drag position in world space
  105683. * * dragDistance along the drag axis
  105684. * * dragPlaneNormal normal of the current drag plane used during the drag
  105685. * * dragPlanePoint in world space where the drag intersects the drag plane
  105686. */
  105687. onDragObservable: Observable<{
  105688. delta: Vector3;
  105689. dragPlanePoint: Vector3;
  105690. dragPlaneNormal: Vector3;
  105691. dragDistance: number;
  105692. pointerId: number;
  105693. }>;
  105694. /**
  105695. * Fires each time a drag begins (eg. mouse down on mesh)
  105696. */
  105697. onDragStartObservable: Observable<{
  105698. dragPlanePoint: Vector3;
  105699. pointerId: number;
  105700. }>;
  105701. /**
  105702. * Fires each time a drag ends (eg. mouse release after drag)
  105703. */
  105704. onDragEndObservable: Observable<{
  105705. dragPlanePoint: Vector3;
  105706. pointerId: number;
  105707. }>;
  105708. /**
  105709. * If the attached mesh should be moved when dragged
  105710. */
  105711. moveAttached: boolean;
  105712. /**
  105713. * If the drag behavior will react to drag events (Default: true)
  105714. */
  105715. enabled: boolean;
  105716. /**
  105717. * If pointer events should start and release the drag (Default: true)
  105718. */
  105719. startAndReleaseDragOnPointerEvents: boolean;
  105720. /**
  105721. * If camera controls should be detached during the drag
  105722. */
  105723. detachCameraControls: boolean;
  105724. /**
  105725. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105726. */
  105727. useObjectOrienationForDragging: boolean;
  105728. private _options;
  105729. /**
  105730. * Creates a pointer drag behavior that can be attached to a mesh
  105731. * @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)
  105732. */
  105733. constructor(options?: {
  105734. dragAxis?: Vector3;
  105735. dragPlaneNormal?: Vector3;
  105736. });
  105737. /**
  105738. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105739. */
  105740. validateDrag: (targetPosition: Vector3) => boolean;
  105741. /**
  105742. * The name of the behavior
  105743. */
  105744. readonly name: string;
  105745. /**
  105746. * Initializes the behavior
  105747. */
  105748. init(): void;
  105749. private _tmpVector;
  105750. private _alternatePickedPoint;
  105751. private _worldDragAxis;
  105752. private _targetPosition;
  105753. private _attachedElement;
  105754. /**
  105755. * Attaches the drag behavior the passed in mesh
  105756. * @param ownerNode The mesh that will be dragged around once attached
  105757. * @param predicate Predicate to use for pick filtering
  105758. */
  105759. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105760. /**
  105761. * Force relase the drag action by code.
  105762. */
  105763. releaseDrag(): void;
  105764. private _startDragRay;
  105765. private _lastPointerRay;
  105766. /**
  105767. * Simulates the start of a pointer drag event on the behavior
  105768. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105769. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105770. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105771. */
  105772. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  105773. private _startDrag;
  105774. private _dragDelta;
  105775. private _moveDrag;
  105776. private _pickWithRayOnDragPlane;
  105777. private _pointA;
  105778. private _pointB;
  105779. private _pointC;
  105780. private _lineA;
  105781. private _lineB;
  105782. private _localAxis;
  105783. private _lookAt;
  105784. private _updateDragPlanePosition;
  105785. /**
  105786. * Detaches the behavior from the mesh
  105787. */
  105788. detach(): void;
  105789. }
  105790. }
  105791. declare module BABYLON {
  105792. /**
  105793. * A behavior that when attached to a mesh will allow the mesh to be scaled
  105794. */
  105795. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  105796. private _dragBehaviorA;
  105797. private _dragBehaviorB;
  105798. private _startDistance;
  105799. private _initialScale;
  105800. private _targetScale;
  105801. private _ownerNode;
  105802. private _sceneRenderObserver;
  105803. /**
  105804. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  105805. */
  105806. constructor();
  105807. /**
  105808. * The name of the behavior
  105809. */
  105810. readonly name: string;
  105811. /**
  105812. * Initializes the behavior
  105813. */
  105814. init(): void;
  105815. private _getCurrentDistance;
  105816. /**
  105817. * Attaches the scale behavior the passed in mesh
  105818. * @param ownerNode The mesh that will be scaled around once attached
  105819. */
  105820. attach(ownerNode: Mesh): void;
  105821. /**
  105822. * Detaches the behavior from the mesh
  105823. */
  105824. detach(): void;
  105825. }
  105826. }
  105827. declare module BABYLON {
  105828. /**
  105829. * 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
  105830. */
  105831. export class SixDofDragBehavior implements Behavior<Mesh> {
  105832. private static _virtualScene;
  105833. private _ownerNode;
  105834. private _sceneRenderObserver;
  105835. private _scene;
  105836. private _targetPosition;
  105837. private _virtualOriginMesh;
  105838. private _virtualDragMesh;
  105839. private _pointerObserver;
  105840. private _moving;
  105841. private _startingOrientation;
  105842. /**
  105843. * 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)
  105844. */
  105845. private zDragFactor;
  105846. /**
  105847. * If the object should rotate to face the drag origin
  105848. */
  105849. rotateDraggedObject: boolean;
  105850. /**
  105851. * If the behavior is currently in a dragging state
  105852. */
  105853. dragging: boolean;
  105854. /**
  105855. * 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)
  105856. */
  105857. dragDeltaRatio: number;
  105858. /**
  105859. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105860. */
  105861. currentDraggingPointerID: number;
  105862. /**
  105863. * If camera controls should be detached during the drag
  105864. */
  105865. detachCameraControls: boolean;
  105866. /**
  105867. * Fires each time a drag starts
  105868. */
  105869. onDragStartObservable: Observable<{}>;
  105870. /**
  105871. * Fires each time a drag ends (eg. mouse release after drag)
  105872. */
  105873. onDragEndObservable: Observable<{}>;
  105874. /**
  105875. * 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
  105876. */
  105877. constructor();
  105878. /**
  105879. * The name of the behavior
  105880. */
  105881. readonly name: string;
  105882. /**
  105883. * Initializes the behavior
  105884. */
  105885. init(): void;
  105886. /**
  105887. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105888. */
  105889. private readonly _pointerCamera;
  105890. /**
  105891. * Attaches the scale behavior the passed in mesh
  105892. * @param ownerNode The mesh that will be scaled around once attached
  105893. */
  105894. attach(ownerNode: Mesh): void;
  105895. /**
  105896. * Detaches the behavior from the mesh
  105897. */
  105898. detach(): void;
  105899. }
  105900. }
  105901. declare module BABYLON {
  105902. /**
  105903. * Class used to apply inverse kinematics to bones
  105904. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105905. */
  105906. export class BoneIKController {
  105907. private static _tmpVecs;
  105908. private static _tmpQuat;
  105909. private static _tmpMats;
  105910. /**
  105911. * Gets or sets the target mesh
  105912. */
  105913. targetMesh: AbstractMesh;
  105914. /** Gets or sets the mesh used as pole */
  105915. poleTargetMesh: AbstractMesh;
  105916. /**
  105917. * Gets or sets the bone used as pole
  105918. */
  105919. poleTargetBone: Nullable<Bone>;
  105920. /**
  105921. * Gets or sets the target position
  105922. */
  105923. targetPosition: Vector3;
  105924. /**
  105925. * Gets or sets the pole target position
  105926. */
  105927. poleTargetPosition: Vector3;
  105928. /**
  105929. * Gets or sets the pole target local offset
  105930. */
  105931. poleTargetLocalOffset: Vector3;
  105932. /**
  105933. * Gets or sets the pole angle
  105934. */
  105935. poleAngle: number;
  105936. /**
  105937. * Gets or sets the mesh associated with the controller
  105938. */
  105939. mesh: AbstractMesh;
  105940. /**
  105941. * 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)
  105942. */
  105943. slerpAmount: number;
  105944. private _bone1Quat;
  105945. private _bone1Mat;
  105946. private _bone2Ang;
  105947. private _bone1;
  105948. private _bone2;
  105949. private _bone1Length;
  105950. private _bone2Length;
  105951. private _maxAngle;
  105952. private _maxReach;
  105953. private _rightHandedSystem;
  105954. private _bendAxis;
  105955. private _slerping;
  105956. private _adjustRoll;
  105957. /**
  105958. * Gets or sets maximum allowed angle
  105959. */
  105960. maxAngle: number;
  105961. /**
  105962. * Creates a new BoneIKController
  105963. * @param mesh defines the mesh to control
  105964. * @param bone defines the bone to control
  105965. * @param options defines options to set up the controller
  105966. */
  105967. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105968. targetMesh?: AbstractMesh;
  105969. poleTargetMesh?: AbstractMesh;
  105970. poleTargetBone?: Bone;
  105971. poleTargetLocalOffset?: Vector3;
  105972. poleAngle?: number;
  105973. bendAxis?: Vector3;
  105974. maxAngle?: number;
  105975. slerpAmount?: number;
  105976. });
  105977. private _setMaxAngle;
  105978. /**
  105979. * Force the controller to update the bones
  105980. */
  105981. update(): void;
  105982. }
  105983. }
  105984. declare module BABYLON {
  105985. /**
  105986. * Class used to make a bone look toward a point in space
  105987. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105988. */
  105989. export class BoneLookController {
  105990. private static _tmpVecs;
  105991. private static _tmpQuat;
  105992. private static _tmpMats;
  105993. /**
  105994. * The target Vector3 that the bone will look at
  105995. */
  105996. target: Vector3;
  105997. /**
  105998. * The mesh that the bone is attached to
  105999. */
  106000. mesh: AbstractMesh;
  106001. /**
  106002. * The bone that will be looking to the target
  106003. */
  106004. bone: Bone;
  106005. /**
  106006. * The up axis of the coordinate system that is used when the bone is rotated
  106007. */
  106008. upAxis: Vector3;
  106009. /**
  106010. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  106011. */
  106012. upAxisSpace: Space;
  106013. /**
  106014. * Used to make an adjustment to the yaw of the bone
  106015. */
  106016. adjustYaw: number;
  106017. /**
  106018. * Used to make an adjustment to the pitch of the bone
  106019. */
  106020. adjustPitch: number;
  106021. /**
  106022. * Used to make an adjustment to the roll of the bone
  106023. */
  106024. adjustRoll: number;
  106025. /**
  106026. * 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)
  106027. */
  106028. slerpAmount: number;
  106029. private _minYaw;
  106030. private _maxYaw;
  106031. private _minPitch;
  106032. private _maxPitch;
  106033. private _minYawSin;
  106034. private _minYawCos;
  106035. private _maxYawSin;
  106036. private _maxYawCos;
  106037. private _midYawConstraint;
  106038. private _minPitchTan;
  106039. private _maxPitchTan;
  106040. private _boneQuat;
  106041. private _slerping;
  106042. private _transformYawPitch;
  106043. private _transformYawPitchInv;
  106044. private _firstFrameSkipped;
  106045. private _yawRange;
  106046. private _fowardAxis;
  106047. /**
  106048. * Gets or sets the minimum yaw angle that the bone can look to
  106049. */
  106050. minYaw: number;
  106051. /**
  106052. * Gets or sets the maximum yaw angle that the bone can look to
  106053. */
  106054. maxYaw: number;
  106055. /**
  106056. * Gets or sets the minimum pitch angle that the bone can look to
  106057. */
  106058. minPitch: number;
  106059. /**
  106060. * Gets or sets the maximum pitch angle that the bone can look to
  106061. */
  106062. maxPitch: number;
  106063. /**
  106064. * Create a BoneLookController
  106065. * @param mesh the mesh that the bone belongs to
  106066. * @param bone the bone that will be looking to the target
  106067. * @param target the target Vector3 to look at
  106068. * @param options optional settings:
  106069. * * maxYaw: the maximum angle the bone will yaw to
  106070. * * minYaw: the minimum angle the bone will yaw to
  106071. * * maxPitch: the maximum angle the bone will pitch to
  106072. * * minPitch: the minimum angle the bone will yaw to
  106073. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  106074. * * upAxis: the up axis of the coordinate system
  106075. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  106076. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  106077. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  106078. * * adjustYaw: used to make an adjustment to the yaw of the bone
  106079. * * adjustPitch: used to make an adjustment to the pitch of the bone
  106080. * * adjustRoll: used to make an adjustment to the roll of the bone
  106081. **/
  106082. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  106083. maxYaw?: number;
  106084. minYaw?: number;
  106085. maxPitch?: number;
  106086. minPitch?: number;
  106087. slerpAmount?: number;
  106088. upAxis?: Vector3;
  106089. upAxisSpace?: Space;
  106090. yawAxis?: Vector3;
  106091. pitchAxis?: Vector3;
  106092. adjustYaw?: number;
  106093. adjustPitch?: number;
  106094. adjustRoll?: number;
  106095. });
  106096. /**
  106097. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  106098. */
  106099. update(): void;
  106100. private _getAngleDiff;
  106101. private _getAngleBetween;
  106102. private _isAngleBetween;
  106103. }
  106104. }
  106105. declare module BABYLON {
  106106. /**
  106107. * Manage the gamepad inputs to control an arc rotate camera.
  106108. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106109. */
  106110. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  106111. /**
  106112. * Defines the camera the input is attached to.
  106113. */
  106114. camera: ArcRotateCamera;
  106115. /**
  106116. * Defines the gamepad the input is gathering event from.
  106117. */
  106118. gamepad: Nullable<Gamepad>;
  106119. /**
  106120. * Defines the gamepad rotation sensiblity.
  106121. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106122. */
  106123. gamepadRotationSensibility: number;
  106124. /**
  106125. * Defines the gamepad move sensiblity.
  106126. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106127. */
  106128. gamepadMoveSensibility: number;
  106129. private _yAxisScale;
  106130. /**
  106131. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106132. */
  106133. invertYAxis: boolean;
  106134. private _onGamepadConnectedObserver;
  106135. private _onGamepadDisconnectedObserver;
  106136. /**
  106137. * Attach the input controls to a specific dom element to get the input from.
  106138. * @param element Defines the element the controls should be listened from
  106139. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106140. */
  106141. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106142. /**
  106143. * Detach the current controls from the specified dom element.
  106144. * @param element Defines the element to stop listening the inputs from
  106145. */
  106146. detachControl(element: Nullable<HTMLElement>): void;
  106147. /**
  106148. * Update the current camera state depending on the inputs that have been used this frame.
  106149. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106150. */
  106151. checkInputs(): void;
  106152. /**
  106153. * Gets the class name of the current intput.
  106154. * @returns the class name
  106155. */
  106156. getClassName(): string;
  106157. /**
  106158. * Get the friendly name associated with the input class.
  106159. * @returns the input friendly name
  106160. */
  106161. getSimpleName(): string;
  106162. }
  106163. }
  106164. declare module BABYLON {
  106165. interface ArcRotateCameraInputsManager {
  106166. /**
  106167. * Add orientation input support to the input manager.
  106168. * @returns the current input manager
  106169. */
  106170. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  106171. }
  106172. /**
  106173. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106174. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106175. */
  106176. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  106177. /**
  106178. * Defines the camera the input is attached to.
  106179. */
  106180. camera: ArcRotateCamera;
  106181. /**
  106182. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106183. */
  106184. alphaCorrection: number;
  106185. /**
  106186. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106187. */
  106188. gammaCorrection: number;
  106189. private _alpha;
  106190. private _gamma;
  106191. private _dirty;
  106192. private _deviceOrientationHandler;
  106193. /**
  106194. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106195. */
  106196. constructor();
  106197. /**
  106198. * Attach the input controls to a specific dom element to get the input from.
  106199. * @param element Defines the element the controls should be listened from
  106200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106201. */
  106202. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106203. /** @hidden */
  106204. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  106205. /**
  106206. * Update the current camera state depending on the inputs that have been used this frame.
  106207. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106208. */
  106209. checkInputs(): void;
  106210. /**
  106211. * Detach the current controls from the specified dom element.
  106212. * @param element Defines the element to stop listening the inputs from
  106213. */
  106214. detachControl(element: Nullable<HTMLElement>): void;
  106215. /**
  106216. * Gets the class name of the current intput.
  106217. * @returns the class name
  106218. */
  106219. getClassName(): string;
  106220. /**
  106221. * Get the friendly name associated with the input class.
  106222. * @returns the input friendly name
  106223. */
  106224. getSimpleName(): string;
  106225. }
  106226. }
  106227. declare module BABYLON {
  106228. /**
  106229. * Listen to mouse events to control the camera.
  106230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106231. */
  106232. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  106233. /**
  106234. * Defines the camera the input is attached to.
  106235. */
  106236. camera: FlyCamera;
  106237. /**
  106238. * Defines if touch is enabled. (Default is true.)
  106239. */
  106240. touchEnabled: boolean;
  106241. /**
  106242. * Defines the buttons associated with the input to handle camera rotation.
  106243. */
  106244. buttons: number[];
  106245. /**
  106246. * Assign buttons for Yaw control.
  106247. */
  106248. buttonsYaw: number[];
  106249. /**
  106250. * Assign buttons for Pitch control.
  106251. */
  106252. buttonsPitch: number[];
  106253. /**
  106254. * Assign buttons for Roll control.
  106255. */
  106256. buttonsRoll: number[];
  106257. /**
  106258. * Detect if any button is being pressed while mouse is moved.
  106259. * -1 = Mouse locked.
  106260. * 0 = Left button.
  106261. * 1 = Middle Button.
  106262. * 2 = Right Button.
  106263. */
  106264. activeButton: number;
  106265. /**
  106266. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  106267. * Higher values reduce its sensitivity.
  106268. */
  106269. angularSensibility: number;
  106270. private _mousemoveCallback;
  106271. private _observer;
  106272. private _rollObserver;
  106273. private previousPosition;
  106274. private noPreventDefault;
  106275. private element;
  106276. /**
  106277. * Listen to mouse events to control the camera.
  106278. * @param touchEnabled Define if touch is enabled. (Default is true.)
  106279. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106280. */
  106281. constructor(touchEnabled?: boolean);
  106282. /**
  106283. * Attach the mouse control to the HTML DOM element.
  106284. * @param element Defines the element that listens to the input events.
  106285. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  106286. */
  106287. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106288. /**
  106289. * Detach the current controls from the specified dom element.
  106290. * @param element Defines the element to stop listening the inputs from
  106291. */
  106292. detachControl(element: Nullable<HTMLElement>): void;
  106293. /**
  106294. * Gets the class name of the current input.
  106295. * @returns the class name.
  106296. */
  106297. getClassName(): string;
  106298. /**
  106299. * Get the friendly name associated with the input class.
  106300. * @returns the input's friendly name.
  106301. */
  106302. getSimpleName(): string;
  106303. private _pointerInput;
  106304. private _onMouseMove;
  106305. /**
  106306. * Rotate camera by mouse offset.
  106307. */
  106308. private rotateCamera;
  106309. }
  106310. }
  106311. declare module BABYLON {
  106312. /**
  106313. * Default Inputs manager for the FlyCamera.
  106314. * It groups all the default supported inputs for ease of use.
  106315. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106316. */
  106317. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  106318. /**
  106319. * Instantiates a new FlyCameraInputsManager.
  106320. * @param camera Defines the camera the inputs belong to.
  106321. */
  106322. constructor(camera: FlyCamera);
  106323. /**
  106324. * Add keyboard input support to the input manager.
  106325. * @returns the new FlyCameraKeyboardMoveInput().
  106326. */
  106327. addKeyboard(): FlyCameraInputsManager;
  106328. /**
  106329. * Add mouse input support to the input manager.
  106330. * @param touchEnabled Enable touch screen support.
  106331. * @returns the new FlyCameraMouseInput().
  106332. */
  106333. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106334. }
  106335. }
  106336. declare module BABYLON {
  106337. /**
  106338. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106339. * such as in a 3D Space Shooter or a Flight Simulator.
  106340. */
  106341. export class FlyCamera extends TargetCamera {
  106342. /**
  106343. * Define the collision ellipsoid of the camera.
  106344. * This is helpful for simulating a camera body, like a player's body.
  106345. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106346. */
  106347. ellipsoid: Vector3;
  106348. /**
  106349. * Define an offset for the position of the ellipsoid around the camera.
  106350. * This can be helpful if the camera is attached away from the player's body center,
  106351. * such as at its head.
  106352. */
  106353. ellipsoidOffset: Vector3;
  106354. /**
  106355. * Enable or disable collisions of the camera with the rest of the scene objects.
  106356. */
  106357. checkCollisions: boolean;
  106358. /**
  106359. * Enable or disable gravity on the camera.
  106360. */
  106361. applyGravity: boolean;
  106362. /**
  106363. * Define the current direction the camera is moving to.
  106364. */
  106365. cameraDirection: Vector3;
  106366. /**
  106367. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106368. * This overrides and empties cameraRotation.
  106369. */
  106370. rotationQuaternion: Quaternion;
  106371. /**
  106372. * Track Roll to maintain the wanted Rolling when looking around.
  106373. */
  106374. _trackRoll: number;
  106375. /**
  106376. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106377. */
  106378. rollCorrect: number;
  106379. /**
  106380. * Mimic a banked turn, Rolling the camera when Yawing.
  106381. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106382. */
  106383. bankedTurn: boolean;
  106384. /**
  106385. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106386. */
  106387. bankedTurnLimit: number;
  106388. /**
  106389. * Value of 0 disables the banked Roll.
  106390. * Value of 1 is equal to the Yaw angle in radians.
  106391. */
  106392. bankedTurnMultiplier: number;
  106393. /**
  106394. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106395. */
  106396. inputs: FlyCameraInputsManager;
  106397. /**
  106398. * Gets the input sensibility for mouse input.
  106399. * Higher values reduce sensitivity.
  106400. */
  106401. /**
  106402. * Sets the input sensibility for a mouse input.
  106403. * Higher values reduce sensitivity.
  106404. */
  106405. angularSensibility: number;
  106406. /**
  106407. * Get the keys for camera movement forward.
  106408. */
  106409. /**
  106410. * Set the keys for camera movement forward.
  106411. */
  106412. keysForward: number[];
  106413. /**
  106414. * Get the keys for camera movement backward.
  106415. */
  106416. keysBackward: number[];
  106417. /**
  106418. * Get the keys for camera movement up.
  106419. */
  106420. /**
  106421. * Set the keys for camera movement up.
  106422. */
  106423. keysUp: number[];
  106424. /**
  106425. * Get the keys for camera movement down.
  106426. */
  106427. /**
  106428. * Set the keys for camera movement down.
  106429. */
  106430. keysDown: number[];
  106431. /**
  106432. * Get the keys for camera movement left.
  106433. */
  106434. /**
  106435. * Set the keys for camera movement left.
  106436. */
  106437. keysLeft: number[];
  106438. /**
  106439. * Set the keys for camera movement right.
  106440. */
  106441. /**
  106442. * Set the keys for camera movement right.
  106443. */
  106444. keysRight: number[];
  106445. /**
  106446. * Event raised when the camera collides with a mesh in the scene.
  106447. */
  106448. onCollide: (collidedMesh: AbstractMesh) => void;
  106449. private _collider;
  106450. private _needMoveForGravity;
  106451. private _oldPosition;
  106452. private _diffPosition;
  106453. private _newPosition;
  106454. /** @hidden */
  106455. _localDirection: Vector3;
  106456. /** @hidden */
  106457. _transformedDirection: Vector3;
  106458. /**
  106459. * Instantiates a FlyCamera.
  106460. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106461. * such as in a 3D Space Shooter or a Flight Simulator.
  106462. * @param name Define the name of the camera in the scene.
  106463. * @param position Define the starting position of the camera in the scene.
  106464. * @param scene Define the scene the camera belongs to.
  106465. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106466. */
  106467. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106468. /**
  106469. * Attach a control to the HTML DOM element.
  106470. * @param element Defines the element that listens to the input events.
  106471. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106472. */
  106473. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106474. /**
  106475. * Detach a control from the HTML DOM element.
  106476. * The camera will stop reacting to that input.
  106477. * @param element Defines the element that listens to the input events.
  106478. */
  106479. detachControl(element: HTMLElement): void;
  106480. private _collisionMask;
  106481. /**
  106482. * Get the mask that the camera ignores in collision events.
  106483. */
  106484. /**
  106485. * Set the mask that the camera ignores in collision events.
  106486. */
  106487. collisionMask: number;
  106488. /** @hidden */
  106489. _collideWithWorld(displacement: Vector3): void;
  106490. /** @hidden */
  106491. private _onCollisionPositionChange;
  106492. /** @hidden */
  106493. _checkInputs(): void;
  106494. /** @hidden */
  106495. _decideIfNeedsToMove(): boolean;
  106496. /** @hidden */
  106497. _updatePosition(): void;
  106498. /**
  106499. * Restore the Roll to its target value at the rate specified.
  106500. * @param rate - Higher means slower restoring.
  106501. * @hidden
  106502. */
  106503. restoreRoll(rate: number): void;
  106504. /**
  106505. * Destroy the camera and release the current resources held by it.
  106506. */
  106507. dispose(): void;
  106508. /**
  106509. * Get the current object class name.
  106510. * @returns the class name.
  106511. */
  106512. getClassName(): string;
  106513. }
  106514. }
  106515. declare module BABYLON {
  106516. /**
  106517. * Listen to keyboard events to control the camera.
  106518. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106519. */
  106520. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106521. /**
  106522. * Defines the camera the input is attached to.
  106523. */
  106524. camera: FlyCamera;
  106525. /**
  106526. * The list of keyboard keys used to control the forward move of the camera.
  106527. */
  106528. keysForward: number[];
  106529. /**
  106530. * The list of keyboard keys used to control the backward move of the camera.
  106531. */
  106532. keysBackward: number[];
  106533. /**
  106534. * The list of keyboard keys used to control the forward move of the camera.
  106535. */
  106536. keysUp: number[];
  106537. /**
  106538. * The list of keyboard keys used to control the backward move of the camera.
  106539. */
  106540. keysDown: number[];
  106541. /**
  106542. * The list of keyboard keys used to control the right strafe move of the camera.
  106543. */
  106544. keysRight: number[];
  106545. /**
  106546. * The list of keyboard keys used to control the left strafe move of the camera.
  106547. */
  106548. keysLeft: number[];
  106549. private _keys;
  106550. private _onCanvasBlurObserver;
  106551. private _onKeyboardObserver;
  106552. private _engine;
  106553. private _scene;
  106554. /**
  106555. * Attach the input controls to a specific dom element to get the input from.
  106556. * @param element Defines the element the controls should be listened from
  106557. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106558. */
  106559. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106560. /**
  106561. * Detach the current controls from the specified dom element.
  106562. * @param element Defines the element to stop listening the inputs from
  106563. */
  106564. detachControl(element: Nullable<HTMLElement>): void;
  106565. /**
  106566. * Gets the class name of the current intput.
  106567. * @returns the class name
  106568. */
  106569. getClassName(): string;
  106570. /** @hidden */
  106571. _onLostFocus(e: FocusEvent): void;
  106572. /**
  106573. * Get the friendly name associated with the input class.
  106574. * @returns the input friendly name
  106575. */
  106576. getSimpleName(): string;
  106577. /**
  106578. * Update the current camera state depending on the inputs that have been used this frame.
  106579. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106580. */
  106581. checkInputs(): void;
  106582. }
  106583. }
  106584. declare module BABYLON {
  106585. /**
  106586. * Manage the mouse wheel inputs to control a follow camera.
  106587. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106588. */
  106589. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106590. /**
  106591. * Defines the camera the input is attached to.
  106592. */
  106593. camera: FollowCamera;
  106594. /**
  106595. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106596. */
  106597. axisControlRadius: boolean;
  106598. /**
  106599. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106600. */
  106601. axisControlHeight: boolean;
  106602. /**
  106603. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106604. */
  106605. axisControlRotation: boolean;
  106606. /**
  106607. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106608. * relation to mouseWheel events.
  106609. */
  106610. wheelPrecision: number;
  106611. /**
  106612. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106613. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106614. */
  106615. wheelDeltaPercentage: number;
  106616. private _wheel;
  106617. private _observer;
  106618. /**
  106619. * Attach the input controls to a specific dom element to get the input from.
  106620. * @param element Defines the element the controls should be listened from
  106621. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106622. */
  106623. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106624. /**
  106625. * Detach the current controls from the specified dom element.
  106626. * @param element Defines the element to stop listening the inputs from
  106627. */
  106628. detachControl(element: Nullable<HTMLElement>): void;
  106629. /**
  106630. * Gets the class name of the current intput.
  106631. * @returns the class name
  106632. */
  106633. getClassName(): string;
  106634. /**
  106635. * Get the friendly name associated with the input class.
  106636. * @returns the input friendly name
  106637. */
  106638. getSimpleName(): string;
  106639. }
  106640. }
  106641. declare module BABYLON {
  106642. /**
  106643. * Manage the pointers inputs to control an follow camera.
  106644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106645. */
  106646. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106647. /**
  106648. * Defines the camera the input is attached to.
  106649. */
  106650. camera: FollowCamera;
  106651. /**
  106652. * Gets the class name of the current input.
  106653. * @returns the class name
  106654. */
  106655. getClassName(): string;
  106656. /**
  106657. * Defines the pointer angular sensibility along the X axis or how fast is
  106658. * the camera rotating.
  106659. * A negative number will reverse the axis direction.
  106660. */
  106661. angularSensibilityX: number;
  106662. /**
  106663. * Defines the pointer angular sensibility along the Y axis or how fast is
  106664. * the camera rotating.
  106665. * A negative number will reverse the axis direction.
  106666. */
  106667. angularSensibilityY: number;
  106668. /**
  106669. * Defines the pointer pinch precision or how fast is the camera zooming.
  106670. * A negative number will reverse the axis direction.
  106671. */
  106672. pinchPrecision: number;
  106673. /**
  106674. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106675. * from 0.
  106676. * It defines the percentage of current camera.radius to use as delta when
  106677. * pinch zoom is used.
  106678. */
  106679. pinchDeltaPercentage: number;
  106680. /**
  106681. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106682. */
  106683. axisXControlRadius: boolean;
  106684. /**
  106685. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106686. */
  106687. axisXControlHeight: boolean;
  106688. /**
  106689. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106690. */
  106691. axisXControlRotation: boolean;
  106692. /**
  106693. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106694. */
  106695. axisYControlRadius: boolean;
  106696. /**
  106697. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106698. */
  106699. axisYControlHeight: boolean;
  106700. /**
  106701. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106702. */
  106703. axisYControlRotation: boolean;
  106704. /**
  106705. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106706. */
  106707. axisPinchControlRadius: boolean;
  106708. /**
  106709. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106710. */
  106711. axisPinchControlHeight: boolean;
  106712. /**
  106713. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106714. */
  106715. axisPinchControlRotation: boolean;
  106716. /**
  106717. * Log error messages if basic misconfiguration has occurred.
  106718. */
  106719. warningEnable: boolean;
  106720. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106721. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106722. private _warningCounter;
  106723. private _warning;
  106724. }
  106725. }
  106726. declare module BABYLON {
  106727. /**
  106728. * Default Inputs manager for the FollowCamera.
  106729. * It groups all the default supported inputs for ease of use.
  106730. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106731. */
  106732. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106733. /**
  106734. * Instantiates a new FollowCameraInputsManager.
  106735. * @param camera Defines the camera the inputs belong to
  106736. */
  106737. constructor(camera: FollowCamera);
  106738. /**
  106739. * Add keyboard input support to the input manager.
  106740. * @returns the current input manager
  106741. */
  106742. addKeyboard(): FollowCameraInputsManager;
  106743. /**
  106744. * Add mouse wheel input support to the input manager.
  106745. * @returns the current input manager
  106746. */
  106747. addMouseWheel(): FollowCameraInputsManager;
  106748. /**
  106749. * Add pointers input support to the input manager.
  106750. * @returns the current input manager
  106751. */
  106752. addPointers(): FollowCameraInputsManager;
  106753. /**
  106754. * Add orientation input support to the input manager.
  106755. * @returns the current input manager
  106756. */
  106757. addVRDeviceOrientation(): FollowCameraInputsManager;
  106758. }
  106759. }
  106760. declare module BABYLON {
  106761. /**
  106762. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106763. * an arc rotate version arcFollowCamera are available.
  106764. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106765. */
  106766. export class FollowCamera extends TargetCamera {
  106767. /**
  106768. * Distance the follow camera should follow an object at
  106769. */
  106770. radius: number;
  106771. /**
  106772. * Minimum allowed distance of the camera to the axis of rotation
  106773. * (The camera can not get closer).
  106774. * This can help limiting how the Camera is able to move in the scene.
  106775. */
  106776. lowerRadiusLimit: Nullable<number>;
  106777. /**
  106778. * Maximum allowed distance of the camera to the axis of rotation
  106779. * (The camera can not get further).
  106780. * This can help limiting how the Camera is able to move in the scene.
  106781. */
  106782. upperRadiusLimit: Nullable<number>;
  106783. /**
  106784. * Define a rotation offset between the camera and the object it follows
  106785. */
  106786. rotationOffset: number;
  106787. /**
  106788. * Minimum allowed angle to camera position relative to target object.
  106789. * This can help limiting how the Camera is able to move in the scene.
  106790. */
  106791. lowerRotationOffsetLimit: Nullable<number>;
  106792. /**
  106793. * Maximum allowed angle to camera position relative to target object.
  106794. * This can help limiting how the Camera is able to move in the scene.
  106795. */
  106796. upperRotationOffsetLimit: Nullable<number>;
  106797. /**
  106798. * Define a height offset between the camera and the object it follows.
  106799. * It can help following an object from the top (like a car chaing a plane)
  106800. */
  106801. heightOffset: number;
  106802. /**
  106803. * Minimum allowed height of camera position relative to target object.
  106804. * This can help limiting how the Camera is able to move in the scene.
  106805. */
  106806. lowerHeightOffsetLimit: Nullable<number>;
  106807. /**
  106808. * Maximum allowed height of camera position relative to target object.
  106809. * This can help limiting how the Camera is able to move in the scene.
  106810. */
  106811. upperHeightOffsetLimit: Nullable<number>;
  106812. /**
  106813. * Define how fast the camera can accelerate to follow it s target.
  106814. */
  106815. cameraAcceleration: number;
  106816. /**
  106817. * Define the speed limit of the camera following an object.
  106818. */
  106819. maxCameraSpeed: number;
  106820. /**
  106821. * Define the target of the camera.
  106822. */
  106823. lockedTarget: Nullable<AbstractMesh>;
  106824. /**
  106825. * Defines the input associated with the camera.
  106826. */
  106827. inputs: FollowCameraInputsManager;
  106828. /**
  106829. * Instantiates the follow camera.
  106830. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106831. * @param name Define the name of the camera in the scene
  106832. * @param position Define the position of the camera
  106833. * @param scene Define the scene the camera belong to
  106834. * @param lockedTarget Define the target of the camera
  106835. */
  106836. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106837. private _follow;
  106838. /**
  106839. * Attached controls to the current camera.
  106840. * @param element Defines the element the controls should be listened from
  106841. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106842. */
  106843. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106844. /**
  106845. * Detach the current controls from the camera.
  106846. * The camera will stop reacting to inputs.
  106847. * @param element Defines the element to stop listening the inputs from
  106848. */
  106849. detachControl(element: HTMLElement): void;
  106850. /** @hidden */
  106851. _checkInputs(): void;
  106852. private _checkLimits;
  106853. /**
  106854. * Gets the camera class name.
  106855. * @returns the class name
  106856. */
  106857. getClassName(): string;
  106858. }
  106859. /**
  106860. * Arc Rotate version of the follow camera.
  106861. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106862. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106863. */
  106864. export class ArcFollowCamera extends TargetCamera {
  106865. /** The longitudinal angle of the camera */
  106866. alpha: number;
  106867. /** The latitudinal angle of the camera */
  106868. beta: number;
  106869. /** The radius of the camera from its target */
  106870. radius: number;
  106871. /** Define the camera target (the messh it should follow) */
  106872. target: Nullable<AbstractMesh>;
  106873. private _cartesianCoordinates;
  106874. /**
  106875. * Instantiates a new ArcFollowCamera
  106876. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106877. * @param name Define the name of the camera
  106878. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106879. * @param beta Define the rotation angle of the camera around the elevation axis
  106880. * @param radius Define the radius of the camera from its target point
  106881. * @param target Define the target of the camera
  106882. * @param scene Define the scene the camera belongs to
  106883. */
  106884. constructor(name: string,
  106885. /** The longitudinal angle of the camera */
  106886. alpha: number,
  106887. /** The latitudinal angle of the camera */
  106888. beta: number,
  106889. /** The radius of the camera from its target */
  106890. radius: number,
  106891. /** Define the camera target (the messh it should follow) */
  106892. target: Nullable<AbstractMesh>, scene: Scene);
  106893. private _follow;
  106894. /** @hidden */
  106895. _checkInputs(): void;
  106896. /**
  106897. * Returns the class name of the object.
  106898. * It is mostly used internally for serialization purposes.
  106899. */
  106900. getClassName(): string;
  106901. }
  106902. }
  106903. declare module BABYLON {
  106904. /**
  106905. * Manage the keyboard inputs to control the movement of a follow camera.
  106906. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106907. */
  106908. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106909. /**
  106910. * Defines the camera the input is attached to.
  106911. */
  106912. camera: FollowCamera;
  106913. /**
  106914. * Defines the list of key codes associated with the up action (increase heightOffset)
  106915. */
  106916. keysHeightOffsetIncr: number[];
  106917. /**
  106918. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106919. */
  106920. keysHeightOffsetDecr: number[];
  106921. /**
  106922. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106923. */
  106924. keysHeightOffsetModifierAlt: boolean;
  106925. /**
  106926. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106927. */
  106928. keysHeightOffsetModifierCtrl: boolean;
  106929. /**
  106930. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106931. */
  106932. keysHeightOffsetModifierShift: boolean;
  106933. /**
  106934. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106935. */
  106936. keysRotationOffsetIncr: number[];
  106937. /**
  106938. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106939. */
  106940. keysRotationOffsetDecr: number[];
  106941. /**
  106942. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106943. */
  106944. keysRotationOffsetModifierAlt: boolean;
  106945. /**
  106946. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106947. */
  106948. keysRotationOffsetModifierCtrl: boolean;
  106949. /**
  106950. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106951. */
  106952. keysRotationOffsetModifierShift: boolean;
  106953. /**
  106954. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106955. */
  106956. keysRadiusIncr: number[];
  106957. /**
  106958. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106959. */
  106960. keysRadiusDecr: number[];
  106961. /**
  106962. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106963. */
  106964. keysRadiusModifierAlt: boolean;
  106965. /**
  106966. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106967. */
  106968. keysRadiusModifierCtrl: boolean;
  106969. /**
  106970. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106971. */
  106972. keysRadiusModifierShift: boolean;
  106973. /**
  106974. * Defines the rate of change of heightOffset.
  106975. */
  106976. heightSensibility: number;
  106977. /**
  106978. * Defines the rate of change of rotationOffset.
  106979. */
  106980. rotationSensibility: number;
  106981. /**
  106982. * Defines the rate of change of radius.
  106983. */
  106984. radiusSensibility: number;
  106985. private _keys;
  106986. private _ctrlPressed;
  106987. private _altPressed;
  106988. private _shiftPressed;
  106989. private _onCanvasBlurObserver;
  106990. private _onKeyboardObserver;
  106991. private _engine;
  106992. private _scene;
  106993. /**
  106994. * Attach the input controls to a specific dom element to get the input from.
  106995. * @param element Defines the element the controls should be listened from
  106996. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106997. */
  106998. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106999. /**
  107000. * Detach the current controls from the specified dom element.
  107001. * @param element Defines the element to stop listening the inputs from
  107002. */
  107003. detachControl(element: Nullable<HTMLElement>): void;
  107004. /**
  107005. * Update the current camera state depending on the inputs that have been used this frame.
  107006. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107007. */
  107008. checkInputs(): void;
  107009. /**
  107010. * Gets the class name of the current input.
  107011. * @returns the class name
  107012. */
  107013. getClassName(): string;
  107014. /**
  107015. * Get the friendly name associated with the input class.
  107016. * @returns the input friendly name
  107017. */
  107018. getSimpleName(): string;
  107019. /**
  107020. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107021. * allow modification of the heightOffset value.
  107022. */
  107023. private _modifierHeightOffset;
  107024. /**
  107025. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107026. * allow modification of the rotationOffset value.
  107027. */
  107028. private _modifierRotationOffset;
  107029. /**
  107030. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  107031. * allow modification of the radius value.
  107032. */
  107033. private _modifierRadius;
  107034. }
  107035. }
  107036. declare module BABYLON {
  107037. interface FreeCameraInputsManager {
  107038. /**
  107039. * @hidden
  107040. */
  107041. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  107042. /**
  107043. * Add orientation input support to the input manager.
  107044. * @returns the current input manager
  107045. */
  107046. addDeviceOrientation(): FreeCameraInputsManager;
  107047. }
  107048. /**
  107049. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  107050. * Screen rotation is taken into account.
  107051. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107052. */
  107053. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  107054. private _camera;
  107055. private _screenOrientationAngle;
  107056. private _constantTranform;
  107057. private _screenQuaternion;
  107058. private _alpha;
  107059. private _beta;
  107060. private _gamma;
  107061. /**
  107062. * Can be used to detect if a device orientation sensor is availible on a device
  107063. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  107064. * @returns a promise that will resolve on orientation change
  107065. */
  107066. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  107067. /**
  107068. * @hidden
  107069. */
  107070. _onDeviceOrientationChangedObservable: Observable<void>;
  107071. /**
  107072. * Instantiates a new input
  107073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107074. */
  107075. constructor();
  107076. /**
  107077. * Define the camera controlled by the input.
  107078. */
  107079. camera: FreeCamera;
  107080. /**
  107081. * Attach the input controls to a specific dom element to get the input from.
  107082. * @param element Defines the element the controls should be listened from
  107083. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107084. */
  107085. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107086. private _orientationChanged;
  107087. private _deviceOrientation;
  107088. /**
  107089. * Detach the current controls from the specified dom element.
  107090. * @param element Defines the element to stop listening the inputs from
  107091. */
  107092. detachControl(element: Nullable<HTMLElement>): void;
  107093. /**
  107094. * Update the current camera state depending on the inputs that have been used this frame.
  107095. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107096. */
  107097. checkInputs(): void;
  107098. /**
  107099. * Gets the class name of the current intput.
  107100. * @returns the class name
  107101. */
  107102. getClassName(): string;
  107103. /**
  107104. * Get the friendly name associated with the input class.
  107105. * @returns the input friendly name
  107106. */
  107107. getSimpleName(): string;
  107108. }
  107109. }
  107110. declare module BABYLON {
  107111. /**
  107112. * Manage the gamepad inputs to control a free camera.
  107113. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107114. */
  107115. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  107116. /**
  107117. * Define the camera the input is attached to.
  107118. */
  107119. camera: FreeCamera;
  107120. /**
  107121. * Define the Gamepad controlling the input
  107122. */
  107123. gamepad: Nullable<Gamepad>;
  107124. /**
  107125. * Defines the gamepad rotation sensiblity.
  107126. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107127. */
  107128. gamepadAngularSensibility: number;
  107129. /**
  107130. * Defines the gamepad move sensiblity.
  107131. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107132. */
  107133. gamepadMoveSensibility: number;
  107134. private _yAxisScale;
  107135. /**
  107136. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  107137. */
  107138. invertYAxis: boolean;
  107139. private _onGamepadConnectedObserver;
  107140. private _onGamepadDisconnectedObserver;
  107141. private _cameraTransform;
  107142. private _deltaTransform;
  107143. private _vector3;
  107144. private _vector2;
  107145. /**
  107146. * Attach the input controls to a specific dom element to get the input from.
  107147. * @param element Defines the element the controls should be listened from
  107148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107149. */
  107150. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107151. /**
  107152. * Detach the current controls from the specified dom element.
  107153. * @param element Defines the element to stop listening the inputs from
  107154. */
  107155. detachControl(element: Nullable<HTMLElement>): void;
  107156. /**
  107157. * Update the current camera state depending on the inputs that have been used this frame.
  107158. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107159. */
  107160. checkInputs(): void;
  107161. /**
  107162. * Gets the class name of the current intput.
  107163. * @returns the class name
  107164. */
  107165. getClassName(): string;
  107166. /**
  107167. * Get the friendly name associated with the input class.
  107168. * @returns the input friendly name
  107169. */
  107170. getSimpleName(): string;
  107171. }
  107172. }
  107173. declare module BABYLON {
  107174. /**
  107175. * Defines the potential axis of a Joystick
  107176. */
  107177. export enum JoystickAxis {
  107178. /** X axis */
  107179. X = 0,
  107180. /** Y axis */
  107181. Y = 1,
  107182. /** Z axis */
  107183. Z = 2
  107184. }
  107185. /**
  107186. * Class used to define virtual joystick (used in touch mode)
  107187. */
  107188. export class VirtualJoystick {
  107189. /**
  107190. * Gets or sets a boolean indicating that left and right values must be inverted
  107191. */
  107192. reverseLeftRight: boolean;
  107193. /**
  107194. * Gets or sets a boolean indicating that up and down values must be inverted
  107195. */
  107196. reverseUpDown: boolean;
  107197. /**
  107198. * Gets the offset value for the position (ie. the change of the position value)
  107199. */
  107200. deltaPosition: Vector3;
  107201. /**
  107202. * Gets a boolean indicating if the virtual joystick was pressed
  107203. */
  107204. pressed: boolean;
  107205. /**
  107206. * Canvas the virtual joystick will render onto, default z-index of this is 5
  107207. */
  107208. static Canvas: Nullable<HTMLCanvasElement>;
  107209. private static _globalJoystickIndex;
  107210. private static vjCanvasContext;
  107211. private static vjCanvasWidth;
  107212. private static vjCanvasHeight;
  107213. private static halfWidth;
  107214. private _action;
  107215. private _axisTargetedByLeftAndRight;
  107216. private _axisTargetedByUpAndDown;
  107217. private _joystickSensibility;
  107218. private _inversedSensibility;
  107219. private _joystickPointerID;
  107220. private _joystickColor;
  107221. private _joystickPointerPos;
  107222. private _joystickPreviousPointerPos;
  107223. private _joystickPointerStartPos;
  107224. private _deltaJoystickVector;
  107225. private _leftJoystick;
  107226. private _touches;
  107227. private _onPointerDownHandlerRef;
  107228. private _onPointerMoveHandlerRef;
  107229. private _onPointerUpHandlerRef;
  107230. private _onResize;
  107231. /**
  107232. * Creates a new virtual joystick
  107233. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107234. */
  107235. constructor(leftJoystick?: boolean);
  107236. /**
  107237. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107238. * @param newJoystickSensibility defines the new sensibility
  107239. */
  107240. setJoystickSensibility(newJoystickSensibility: number): void;
  107241. private _onPointerDown;
  107242. private _onPointerMove;
  107243. private _onPointerUp;
  107244. /**
  107245. * Change the color of the virtual joystick
  107246. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107247. */
  107248. setJoystickColor(newColor: string): void;
  107249. /**
  107250. * Defines a callback to call when the joystick is touched
  107251. * @param action defines the callback
  107252. */
  107253. setActionOnTouch(action: () => any): void;
  107254. /**
  107255. * Defines which axis you'd like to control for left & right
  107256. * @param axis defines the axis to use
  107257. */
  107258. setAxisForLeftRight(axis: JoystickAxis): void;
  107259. /**
  107260. * Defines which axis you'd like to control for up & down
  107261. * @param axis defines the axis to use
  107262. */
  107263. setAxisForUpDown(axis: JoystickAxis): void;
  107264. private _drawVirtualJoystick;
  107265. /**
  107266. * Release internal HTML canvas
  107267. */
  107268. releaseCanvas(): void;
  107269. }
  107270. }
  107271. declare module BABYLON {
  107272. interface FreeCameraInputsManager {
  107273. /**
  107274. * Add virtual joystick input support to the input manager.
  107275. * @returns the current input manager
  107276. */
  107277. addVirtualJoystick(): FreeCameraInputsManager;
  107278. }
  107279. /**
  107280. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  107281. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  107282. */
  107283. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  107284. /**
  107285. * Defines the camera the input is attached to.
  107286. */
  107287. camera: FreeCamera;
  107288. private _leftjoystick;
  107289. private _rightjoystick;
  107290. /**
  107291. * Gets the left stick of the virtual joystick.
  107292. * @returns The virtual Joystick
  107293. */
  107294. getLeftJoystick(): VirtualJoystick;
  107295. /**
  107296. * Gets the right stick of the virtual joystick.
  107297. * @returns The virtual Joystick
  107298. */
  107299. getRightJoystick(): VirtualJoystick;
  107300. /**
  107301. * Update the current camera state depending on the inputs that have been used this frame.
  107302. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  107303. */
  107304. checkInputs(): void;
  107305. /**
  107306. * Attach the input controls to a specific dom element to get the input from.
  107307. * @param element Defines the element the controls should be listened from
  107308. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  107309. */
  107310. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  107311. /**
  107312. * Detach the current controls from the specified dom element.
  107313. * @param element Defines the element to stop listening the inputs from
  107314. */
  107315. detachControl(element: Nullable<HTMLElement>): void;
  107316. /**
  107317. * Gets the class name of the current intput.
  107318. * @returns the class name
  107319. */
  107320. getClassName(): string;
  107321. /**
  107322. * Get the friendly name associated with the input class.
  107323. * @returns the input friendly name
  107324. */
  107325. getSimpleName(): string;
  107326. }
  107327. }
  107328. declare module BABYLON {
  107329. /**
  107330. * This represents a FPS type of camera controlled by touch.
  107331. * This is like a universal camera minus the Gamepad controls.
  107332. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107333. */
  107334. export class TouchCamera extends FreeCamera {
  107335. /**
  107336. * Defines the touch sensibility for rotation.
  107337. * The higher the faster.
  107338. */
  107339. touchAngularSensibility: number;
  107340. /**
  107341. * Defines the touch sensibility for move.
  107342. * The higher the faster.
  107343. */
  107344. touchMoveSensibility: number;
  107345. /**
  107346. * Instantiates a new touch camera.
  107347. * This represents a FPS type of camera controlled by touch.
  107348. * This is like a universal camera minus the Gamepad controls.
  107349. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107350. * @param name Define the name of the camera in the scene
  107351. * @param position Define the start position of the camera in the scene
  107352. * @param scene Define the scene the camera belongs to
  107353. */
  107354. constructor(name: string, position: Vector3, scene: Scene);
  107355. /**
  107356. * Gets the current object class name.
  107357. * @return the class name
  107358. */
  107359. getClassName(): string;
  107360. /** @hidden */
  107361. _setupInputs(): void;
  107362. }
  107363. }
  107364. declare module BABYLON {
  107365. /**
  107366. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107367. * being tilted forward or back and left or right.
  107368. */
  107369. export class DeviceOrientationCamera extends FreeCamera {
  107370. private _initialQuaternion;
  107371. private _quaternionCache;
  107372. private _tmpDragQuaternion;
  107373. private _disablePointerInputWhenUsingDeviceOrientation;
  107374. /**
  107375. * Creates a new device orientation camera
  107376. * @param name The name of the camera
  107377. * @param position The start position camera
  107378. * @param scene The scene the camera belongs to
  107379. */
  107380. constructor(name: string, position: Vector3, scene: Scene);
  107381. /**
  107382. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107383. */
  107384. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107385. private _dragFactor;
  107386. /**
  107387. * Enabled turning on the y axis when the orientation sensor is active
  107388. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107389. */
  107390. enableHorizontalDragging(dragFactor?: number): void;
  107391. /**
  107392. * Gets the current instance class name ("DeviceOrientationCamera").
  107393. * This helps avoiding instanceof at run time.
  107394. * @returns the class name
  107395. */
  107396. getClassName(): string;
  107397. /**
  107398. * @hidden
  107399. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107400. */
  107401. _checkInputs(): void;
  107402. /**
  107403. * Reset the camera to its default orientation on the specified axis only.
  107404. * @param axis The axis to reset
  107405. */
  107406. resetToCurrentRotation(axis?: Axis): void;
  107407. }
  107408. }
  107409. declare module BABYLON {
  107410. /**
  107411. * Defines supported buttons for XBox360 compatible gamepads
  107412. */
  107413. export enum Xbox360Button {
  107414. /** A */
  107415. A = 0,
  107416. /** B */
  107417. B = 1,
  107418. /** X */
  107419. X = 2,
  107420. /** Y */
  107421. Y = 3,
  107422. /** Start */
  107423. Start = 4,
  107424. /** Back */
  107425. Back = 5,
  107426. /** Left button */
  107427. LB = 6,
  107428. /** Right button */
  107429. RB = 7,
  107430. /** Left stick */
  107431. LeftStick = 8,
  107432. /** Right stick */
  107433. RightStick = 9
  107434. }
  107435. /** Defines values for XBox360 DPad */
  107436. export enum Xbox360Dpad {
  107437. /** Up */
  107438. Up = 0,
  107439. /** Down */
  107440. Down = 1,
  107441. /** Left */
  107442. Left = 2,
  107443. /** Right */
  107444. Right = 3
  107445. }
  107446. /**
  107447. * Defines a XBox360 gamepad
  107448. */
  107449. export class Xbox360Pad extends Gamepad {
  107450. private _leftTrigger;
  107451. private _rightTrigger;
  107452. private _onlefttriggerchanged;
  107453. private _onrighttriggerchanged;
  107454. private _onbuttondown;
  107455. private _onbuttonup;
  107456. private _ondpaddown;
  107457. private _ondpadup;
  107458. /** Observable raised when a button is pressed */
  107459. onButtonDownObservable: Observable<Xbox360Button>;
  107460. /** Observable raised when a button is released */
  107461. onButtonUpObservable: Observable<Xbox360Button>;
  107462. /** Observable raised when a pad is pressed */
  107463. onPadDownObservable: Observable<Xbox360Dpad>;
  107464. /** Observable raised when a pad is released */
  107465. onPadUpObservable: Observable<Xbox360Dpad>;
  107466. private _buttonA;
  107467. private _buttonB;
  107468. private _buttonX;
  107469. private _buttonY;
  107470. private _buttonBack;
  107471. private _buttonStart;
  107472. private _buttonLB;
  107473. private _buttonRB;
  107474. private _buttonLeftStick;
  107475. private _buttonRightStick;
  107476. private _dPadUp;
  107477. private _dPadDown;
  107478. private _dPadLeft;
  107479. private _dPadRight;
  107480. private _isXboxOnePad;
  107481. /**
  107482. * Creates a new XBox360 gamepad object
  107483. * @param id defines the id of this gamepad
  107484. * @param index defines its index
  107485. * @param gamepad defines the internal HTML gamepad object
  107486. * @param xboxOne defines if it is a XBox One gamepad
  107487. */
  107488. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107489. /**
  107490. * Defines the callback to call when left trigger is pressed
  107491. * @param callback defines the callback to use
  107492. */
  107493. onlefttriggerchanged(callback: (value: number) => void): void;
  107494. /**
  107495. * Defines the callback to call when right trigger is pressed
  107496. * @param callback defines the callback to use
  107497. */
  107498. onrighttriggerchanged(callback: (value: number) => void): void;
  107499. /**
  107500. * Gets the left trigger value
  107501. */
  107502. /**
  107503. * Sets the left trigger value
  107504. */
  107505. leftTrigger: number;
  107506. /**
  107507. * Gets the right trigger value
  107508. */
  107509. /**
  107510. * Sets the right trigger value
  107511. */
  107512. rightTrigger: number;
  107513. /**
  107514. * Defines the callback to call when a button is pressed
  107515. * @param callback defines the callback to use
  107516. */
  107517. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107518. /**
  107519. * Defines the callback to call when a button is released
  107520. * @param callback defines the callback to use
  107521. */
  107522. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107523. /**
  107524. * Defines the callback to call when a pad is pressed
  107525. * @param callback defines the callback to use
  107526. */
  107527. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107528. /**
  107529. * Defines the callback to call when a pad is released
  107530. * @param callback defines the callback to use
  107531. */
  107532. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107533. private _setButtonValue;
  107534. private _setDPadValue;
  107535. /**
  107536. * Gets the value of the `A` button
  107537. */
  107538. /**
  107539. * Sets the value of the `A` button
  107540. */
  107541. buttonA: number;
  107542. /**
  107543. * Gets the value of the `B` button
  107544. */
  107545. /**
  107546. * Sets the value of the `B` button
  107547. */
  107548. buttonB: number;
  107549. /**
  107550. * Gets the value of the `X` button
  107551. */
  107552. /**
  107553. * Sets the value of the `X` button
  107554. */
  107555. buttonX: number;
  107556. /**
  107557. * Gets the value of the `Y` button
  107558. */
  107559. /**
  107560. * Sets the value of the `Y` button
  107561. */
  107562. buttonY: number;
  107563. /**
  107564. * Gets the value of the `Start` button
  107565. */
  107566. /**
  107567. * Sets the value of the `Start` button
  107568. */
  107569. buttonStart: number;
  107570. /**
  107571. * Gets the value of the `Back` button
  107572. */
  107573. /**
  107574. * Sets the value of the `Back` button
  107575. */
  107576. buttonBack: number;
  107577. /**
  107578. * Gets the value of the `Left` button
  107579. */
  107580. /**
  107581. * Sets the value of the `Left` button
  107582. */
  107583. buttonLB: number;
  107584. /**
  107585. * Gets the value of the `Right` button
  107586. */
  107587. /**
  107588. * Sets the value of the `Right` button
  107589. */
  107590. buttonRB: number;
  107591. /**
  107592. * Gets the value of the Left joystick
  107593. */
  107594. /**
  107595. * Sets the value of the Left joystick
  107596. */
  107597. buttonLeftStick: number;
  107598. /**
  107599. * Gets the value of the Right joystick
  107600. */
  107601. /**
  107602. * Sets the value of the Right joystick
  107603. */
  107604. buttonRightStick: number;
  107605. /**
  107606. * Gets the value of D-pad up
  107607. */
  107608. /**
  107609. * Sets the value of D-pad up
  107610. */
  107611. dPadUp: number;
  107612. /**
  107613. * Gets the value of D-pad down
  107614. */
  107615. /**
  107616. * Sets the value of D-pad down
  107617. */
  107618. dPadDown: number;
  107619. /**
  107620. * Gets the value of D-pad left
  107621. */
  107622. /**
  107623. * Sets the value of D-pad left
  107624. */
  107625. dPadLeft: number;
  107626. /**
  107627. * Gets the value of D-pad right
  107628. */
  107629. /**
  107630. * Sets the value of D-pad right
  107631. */
  107632. dPadRight: number;
  107633. /**
  107634. * Force the gamepad to synchronize with device values
  107635. */
  107636. update(): void;
  107637. /**
  107638. * Disposes the gamepad
  107639. */
  107640. dispose(): void;
  107641. }
  107642. }
  107643. declare module BABYLON {
  107644. /**
  107645. * Defines supported buttons for DualShock compatible gamepads
  107646. */
  107647. export enum DualShockButton {
  107648. /** Cross */
  107649. Cross = 0,
  107650. /** Circle */
  107651. Circle = 1,
  107652. /** Square */
  107653. Square = 2,
  107654. /** Triangle */
  107655. Triangle = 3,
  107656. /** Options */
  107657. Options = 4,
  107658. /** Share */
  107659. Share = 5,
  107660. /** L1 */
  107661. L1 = 6,
  107662. /** R1 */
  107663. R1 = 7,
  107664. /** Left stick */
  107665. LeftStick = 8,
  107666. /** Right stick */
  107667. RightStick = 9
  107668. }
  107669. /** Defines values for DualShock DPad */
  107670. export enum DualShockDpad {
  107671. /** Up */
  107672. Up = 0,
  107673. /** Down */
  107674. Down = 1,
  107675. /** Left */
  107676. Left = 2,
  107677. /** Right */
  107678. Right = 3
  107679. }
  107680. /**
  107681. * Defines a DualShock gamepad
  107682. */
  107683. export class DualShockPad extends Gamepad {
  107684. private _leftTrigger;
  107685. private _rightTrigger;
  107686. private _onlefttriggerchanged;
  107687. private _onrighttriggerchanged;
  107688. private _onbuttondown;
  107689. private _onbuttonup;
  107690. private _ondpaddown;
  107691. private _ondpadup;
  107692. /** Observable raised when a button is pressed */
  107693. onButtonDownObservable: Observable<DualShockButton>;
  107694. /** Observable raised when a button is released */
  107695. onButtonUpObservable: Observable<DualShockButton>;
  107696. /** Observable raised when a pad is pressed */
  107697. onPadDownObservable: Observable<DualShockDpad>;
  107698. /** Observable raised when a pad is released */
  107699. onPadUpObservable: Observable<DualShockDpad>;
  107700. private _buttonCross;
  107701. private _buttonCircle;
  107702. private _buttonSquare;
  107703. private _buttonTriangle;
  107704. private _buttonShare;
  107705. private _buttonOptions;
  107706. private _buttonL1;
  107707. private _buttonR1;
  107708. private _buttonLeftStick;
  107709. private _buttonRightStick;
  107710. private _dPadUp;
  107711. private _dPadDown;
  107712. private _dPadLeft;
  107713. private _dPadRight;
  107714. /**
  107715. * Creates a new DualShock gamepad object
  107716. * @param id defines the id of this gamepad
  107717. * @param index defines its index
  107718. * @param gamepad defines the internal HTML gamepad object
  107719. */
  107720. constructor(id: string, index: number, gamepad: any);
  107721. /**
  107722. * Defines the callback to call when left trigger is pressed
  107723. * @param callback defines the callback to use
  107724. */
  107725. onlefttriggerchanged(callback: (value: number) => void): void;
  107726. /**
  107727. * Defines the callback to call when right trigger is pressed
  107728. * @param callback defines the callback to use
  107729. */
  107730. onrighttriggerchanged(callback: (value: number) => void): void;
  107731. /**
  107732. * Gets the left trigger value
  107733. */
  107734. /**
  107735. * Sets the left trigger value
  107736. */
  107737. leftTrigger: number;
  107738. /**
  107739. * Gets the right trigger value
  107740. */
  107741. /**
  107742. * Sets the right trigger value
  107743. */
  107744. rightTrigger: number;
  107745. /**
  107746. * Defines the callback to call when a button is pressed
  107747. * @param callback defines the callback to use
  107748. */
  107749. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107750. /**
  107751. * Defines the callback to call when a button is released
  107752. * @param callback defines the callback to use
  107753. */
  107754. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107755. /**
  107756. * Defines the callback to call when a pad is pressed
  107757. * @param callback defines the callback to use
  107758. */
  107759. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107760. /**
  107761. * Defines the callback to call when a pad is released
  107762. * @param callback defines the callback to use
  107763. */
  107764. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107765. private _setButtonValue;
  107766. private _setDPadValue;
  107767. /**
  107768. * Gets the value of the `Cross` button
  107769. */
  107770. /**
  107771. * Sets the value of the `Cross` button
  107772. */
  107773. buttonCross: number;
  107774. /**
  107775. * Gets the value of the `Circle` button
  107776. */
  107777. /**
  107778. * Sets the value of the `Circle` button
  107779. */
  107780. buttonCircle: number;
  107781. /**
  107782. * Gets the value of the `Square` button
  107783. */
  107784. /**
  107785. * Sets the value of the `Square` button
  107786. */
  107787. buttonSquare: number;
  107788. /**
  107789. * Gets the value of the `Triangle` button
  107790. */
  107791. /**
  107792. * Sets the value of the `Triangle` button
  107793. */
  107794. buttonTriangle: number;
  107795. /**
  107796. * Gets the value of the `Options` button
  107797. */
  107798. /**
  107799. * Sets the value of the `Options` button
  107800. */
  107801. buttonOptions: number;
  107802. /**
  107803. * Gets the value of the `Share` button
  107804. */
  107805. /**
  107806. * Sets the value of the `Share` button
  107807. */
  107808. buttonShare: number;
  107809. /**
  107810. * Gets the value of the `L1` button
  107811. */
  107812. /**
  107813. * Sets the value of the `L1` button
  107814. */
  107815. buttonL1: number;
  107816. /**
  107817. * Gets the value of the `R1` button
  107818. */
  107819. /**
  107820. * Sets the value of the `R1` button
  107821. */
  107822. buttonR1: number;
  107823. /**
  107824. * Gets the value of the Left joystick
  107825. */
  107826. /**
  107827. * Sets the value of the Left joystick
  107828. */
  107829. buttonLeftStick: number;
  107830. /**
  107831. * Gets the value of the Right joystick
  107832. */
  107833. /**
  107834. * Sets the value of the Right joystick
  107835. */
  107836. buttonRightStick: number;
  107837. /**
  107838. * Gets the value of D-pad up
  107839. */
  107840. /**
  107841. * Sets the value of D-pad up
  107842. */
  107843. dPadUp: number;
  107844. /**
  107845. * Gets the value of D-pad down
  107846. */
  107847. /**
  107848. * Sets the value of D-pad down
  107849. */
  107850. dPadDown: number;
  107851. /**
  107852. * Gets the value of D-pad left
  107853. */
  107854. /**
  107855. * Sets the value of D-pad left
  107856. */
  107857. dPadLeft: number;
  107858. /**
  107859. * Gets the value of D-pad right
  107860. */
  107861. /**
  107862. * Sets the value of D-pad right
  107863. */
  107864. dPadRight: number;
  107865. /**
  107866. * Force the gamepad to synchronize with device values
  107867. */
  107868. update(): void;
  107869. /**
  107870. * Disposes the gamepad
  107871. */
  107872. dispose(): void;
  107873. }
  107874. }
  107875. declare module BABYLON {
  107876. /**
  107877. * Manager for handling gamepads
  107878. */
  107879. export class GamepadManager {
  107880. private _scene?;
  107881. private _babylonGamepads;
  107882. private _oneGamepadConnected;
  107883. /** @hidden */
  107884. _isMonitoring: boolean;
  107885. private _gamepadEventSupported;
  107886. private _gamepadSupport;
  107887. /**
  107888. * observable to be triggered when the gamepad controller has been connected
  107889. */
  107890. onGamepadConnectedObservable: Observable<Gamepad>;
  107891. /**
  107892. * observable to be triggered when the gamepad controller has been disconnected
  107893. */
  107894. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107895. private _onGamepadConnectedEvent;
  107896. private _onGamepadDisconnectedEvent;
  107897. /**
  107898. * Initializes the gamepad manager
  107899. * @param _scene BabylonJS scene
  107900. */
  107901. constructor(_scene?: Scene | undefined);
  107902. /**
  107903. * The gamepads in the game pad manager
  107904. */
  107905. readonly gamepads: Gamepad[];
  107906. /**
  107907. * Get the gamepad controllers based on type
  107908. * @param type The type of gamepad controller
  107909. * @returns Nullable gamepad
  107910. */
  107911. getGamepadByType(type?: number): Nullable<Gamepad>;
  107912. /**
  107913. * Disposes the gamepad manager
  107914. */
  107915. dispose(): void;
  107916. private _addNewGamepad;
  107917. private _startMonitoringGamepads;
  107918. private _stopMonitoringGamepads;
  107919. /** @hidden */
  107920. _checkGamepadsStatus(): void;
  107921. private _updateGamepadObjects;
  107922. }
  107923. }
  107924. declare module BABYLON {
  107925. interface Scene {
  107926. /** @hidden */
  107927. _gamepadManager: Nullable<GamepadManager>;
  107928. /**
  107929. * Gets the gamepad manager associated with the scene
  107930. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107931. */
  107932. gamepadManager: GamepadManager;
  107933. }
  107934. /**
  107935. * Interface representing a free camera inputs manager
  107936. */
  107937. interface FreeCameraInputsManager {
  107938. /**
  107939. * Adds gamepad input support to the FreeCameraInputsManager.
  107940. * @returns the FreeCameraInputsManager
  107941. */
  107942. addGamepad(): FreeCameraInputsManager;
  107943. }
  107944. /**
  107945. * Interface representing an arc rotate camera inputs manager
  107946. */
  107947. interface ArcRotateCameraInputsManager {
  107948. /**
  107949. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107950. * @returns the camera inputs manager
  107951. */
  107952. addGamepad(): ArcRotateCameraInputsManager;
  107953. }
  107954. /**
  107955. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107956. */
  107957. export class GamepadSystemSceneComponent implements ISceneComponent {
  107958. /**
  107959. * The component name helpfull to identify the component in the list of scene components.
  107960. */
  107961. readonly name: string;
  107962. /**
  107963. * The scene the component belongs to.
  107964. */
  107965. scene: Scene;
  107966. /**
  107967. * Creates a new instance of the component for the given scene
  107968. * @param scene Defines the scene to register the component in
  107969. */
  107970. constructor(scene: Scene);
  107971. /**
  107972. * Registers the component in a given scene
  107973. */
  107974. register(): void;
  107975. /**
  107976. * Rebuilds the elements related to this component in case of
  107977. * context lost for instance.
  107978. */
  107979. rebuild(): void;
  107980. /**
  107981. * Disposes the component and the associated ressources
  107982. */
  107983. dispose(): void;
  107984. private _beforeCameraUpdate;
  107985. }
  107986. }
  107987. declare module BABYLON {
  107988. /**
  107989. * 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,
  107990. * which still works and will still be found in many Playgrounds.
  107991. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107992. */
  107993. export class UniversalCamera extends TouchCamera {
  107994. /**
  107995. * Defines the gamepad rotation sensiblity.
  107996. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107997. */
  107998. gamepadAngularSensibility: number;
  107999. /**
  108000. * Defines the gamepad move sensiblity.
  108001. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  108002. */
  108003. gamepadMoveSensibility: number;
  108004. /**
  108005. * 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,
  108006. * which still works and will still be found in many Playgrounds.
  108007. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108008. * @param name Define the name of the camera in the scene
  108009. * @param position Define the start position of the camera in the scene
  108010. * @param scene Define the scene the camera belongs to
  108011. */
  108012. constructor(name: string, position: Vector3, scene: Scene);
  108013. /**
  108014. * Gets the current object class name.
  108015. * @return the class name
  108016. */
  108017. getClassName(): string;
  108018. }
  108019. }
  108020. declare module BABYLON {
  108021. /**
  108022. * This represents a FPS type of camera. This is only here for back compat purpose.
  108023. * Please use the UniversalCamera instead as both are identical.
  108024. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108025. */
  108026. export class GamepadCamera extends UniversalCamera {
  108027. /**
  108028. * Instantiates a new Gamepad Camera
  108029. * This represents a FPS type of camera. This is only here for back compat purpose.
  108030. * Please use the UniversalCamera instead as both are identical.
  108031. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  108032. * @param name Define the name of the camera in the scene
  108033. * @param position Define the start position of the camera in the scene
  108034. * @param scene Define the scene the camera belongs to
  108035. */
  108036. constructor(name: string, position: Vector3, scene: Scene);
  108037. /**
  108038. * Gets the current object class name.
  108039. * @return the class name
  108040. */
  108041. getClassName(): string;
  108042. }
  108043. }
  108044. declare module BABYLON {
  108045. /** @hidden */
  108046. export var passPixelShader: {
  108047. name: string;
  108048. shader: string;
  108049. };
  108050. }
  108051. declare module BABYLON {
  108052. /** @hidden */
  108053. export var passCubePixelShader: {
  108054. name: string;
  108055. shader: string;
  108056. };
  108057. }
  108058. declare module BABYLON {
  108059. /**
  108060. * PassPostProcess which produces an output the same as it's input
  108061. */
  108062. export class PassPostProcess extends PostProcess {
  108063. /**
  108064. * Creates the PassPostProcess
  108065. * @param name The name of the effect.
  108066. * @param options The required width/height ratio to downsize to before computing the render pass.
  108067. * @param camera The camera to apply the render pass to.
  108068. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108069. * @param engine The engine which the post process will be applied. (default: current engine)
  108070. * @param reusable If the post process can be reused on the same frame. (default: false)
  108071. * @param textureType The type of texture to be used when performing the post processing.
  108072. * @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)
  108073. */
  108074. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108075. }
  108076. /**
  108077. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  108078. */
  108079. export class PassCubePostProcess extends PostProcess {
  108080. private _face;
  108081. /**
  108082. * Gets or sets the cube face to display.
  108083. * * 0 is +X
  108084. * * 1 is -X
  108085. * * 2 is +Y
  108086. * * 3 is -Y
  108087. * * 4 is +Z
  108088. * * 5 is -Z
  108089. */
  108090. face: number;
  108091. /**
  108092. * Creates the PassCubePostProcess
  108093. * @param name The name of the effect.
  108094. * @param options The required width/height ratio to downsize to before computing the render pass.
  108095. * @param camera The camera to apply the render pass to.
  108096. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108097. * @param engine The engine which the post process will be applied. (default: current engine)
  108098. * @param reusable If the post process can be reused on the same frame. (default: false)
  108099. * @param textureType The type of texture to be used when performing the post processing.
  108100. * @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)
  108101. */
  108102. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  108103. }
  108104. }
  108105. declare module BABYLON {
  108106. /** @hidden */
  108107. export var anaglyphPixelShader: {
  108108. name: string;
  108109. shader: string;
  108110. };
  108111. }
  108112. declare module BABYLON {
  108113. /**
  108114. * Postprocess used to generate anaglyphic rendering
  108115. */
  108116. export class AnaglyphPostProcess extends PostProcess {
  108117. private _passedProcess;
  108118. /**
  108119. * Creates a new AnaglyphPostProcess
  108120. * @param name defines postprocess name
  108121. * @param options defines creation options or target ratio scale
  108122. * @param rigCameras defines cameras using this postprocess
  108123. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  108124. * @param engine defines hosting engine
  108125. * @param reusable defines if the postprocess will be reused multiple times per frame
  108126. */
  108127. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  108128. }
  108129. }
  108130. declare module BABYLON {
  108131. /**
  108132. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  108133. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108134. */
  108135. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  108136. /**
  108137. * Creates a new AnaglyphArcRotateCamera
  108138. * @param name defines camera name
  108139. * @param alpha defines alpha angle (in radians)
  108140. * @param beta defines beta angle (in radians)
  108141. * @param radius defines radius
  108142. * @param target defines camera target
  108143. * @param interaxialDistance defines distance between each color axis
  108144. * @param scene defines the hosting scene
  108145. */
  108146. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  108147. /**
  108148. * Gets camera class name
  108149. * @returns AnaglyphArcRotateCamera
  108150. */
  108151. getClassName(): string;
  108152. }
  108153. }
  108154. declare module BABYLON {
  108155. /**
  108156. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  108157. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108158. */
  108159. export class AnaglyphFreeCamera extends FreeCamera {
  108160. /**
  108161. * Creates a new AnaglyphFreeCamera
  108162. * @param name defines camera name
  108163. * @param position defines initial position
  108164. * @param interaxialDistance defines distance between each color axis
  108165. * @param scene defines the hosting scene
  108166. */
  108167. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108168. /**
  108169. * Gets camera class name
  108170. * @returns AnaglyphFreeCamera
  108171. */
  108172. getClassName(): string;
  108173. }
  108174. }
  108175. declare module BABYLON {
  108176. /**
  108177. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  108178. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108179. */
  108180. export class AnaglyphGamepadCamera extends GamepadCamera {
  108181. /**
  108182. * Creates a new AnaglyphGamepadCamera
  108183. * @param name defines camera name
  108184. * @param position defines initial position
  108185. * @param interaxialDistance defines distance between each color axis
  108186. * @param scene defines the hosting scene
  108187. */
  108188. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108189. /**
  108190. * Gets camera class name
  108191. * @returns AnaglyphGamepadCamera
  108192. */
  108193. getClassName(): string;
  108194. }
  108195. }
  108196. declare module BABYLON {
  108197. /**
  108198. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  108199. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  108200. */
  108201. export class AnaglyphUniversalCamera extends UniversalCamera {
  108202. /**
  108203. * Creates a new AnaglyphUniversalCamera
  108204. * @param name defines camera name
  108205. * @param position defines initial position
  108206. * @param interaxialDistance defines distance between each color axis
  108207. * @param scene defines the hosting scene
  108208. */
  108209. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  108210. /**
  108211. * Gets camera class name
  108212. * @returns AnaglyphUniversalCamera
  108213. */
  108214. getClassName(): string;
  108215. }
  108216. }
  108217. declare module BABYLON {
  108218. /** @hidden */
  108219. export var stereoscopicInterlacePixelShader: {
  108220. name: string;
  108221. shader: string;
  108222. };
  108223. }
  108224. declare module BABYLON {
  108225. /**
  108226. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  108227. */
  108228. export class StereoscopicInterlacePostProcess extends PostProcess {
  108229. private _stepSize;
  108230. private _passedProcess;
  108231. /**
  108232. * Initializes a StereoscopicInterlacePostProcess
  108233. * @param name The name of the effect.
  108234. * @param rigCameras The rig cameras to be appled to the post process
  108235. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  108236. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  108237. * @param engine The engine which the post process will be applied. (default: current engine)
  108238. * @param reusable If the post process can be reused on the same frame. (default: false)
  108239. */
  108240. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  108241. }
  108242. }
  108243. declare module BABYLON {
  108244. /**
  108245. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  108246. * @see http://doc.babylonjs.com/features/cameras
  108247. */
  108248. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  108249. /**
  108250. * Creates a new StereoscopicArcRotateCamera
  108251. * @param name defines camera name
  108252. * @param alpha defines alpha angle (in radians)
  108253. * @param beta defines beta angle (in radians)
  108254. * @param radius defines radius
  108255. * @param target defines camera target
  108256. * @param interaxialDistance defines distance between each color axis
  108257. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108258. * @param scene defines the hosting scene
  108259. */
  108260. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108261. /**
  108262. * Gets camera class name
  108263. * @returns StereoscopicArcRotateCamera
  108264. */
  108265. getClassName(): string;
  108266. }
  108267. }
  108268. declare module BABYLON {
  108269. /**
  108270. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  108271. * @see http://doc.babylonjs.com/features/cameras
  108272. */
  108273. export class StereoscopicFreeCamera extends FreeCamera {
  108274. /**
  108275. * Creates a new StereoscopicFreeCamera
  108276. * @param name defines camera name
  108277. * @param position defines initial position
  108278. * @param interaxialDistance defines distance between each color axis
  108279. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108280. * @param scene defines the hosting scene
  108281. */
  108282. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108283. /**
  108284. * Gets camera class name
  108285. * @returns StereoscopicFreeCamera
  108286. */
  108287. getClassName(): string;
  108288. }
  108289. }
  108290. declare module BABYLON {
  108291. /**
  108292. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  108293. * @see http://doc.babylonjs.com/features/cameras
  108294. */
  108295. export class StereoscopicGamepadCamera extends GamepadCamera {
  108296. /**
  108297. * Creates a new StereoscopicGamepadCamera
  108298. * @param name defines camera name
  108299. * @param position defines initial position
  108300. * @param interaxialDistance defines distance between each color axis
  108301. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108302. * @param scene defines the hosting scene
  108303. */
  108304. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108305. /**
  108306. * Gets camera class name
  108307. * @returns StereoscopicGamepadCamera
  108308. */
  108309. getClassName(): string;
  108310. }
  108311. }
  108312. declare module BABYLON {
  108313. /**
  108314. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  108315. * @see http://doc.babylonjs.com/features/cameras
  108316. */
  108317. export class StereoscopicUniversalCamera extends UniversalCamera {
  108318. /**
  108319. * Creates a new StereoscopicUniversalCamera
  108320. * @param name defines camera name
  108321. * @param position defines initial position
  108322. * @param interaxialDistance defines distance between each color axis
  108323. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  108324. * @param scene defines the hosting scene
  108325. */
  108326. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  108327. /**
  108328. * Gets camera class name
  108329. * @returns StereoscopicUniversalCamera
  108330. */
  108331. getClassName(): string;
  108332. }
  108333. }
  108334. declare module BABYLON {
  108335. /**
  108336. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108337. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108338. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108339. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108340. */
  108341. export class VirtualJoysticksCamera extends FreeCamera {
  108342. /**
  108343. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108344. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108345. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108346. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108347. * @param name Define the name of the camera in the scene
  108348. * @param position Define the start position of the camera in the scene
  108349. * @param scene Define the scene the camera belongs to
  108350. */
  108351. constructor(name: string, position: Vector3, scene: Scene);
  108352. /**
  108353. * Gets the current object class name.
  108354. * @return the class name
  108355. */
  108356. getClassName(): string;
  108357. }
  108358. }
  108359. declare module BABYLON {
  108360. /**
  108361. * This represents all the required metrics to create a VR camera.
  108362. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108363. */
  108364. export class VRCameraMetrics {
  108365. /**
  108366. * Define the horizontal resolution off the screen.
  108367. */
  108368. hResolution: number;
  108369. /**
  108370. * Define the vertical resolution off the screen.
  108371. */
  108372. vResolution: number;
  108373. /**
  108374. * Define the horizontal screen size.
  108375. */
  108376. hScreenSize: number;
  108377. /**
  108378. * Define the vertical screen size.
  108379. */
  108380. vScreenSize: number;
  108381. /**
  108382. * Define the vertical screen center position.
  108383. */
  108384. vScreenCenter: number;
  108385. /**
  108386. * Define the distance of the eyes to the screen.
  108387. */
  108388. eyeToScreenDistance: number;
  108389. /**
  108390. * Define the distance between both lenses
  108391. */
  108392. lensSeparationDistance: number;
  108393. /**
  108394. * Define the distance between both viewer's eyes.
  108395. */
  108396. interpupillaryDistance: number;
  108397. /**
  108398. * Define the distortion factor of the VR postprocess.
  108399. * Please, touch with care.
  108400. */
  108401. distortionK: number[];
  108402. /**
  108403. * Define the chromatic aberration correction factors for the VR post process.
  108404. */
  108405. chromaAbCorrection: number[];
  108406. /**
  108407. * Define the scale factor of the post process.
  108408. * The smaller the better but the slower.
  108409. */
  108410. postProcessScaleFactor: number;
  108411. /**
  108412. * Define an offset for the lens center.
  108413. */
  108414. lensCenterOffset: number;
  108415. /**
  108416. * Define if the current vr camera should compensate the distortion of the lense or not.
  108417. */
  108418. compensateDistortion: boolean;
  108419. /**
  108420. * Defines if multiview should be enabled when rendering (Default: false)
  108421. */
  108422. multiviewEnabled: boolean;
  108423. /**
  108424. * Gets the rendering aspect ratio based on the provided resolutions.
  108425. */
  108426. readonly aspectRatio: number;
  108427. /**
  108428. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108429. */
  108430. readonly aspectRatioFov: number;
  108431. /**
  108432. * @hidden
  108433. */
  108434. readonly leftHMatrix: Matrix;
  108435. /**
  108436. * @hidden
  108437. */
  108438. readonly rightHMatrix: Matrix;
  108439. /**
  108440. * @hidden
  108441. */
  108442. readonly leftPreViewMatrix: Matrix;
  108443. /**
  108444. * @hidden
  108445. */
  108446. readonly rightPreViewMatrix: Matrix;
  108447. /**
  108448. * Get the default VRMetrics based on the most generic setup.
  108449. * @returns the default vr metrics
  108450. */
  108451. static GetDefault(): VRCameraMetrics;
  108452. }
  108453. }
  108454. declare module BABYLON {
  108455. /** @hidden */
  108456. export var vrDistortionCorrectionPixelShader: {
  108457. name: string;
  108458. shader: string;
  108459. };
  108460. }
  108461. declare module BABYLON {
  108462. /**
  108463. * VRDistortionCorrectionPostProcess used for mobile VR
  108464. */
  108465. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108466. private _isRightEye;
  108467. private _distortionFactors;
  108468. private _postProcessScaleFactor;
  108469. private _lensCenterOffset;
  108470. private _scaleIn;
  108471. private _scaleFactor;
  108472. private _lensCenter;
  108473. /**
  108474. * Initializes the VRDistortionCorrectionPostProcess
  108475. * @param name The name of the effect.
  108476. * @param camera The camera to apply the render pass to.
  108477. * @param isRightEye If this is for the right eye distortion
  108478. * @param vrMetrics All the required metrics for the VR camera
  108479. */
  108480. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108481. }
  108482. }
  108483. declare module BABYLON {
  108484. /**
  108485. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108486. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108487. */
  108488. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108489. /**
  108490. * Creates a new VRDeviceOrientationArcRotateCamera
  108491. * @param name defines camera name
  108492. * @param alpha defines the camera rotation along the logitudinal axis
  108493. * @param beta defines the camera rotation along the latitudinal axis
  108494. * @param radius defines the camera distance from its target
  108495. * @param target defines the camera target
  108496. * @param scene defines the scene the camera belongs to
  108497. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108498. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108499. */
  108500. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108501. /**
  108502. * Gets camera class name
  108503. * @returns VRDeviceOrientationArcRotateCamera
  108504. */
  108505. getClassName(): string;
  108506. }
  108507. }
  108508. declare module BABYLON {
  108509. /**
  108510. * Camera used to simulate VR rendering (based on FreeCamera)
  108511. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108512. */
  108513. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108514. /**
  108515. * Creates a new VRDeviceOrientationFreeCamera
  108516. * @param name defines camera name
  108517. * @param position defines the start position of the camera
  108518. * @param scene defines the scene the camera belongs to
  108519. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108520. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108521. */
  108522. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108523. /**
  108524. * Gets camera class name
  108525. * @returns VRDeviceOrientationFreeCamera
  108526. */
  108527. getClassName(): string;
  108528. }
  108529. }
  108530. declare module BABYLON {
  108531. /**
  108532. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108533. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108534. */
  108535. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108536. /**
  108537. * Creates a new VRDeviceOrientationGamepadCamera
  108538. * @param name defines camera name
  108539. * @param position defines the start position of the camera
  108540. * @param scene defines the scene the camera belongs to
  108541. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108542. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108543. */
  108544. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108545. /**
  108546. * Gets camera class name
  108547. * @returns VRDeviceOrientationGamepadCamera
  108548. */
  108549. getClassName(): string;
  108550. }
  108551. }
  108552. declare module BABYLON {
  108553. /**
  108554. * Base class of materials working in push mode in babylon JS
  108555. * @hidden
  108556. */
  108557. export class PushMaterial extends Material {
  108558. protected _activeEffect: Effect;
  108559. protected _normalMatrix: Matrix;
  108560. /**
  108561. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108562. * This means that the material can keep using a previous shader while a new one is being compiled.
  108563. * This is mostly used when shader parallel compilation is supported (true by default)
  108564. */
  108565. allowShaderHotSwapping: boolean;
  108566. constructor(name: string, scene: Scene);
  108567. getEffect(): Effect;
  108568. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108569. /**
  108570. * Binds the given world matrix to the active effect
  108571. *
  108572. * @param world the matrix to bind
  108573. */
  108574. bindOnlyWorldMatrix(world: Matrix): void;
  108575. /**
  108576. * Binds the given normal matrix to the active effect
  108577. *
  108578. * @param normalMatrix the matrix to bind
  108579. */
  108580. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108581. bind(world: Matrix, mesh?: Mesh): void;
  108582. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108583. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108584. }
  108585. }
  108586. declare module BABYLON {
  108587. /**
  108588. * This groups all the flags used to control the materials channel.
  108589. */
  108590. export class MaterialFlags {
  108591. private static _DiffuseTextureEnabled;
  108592. /**
  108593. * Are diffuse textures enabled in the application.
  108594. */
  108595. static DiffuseTextureEnabled: boolean;
  108596. private static _AmbientTextureEnabled;
  108597. /**
  108598. * Are ambient textures enabled in the application.
  108599. */
  108600. static AmbientTextureEnabled: boolean;
  108601. private static _OpacityTextureEnabled;
  108602. /**
  108603. * Are opacity textures enabled in the application.
  108604. */
  108605. static OpacityTextureEnabled: boolean;
  108606. private static _ReflectionTextureEnabled;
  108607. /**
  108608. * Are reflection textures enabled in the application.
  108609. */
  108610. static ReflectionTextureEnabled: boolean;
  108611. private static _EmissiveTextureEnabled;
  108612. /**
  108613. * Are emissive textures enabled in the application.
  108614. */
  108615. static EmissiveTextureEnabled: boolean;
  108616. private static _SpecularTextureEnabled;
  108617. /**
  108618. * Are specular textures enabled in the application.
  108619. */
  108620. static SpecularTextureEnabled: boolean;
  108621. private static _BumpTextureEnabled;
  108622. /**
  108623. * Are bump textures enabled in the application.
  108624. */
  108625. static BumpTextureEnabled: boolean;
  108626. private static _LightmapTextureEnabled;
  108627. /**
  108628. * Are lightmap textures enabled in the application.
  108629. */
  108630. static LightmapTextureEnabled: boolean;
  108631. private static _RefractionTextureEnabled;
  108632. /**
  108633. * Are refraction textures enabled in the application.
  108634. */
  108635. static RefractionTextureEnabled: boolean;
  108636. private static _ColorGradingTextureEnabled;
  108637. /**
  108638. * Are color grading textures enabled in the application.
  108639. */
  108640. static ColorGradingTextureEnabled: boolean;
  108641. private static _FresnelEnabled;
  108642. /**
  108643. * Are fresnels enabled in the application.
  108644. */
  108645. static FresnelEnabled: boolean;
  108646. private static _ClearCoatTextureEnabled;
  108647. /**
  108648. * Are clear coat textures enabled in the application.
  108649. */
  108650. static ClearCoatTextureEnabled: boolean;
  108651. private static _ClearCoatBumpTextureEnabled;
  108652. /**
  108653. * Are clear coat bump textures enabled in the application.
  108654. */
  108655. static ClearCoatBumpTextureEnabled: boolean;
  108656. private static _ClearCoatTintTextureEnabled;
  108657. /**
  108658. * Are clear coat tint textures enabled in the application.
  108659. */
  108660. static ClearCoatTintTextureEnabled: boolean;
  108661. private static _SheenTextureEnabled;
  108662. /**
  108663. * Are sheen textures enabled in the application.
  108664. */
  108665. static SheenTextureEnabled: boolean;
  108666. private static _AnisotropicTextureEnabled;
  108667. /**
  108668. * Are anisotropic textures enabled in the application.
  108669. */
  108670. static AnisotropicTextureEnabled: boolean;
  108671. private static _ThicknessTextureEnabled;
  108672. /**
  108673. * Are thickness textures enabled in the application.
  108674. */
  108675. static ThicknessTextureEnabled: boolean;
  108676. }
  108677. }
  108678. declare module BABYLON {
  108679. /** @hidden */
  108680. export var defaultFragmentDeclaration: {
  108681. name: string;
  108682. shader: string;
  108683. };
  108684. }
  108685. declare module BABYLON {
  108686. /** @hidden */
  108687. export var defaultUboDeclaration: {
  108688. name: string;
  108689. shader: string;
  108690. };
  108691. }
  108692. declare module BABYLON {
  108693. /** @hidden */
  108694. export var lightFragmentDeclaration: {
  108695. name: string;
  108696. shader: string;
  108697. };
  108698. }
  108699. declare module BABYLON {
  108700. /** @hidden */
  108701. export var lightUboDeclaration: {
  108702. name: string;
  108703. shader: string;
  108704. };
  108705. }
  108706. declare module BABYLON {
  108707. /** @hidden */
  108708. export var lightsFragmentFunctions: {
  108709. name: string;
  108710. shader: string;
  108711. };
  108712. }
  108713. declare module BABYLON {
  108714. /** @hidden */
  108715. export var shadowsFragmentFunctions: {
  108716. name: string;
  108717. shader: string;
  108718. };
  108719. }
  108720. declare module BABYLON {
  108721. /** @hidden */
  108722. export var fresnelFunction: {
  108723. name: string;
  108724. shader: string;
  108725. };
  108726. }
  108727. declare module BABYLON {
  108728. /** @hidden */
  108729. export var reflectionFunction: {
  108730. name: string;
  108731. shader: string;
  108732. };
  108733. }
  108734. declare module BABYLON {
  108735. /** @hidden */
  108736. export var bumpFragmentFunctions: {
  108737. name: string;
  108738. shader: string;
  108739. };
  108740. }
  108741. declare module BABYLON {
  108742. /** @hidden */
  108743. export var logDepthDeclaration: {
  108744. name: string;
  108745. shader: string;
  108746. };
  108747. }
  108748. declare module BABYLON {
  108749. /** @hidden */
  108750. export var bumpFragment: {
  108751. name: string;
  108752. shader: string;
  108753. };
  108754. }
  108755. declare module BABYLON {
  108756. /** @hidden */
  108757. export var depthPrePass: {
  108758. name: string;
  108759. shader: string;
  108760. };
  108761. }
  108762. declare module BABYLON {
  108763. /** @hidden */
  108764. export var lightFragment: {
  108765. name: string;
  108766. shader: string;
  108767. };
  108768. }
  108769. declare module BABYLON {
  108770. /** @hidden */
  108771. export var logDepthFragment: {
  108772. name: string;
  108773. shader: string;
  108774. };
  108775. }
  108776. declare module BABYLON {
  108777. /** @hidden */
  108778. export var defaultPixelShader: {
  108779. name: string;
  108780. shader: string;
  108781. };
  108782. }
  108783. declare module BABYLON {
  108784. /** @hidden */
  108785. export var defaultVertexDeclaration: {
  108786. name: string;
  108787. shader: string;
  108788. };
  108789. }
  108790. declare module BABYLON {
  108791. /** @hidden */
  108792. export var bumpVertexDeclaration: {
  108793. name: string;
  108794. shader: string;
  108795. };
  108796. }
  108797. declare module BABYLON {
  108798. /** @hidden */
  108799. export var bumpVertex: {
  108800. name: string;
  108801. shader: string;
  108802. };
  108803. }
  108804. declare module BABYLON {
  108805. /** @hidden */
  108806. export var fogVertex: {
  108807. name: string;
  108808. shader: string;
  108809. };
  108810. }
  108811. declare module BABYLON {
  108812. /** @hidden */
  108813. export var shadowsVertex: {
  108814. name: string;
  108815. shader: string;
  108816. };
  108817. }
  108818. declare module BABYLON {
  108819. /** @hidden */
  108820. export var pointCloudVertex: {
  108821. name: string;
  108822. shader: string;
  108823. };
  108824. }
  108825. declare module BABYLON {
  108826. /** @hidden */
  108827. export var logDepthVertex: {
  108828. name: string;
  108829. shader: string;
  108830. };
  108831. }
  108832. declare module BABYLON {
  108833. /** @hidden */
  108834. export var defaultVertexShader: {
  108835. name: string;
  108836. shader: string;
  108837. };
  108838. }
  108839. declare module BABYLON {
  108840. /** @hidden */
  108841. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108842. MAINUV1: boolean;
  108843. MAINUV2: boolean;
  108844. DIFFUSE: boolean;
  108845. DIFFUSEDIRECTUV: number;
  108846. AMBIENT: boolean;
  108847. AMBIENTDIRECTUV: number;
  108848. OPACITY: boolean;
  108849. OPACITYDIRECTUV: number;
  108850. OPACITYRGB: boolean;
  108851. REFLECTION: boolean;
  108852. EMISSIVE: boolean;
  108853. EMISSIVEDIRECTUV: number;
  108854. SPECULAR: boolean;
  108855. SPECULARDIRECTUV: number;
  108856. BUMP: boolean;
  108857. BUMPDIRECTUV: number;
  108858. PARALLAX: boolean;
  108859. PARALLAXOCCLUSION: boolean;
  108860. SPECULAROVERALPHA: boolean;
  108861. CLIPPLANE: boolean;
  108862. CLIPPLANE2: boolean;
  108863. CLIPPLANE3: boolean;
  108864. CLIPPLANE4: boolean;
  108865. ALPHATEST: boolean;
  108866. DEPTHPREPASS: boolean;
  108867. ALPHAFROMDIFFUSE: boolean;
  108868. POINTSIZE: boolean;
  108869. FOG: boolean;
  108870. SPECULARTERM: boolean;
  108871. DIFFUSEFRESNEL: boolean;
  108872. OPACITYFRESNEL: boolean;
  108873. REFLECTIONFRESNEL: boolean;
  108874. REFRACTIONFRESNEL: boolean;
  108875. EMISSIVEFRESNEL: boolean;
  108876. FRESNEL: boolean;
  108877. NORMAL: boolean;
  108878. UV1: boolean;
  108879. UV2: boolean;
  108880. VERTEXCOLOR: boolean;
  108881. VERTEXALPHA: boolean;
  108882. NUM_BONE_INFLUENCERS: number;
  108883. BonesPerMesh: number;
  108884. BONETEXTURE: boolean;
  108885. INSTANCES: boolean;
  108886. GLOSSINESS: boolean;
  108887. ROUGHNESS: boolean;
  108888. EMISSIVEASILLUMINATION: boolean;
  108889. LINKEMISSIVEWITHDIFFUSE: boolean;
  108890. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108891. LIGHTMAP: boolean;
  108892. LIGHTMAPDIRECTUV: number;
  108893. OBJECTSPACE_NORMALMAP: boolean;
  108894. USELIGHTMAPASSHADOWMAP: boolean;
  108895. REFLECTIONMAP_3D: boolean;
  108896. REFLECTIONMAP_SPHERICAL: boolean;
  108897. REFLECTIONMAP_PLANAR: boolean;
  108898. REFLECTIONMAP_CUBIC: boolean;
  108899. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108900. REFLECTIONMAP_PROJECTION: boolean;
  108901. REFLECTIONMAP_SKYBOX: boolean;
  108902. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108903. REFLECTIONMAP_EXPLICIT: boolean;
  108904. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108905. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108906. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108907. INVERTCUBICMAP: boolean;
  108908. LOGARITHMICDEPTH: boolean;
  108909. REFRACTION: boolean;
  108910. REFRACTIONMAP_3D: boolean;
  108911. REFLECTIONOVERALPHA: boolean;
  108912. TWOSIDEDLIGHTING: boolean;
  108913. SHADOWFLOAT: boolean;
  108914. MORPHTARGETS: boolean;
  108915. MORPHTARGETS_NORMAL: boolean;
  108916. MORPHTARGETS_TANGENT: boolean;
  108917. MORPHTARGETS_UV: boolean;
  108918. NUM_MORPH_INFLUENCERS: number;
  108919. NONUNIFORMSCALING: boolean;
  108920. PREMULTIPLYALPHA: boolean;
  108921. IMAGEPROCESSING: boolean;
  108922. VIGNETTE: boolean;
  108923. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108924. VIGNETTEBLENDMODEOPAQUE: boolean;
  108925. TONEMAPPING: boolean;
  108926. TONEMAPPING_ACES: boolean;
  108927. CONTRAST: boolean;
  108928. COLORCURVES: boolean;
  108929. COLORGRADING: boolean;
  108930. COLORGRADING3D: boolean;
  108931. SAMPLER3DGREENDEPTH: boolean;
  108932. SAMPLER3DBGRMAP: boolean;
  108933. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108934. MULTIVIEW: boolean;
  108935. /**
  108936. * If the reflection texture on this material is in linear color space
  108937. * @hidden
  108938. */
  108939. IS_REFLECTION_LINEAR: boolean;
  108940. /**
  108941. * If the refraction texture on this material is in linear color space
  108942. * @hidden
  108943. */
  108944. IS_REFRACTION_LINEAR: boolean;
  108945. EXPOSURE: boolean;
  108946. constructor();
  108947. setReflectionMode(modeToEnable: string): void;
  108948. }
  108949. /**
  108950. * This is the default material used in Babylon. It is the best trade off between quality
  108951. * and performances.
  108952. * @see http://doc.babylonjs.com/babylon101/materials
  108953. */
  108954. export class StandardMaterial extends PushMaterial {
  108955. private _diffuseTexture;
  108956. /**
  108957. * The basic texture of the material as viewed under a light.
  108958. */
  108959. diffuseTexture: Nullable<BaseTexture>;
  108960. private _ambientTexture;
  108961. /**
  108962. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108963. */
  108964. ambientTexture: Nullable<BaseTexture>;
  108965. private _opacityTexture;
  108966. /**
  108967. * Define the transparency of the material from a texture.
  108968. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108969. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108970. */
  108971. opacityTexture: Nullable<BaseTexture>;
  108972. private _reflectionTexture;
  108973. /**
  108974. * Define the texture used to display the reflection.
  108975. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108976. */
  108977. reflectionTexture: Nullable<BaseTexture>;
  108978. private _emissiveTexture;
  108979. /**
  108980. * Define texture of the material as if self lit.
  108981. * This will be mixed in the final result even in the absence of light.
  108982. */
  108983. emissiveTexture: Nullable<BaseTexture>;
  108984. private _specularTexture;
  108985. /**
  108986. * Define how the color and intensity of the highlight given by the light in the material.
  108987. */
  108988. specularTexture: Nullable<BaseTexture>;
  108989. private _bumpTexture;
  108990. /**
  108991. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108992. * 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.
  108993. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108994. */
  108995. bumpTexture: Nullable<BaseTexture>;
  108996. private _lightmapTexture;
  108997. /**
  108998. * Complex lighting can be computationally expensive to compute at runtime.
  108999. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  109000. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  109001. */
  109002. lightmapTexture: Nullable<BaseTexture>;
  109003. private _refractionTexture;
  109004. /**
  109005. * Define the texture used to display the refraction.
  109006. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109007. */
  109008. refractionTexture: Nullable<BaseTexture>;
  109009. /**
  109010. * The color of the material lit by the environmental background lighting.
  109011. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  109012. */
  109013. ambientColor: Color3;
  109014. /**
  109015. * The basic color of the material as viewed under a light.
  109016. */
  109017. diffuseColor: Color3;
  109018. /**
  109019. * Define how the color and intensity of the highlight given by the light in the material.
  109020. */
  109021. specularColor: Color3;
  109022. /**
  109023. * Define the color of the material as if self lit.
  109024. * This will be mixed in the final result even in the absence of light.
  109025. */
  109026. emissiveColor: Color3;
  109027. /**
  109028. * Defines how sharp are the highlights in the material.
  109029. * The bigger the value the sharper giving a more glossy feeling to the result.
  109030. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  109031. */
  109032. specularPower: number;
  109033. private _useAlphaFromDiffuseTexture;
  109034. /**
  109035. * Does the transparency come from the diffuse texture alpha channel.
  109036. */
  109037. useAlphaFromDiffuseTexture: boolean;
  109038. private _useEmissiveAsIllumination;
  109039. /**
  109040. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  109041. */
  109042. useEmissiveAsIllumination: boolean;
  109043. private _linkEmissiveWithDiffuse;
  109044. /**
  109045. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  109046. * the emissive level when the final color is close to one.
  109047. */
  109048. linkEmissiveWithDiffuse: boolean;
  109049. private _useSpecularOverAlpha;
  109050. /**
  109051. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  109052. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  109053. */
  109054. useSpecularOverAlpha: boolean;
  109055. private _useReflectionOverAlpha;
  109056. /**
  109057. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  109058. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  109059. */
  109060. useReflectionOverAlpha: boolean;
  109061. private _disableLighting;
  109062. /**
  109063. * Does lights from the scene impacts this material.
  109064. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  109065. */
  109066. disableLighting: boolean;
  109067. private _useObjectSpaceNormalMap;
  109068. /**
  109069. * Allows using an object space normal map (instead of tangent space).
  109070. */
  109071. useObjectSpaceNormalMap: boolean;
  109072. private _useParallax;
  109073. /**
  109074. * Is parallax enabled or not.
  109075. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109076. */
  109077. useParallax: boolean;
  109078. private _useParallaxOcclusion;
  109079. /**
  109080. * Is parallax occlusion enabled or not.
  109081. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  109082. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  109083. */
  109084. useParallaxOcclusion: boolean;
  109085. /**
  109086. * 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.
  109087. */
  109088. parallaxScaleBias: number;
  109089. private _roughness;
  109090. /**
  109091. * Helps to define how blurry the reflections should appears in the material.
  109092. */
  109093. roughness: number;
  109094. /**
  109095. * In case of refraction, define the value of the index of refraction.
  109096. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109097. */
  109098. indexOfRefraction: number;
  109099. /**
  109100. * Invert the refraction texture alongside the y axis.
  109101. * It can be useful with procedural textures or probe for instance.
  109102. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  109103. */
  109104. invertRefractionY: boolean;
  109105. /**
  109106. * Defines the alpha limits in alpha test mode.
  109107. */
  109108. alphaCutOff: number;
  109109. private _useLightmapAsShadowmap;
  109110. /**
  109111. * In case of light mapping, define whether the map contains light or shadow informations.
  109112. */
  109113. useLightmapAsShadowmap: boolean;
  109114. private _diffuseFresnelParameters;
  109115. /**
  109116. * Define the diffuse fresnel parameters of the material.
  109117. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109118. */
  109119. diffuseFresnelParameters: FresnelParameters;
  109120. private _opacityFresnelParameters;
  109121. /**
  109122. * Define the opacity fresnel parameters of the material.
  109123. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109124. */
  109125. opacityFresnelParameters: FresnelParameters;
  109126. private _reflectionFresnelParameters;
  109127. /**
  109128. * Define the reflection fresnel parameters of the material.
  109129. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109130. */
  109131. reflectionFresnelParameters: FresnelParameters;
  109132. private _refractionFresnelParameters;
  109133. /**
  109134. * Define the refraction fresnel parameters of the material.
  109135. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109136. */
  109137. refractionFresnelParameters: FresnelParameters;
  109138. private _emissiveFresnelParameters;
  109139. /**
  109140. * Define the emissive fresnel parameters of the material.
  109141. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109142. */
  109143. emissiveFresnelParameters: FresnelParameters;
  109144. private _useReflectionFresnelFromSpecular;
  109145. /**
  109146. * If true automatically deducts the fresnels values from the material specularity.
  109147. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  109148. */
  109149. useReflectionFresnelFromSpecular: boolean;
  109150. private _useGlossinessFromSpecularMapAlpha;
  109151. /**
  109152. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  109153. */
  109154. useGlossinessFromSpecularMapAlpha: boolean;
  109155. private _maxSimultaneousLights;
  109156. /**
  109157. * Defines the maximum number of lights that can be used in the material
  109158. */
  109159. maxSimultaneousLights: number;
  109160. private _invertNormalMapX;
  109161. /**
  109162. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  109163. */
  109164. invertNormalMapX: boolean;
  109165. private _invertNormalMapY;
  109166. /**
  109167. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  109168. */
  109169. invertNormalMapY: boolean;
  109170. private _twoSidedLighting;
  109171. /**
  109172. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  109173. */
  109174. twoSidedLighting: boolean;
  109175. /**
  109176. * Default configuration related to image processing available in the standard Material.
  109177. */
  109178. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109179. /**
  109180. * Gets the image processing configuration used either in this material.
  109181. */
  109182. /**
  109183. * Sets the Default image processing configuration used either in the this material.
  109184. *
  109185. * If sets to null, the scene one is in use.
  109186. */
  109187. imageProcessingConfiguration: ImageProcessingConfiguration;
  109188. /**
  109189. * Keep track of the image processing observer to allow dispose and replace.
  109190. */
  109191. private _imageProcessingObserver;
  109192. /**
  109193. * Attaches a new image processing configuration to the Standard Material.
  109194. * @param configuration
  109195. */
  109196. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109197. /**
  109198. * Gets wether the color curves effect is enabled.
  109199. */
  109200. /**
  109201. * Sets wether the color curves effect is enabled.
  109202. */
  109203. cameraColorCurvesEnabled: boolean;
  109204. /**
  109205. * Gets wether the color grading effect is enabled.
  109206. */
  109207. /**
  109208. * Gets wether the color grading effect is enabled.
  109209. */
  109210. cameraColorGradingEnabled: boolean;
  109211. /**
  109212. * Gets wether tonemapping is enabled or not.
  109213. */
  109214. /**
  109215. * Sets wether tonemapping is enabled or not
  109216. */
  109217. cameraToneMappingEnabled: boolean;
  109218. /**
  109219. * The camera exposure used on this material.
  109220. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109221. * This corresponds to a photographic exposure.
  109222. */
  109223. /**
  109224. * The camera exposure used on this material.
  109225. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109226. * This corresponds to a photographic exposure.
  109227. */
  109228. cameraExposure: number;
  109229. /**
  109230. * Gets The camera contrast used on this material.
  109231. */
  109232. /**
  109233. * Sets The camera contrast used on this material.
  109234. */
  109235. cameraContrast: number;
  109236. /**
  109237. * Gets the Color Grading 2D Lookup Texture.
  109238. */
  109239. /**
  109240. * Sets the Color Grading 2D Lookup Texture.
  109241. */
  109242. cameraColorGradingTexture: Nullable<BaseTexture>;
  109243. /**
  109244. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109245. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109246. * 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;
  109247. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109248. */
  109249. /**
  109250. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109251. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109252. * 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;
  109253. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109254. */
  109255. cameraColorCurves: Nullable<ColorCurves>;
  109256. /**
  109257. * Custom callback helping to override the default shader used in the material.
  109258. */
  109259. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  109260. protected _renderTargets: SmartArray<RenderTargetTexture>;
  109261. protected _worldViewProjectionMatrix: Matrix;
  109262. protected _globalAmbientColor: Color3;
  109263. protected _useLogarithmicDepth: boolean;
  109264. protected _rebuildInParallel: boolean;
  109265. /**
  109266. * Instantiates a new standard material.
  109267. * This is the default material used in Babylon. It is the best trade off between quality
  109268. * and performances.
  109269. * @see http://doc.babylonjs.com/babylon101/materials
  109270. * @param name Define the name of the material in the scene
  109271. * @param scene Define the scene the material belong to
  109272. */
  109273. constructor(name: string, scene: Scene);
  109274. /**
  109275. * Gets a boolean indicating that current material needs to register RTT
  109276. */
  109277. readonly hasRenderTargetTextures: boolean;
  109278. /**
  109279. * Gets the current class name of the material e.g. "StandardMaterial"
  109280. * Mainly use in serialization.
  109281. * @returns the class name
  109282. */
  109283. getClassName(): string;
  109284. /**
  109285. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  109286. * You can try switching to logarithmic depth.
  109287. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  109288. */
  109289. useLogarithmicDepth: boolean;
  109290. /**
  109291. * Specifies if the material will require alpha blending
  109292. * @returns a boolean specifying if alpha blending is needed
  109293. */
  109294. needAlphaBlending(): boolean;
  109295. /**
  109296. * Specifies if this material should be rendered in alpha test mode
  109297. * @returns a boolean specifying if an alpha test is needed.
  109298. */
  109299. needAlphaTesting(): boolean;
  109300. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  109301. /**
  109302. * Get the texture used for alpha test purpose.
  109303. * @returns the diffuse texture in case of the standard material.
  109304. */
  109305. getAlphaTestTexture(): Nullable<BaseTexture>;
  109306. /**
  109307. * Get if the submesh is ready to be used and all its information available.
  109308. * Child classes can use it to update shaders
  109309. * @param mesh defines the mesh to check
  109310. * @param subMesh defines which submesh to check
  109311. * @param useInstances specifies that instances should be used
  109312. * @returns a boolean indicating that the submesh is ready or not
  109313. */
  109314. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109315. /**
  109316. * Builds the material UBO layouts.
  109317. * Used internally during the effect preparation.
  109318. */
  109319. buildUniformLayout(): void;
  109320. /**
  109321. * Unbinds the material from the mesh
  109322. */
  109323. unbind(): void;
  109324. /**
  109325. * Binds the submesh to this material by preparing the effect and shader to draw
  109326. * @param world defines the world transformation matrix
  109327. * @param mesh defines the mesh containing the submesh
  109328. * @param subMesh defines the submesh to bind the material to
  109329. */
  109330. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109331. /**
  109332. * Get the list of animatables in the material.
  109333. * @returns the list of animatables object used in the material
  109334. */
  109335. getAnimatables(): IAnimatable[];
  109336. /**
  109337. * Gets the active textures from the material
  109338. * @returns an array of textures
  109339. */
  109340. getActiveTextures(): BaseTexture[];
  109341. /**
  109342. * Specifies if the material uses a texture
  109343. * @param texture defines the texture to check against the material
  109344. * @returns a boolean specifying if the material uses the texture
  109345. */
  109346. hasTexture(texture: BaseTexture): boolean;
  109347. /**
  109348. * Disposes the material
  109349. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109350. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109351. */
  109352. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109353. /**
  109354. * Makes a duplicate of the material, and gives it a new name
  109355. * @param name defines the new name for the duplicated material
  109356. * @returns the cloned material
  109357. */
  109358. clone(name: string): StandardMaterial;
  109359. /**
  109360. * Serializes this material in a JSON representation
  109361. * @returns the serialized material object
  109362. */
  109363. serialize(): any;
  109364. /**
  109365. * Creates a standard material from parsed material data
  109366. * @param source defines the JSON representation of the material
  109367. * @param scene defines the hosting scene
  109368. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109369. * @returns a new standard material
  109370. */
  109371. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109372. /**
  109373. * Are diffuse textures enabled in the application.
  109374. */
  109375. static DiffuseTextureEnabled: boolean;
  109376. /**
  109377. * Are ambient textures enabled in the application.
  109378. */
  109379. static AmbientTextureEnabled: boolean;
  109380. /**
  109381. * Are opacity textures enabled in the application.
  109382. */
  109383. static OpacityTextureEnabled: boolean;
  109384. /**
  109385. * Are reflection textures enabled in the application.
  109386. */
  109387. static ReflectionTextureEnabled: boolean;
  109388. /**
  109389. * Are emissive textures enabled in the application.
  109390. */
  109391. static EmissiveTextureEnabled: boolean;
  109392. /**
  109393. * Are specular textures enabled in the application.
  109394. */
  109395. static SpecularTextureEnabled: boolean;
  109396. /**
  109397. * Are bump textures enabled in the application.
  109398. */
  109399. static BumpTextureEnabled: boolean;
  109400. /**
  109401. * Are lightmap textures enabled in the application.
  109402. */
  109403. static LightmapTextureEnabled: boolean;
  109404. /**
  109405. * Are refraction textures enabled in the application.
  109406. */
  109407. static RefractionTextureEnabled: boolean;
  109408. /**
  109409. * Are color grading textures enabled in the application.
  109410. */
  109411. static ColorGradingTextureEnabled: boolean;
  109412. /**
  109413. * Are fresnels enabled in the application.
  109414. */
  109415. static FresnelEnabled: boolean;
  109416. }
  109417. }
  109418. declare module BABYLON {
  109419. /** @hidden */
  109420. export var imageProcessingPixelShader: {
  109421. name: string;
  109422. shader: string;
  109423. };
  109424. }
  109425. declare module BABYLON {
  109426. /**
  109427. * ImageProcessingPostProcess
  109428. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109429. */
  109430. export class ImageProcessingPostProcess extends PostProcess {
  109431. /**
  109432. * Default configuration related to image processing available in the PBR Material.
  109433. */
  109434. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109435. /**
  109436. * Gets the image processing configuration used either in this material.
  109437. */
  109438. /**
  109439. * Sets the Default image processing configuration used either in the this material.
  109440. *
  109441. * If sets to null, the scene one is in use.
  109442. */
  109443. imageProcessingConfiguration: ImageProcessingConfiguration;
  109444. /**
  109445. * Keep track of the image processing observer to allow dispose and replace.
  109446. */
  109447. private _imageProcessingObserver;
  109448. /**
  109449. * Attaches a new image processing configuration to the PBR Material.
  109450. * @param configuration
  109451. */
  109452. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109453. /**
  109454. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109455. */
  109456. /**
  109457. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109458. */
  109459. colorCurves: Nullable<ColorCurves>;
  109460. /**
  109461. * Gets wether the color curves effect is enabled.
  109462. */
  109463. /**
  109464. * Sets wether the color curves effect is enabled.
  109465. */
  109466. colorCurvesEnabled: boolean;
  109467. /**
  109468. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109469. */
  109470. /**
  109471. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109472. */
  109473. colorGradingTexture: Nullable<BaseTexture>;
  109474. /**
  109475. * Gets wether the color grading effect is enabled.
  109476. */
  109477. /**
  109478. * Gets wether the color grading effect is enabled.
  109479. */
  109480. colorGradingEnabled: boolean;
  109481. /**
  109482. * Gets exposure used in the effect.
  109483. */
  109484. /**
  109485. * Sets exposure used in the effect.
  109486. */
  109487. exposure: number;
  109488. /**
  109489. * Gets wether tonemapping is enabled or not.
  109490. */
  109491. /**
  109492. * Sets wether tonemapping is enabled or not
  109493. */
  109494. toneMappingEnabled: boolean;
  109495. /**
  109496. * Gets the type of tone mapping effect.
  109497. */
  109498. /**
  109499. * Sets the type of tone mapping effect.
  109500. */
  109501. toneMappingType: number;
  109502. /**
  109503. * Gets contrast used in the effect.
  109504. */
  109505. /**
  109506. * Sets contrast used in the effect.
  109507. */
  109508. contrast: number;
  109509. /**
  109510. * Gets Vignette stretch size.
  109511. */
  109512. /**
  109513. * Sets Vignette stretch size.
  109514. */
  109515. vignetteStretch: number;
  109516. /**
  109517. * Gets Vignette centre X Offset.
  109518. */
  109519. /**
  109520. * Sets Vignette centre X Offset.
  109521. */
  109522. vignetteCentreX: number;
  109523. /**
  109524. * Gets Vignette centre Y Offset.
  109525. */
  109526. /**
  109527. * Sets Vignette centre Y Offset.
  109528. */
  109529. vignetteCentreY: number;
  109530. /**
  109531. * Gets Vignette weight or intensity of the vignette effect.
  109532. */
  109533. /**
  109534. * Sets Vignette weight or intensity of the vignette effect.
  109535. */
  109536. vignetteWeight: number;
  109537. /**
  109538. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109539. * if vignetteEnabled is set to true.
  109540. */
  109541. /**
  109542. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109543. * if vignetteEnabled is set to true.
  109544. */
  109545. vignetteColor: Color4;
  109546. /**
  109547. * Gets Camera field of view used by the Vignette effect.
  109548. */
  109549. /**
  109550. * Sets Camera field of view used by the Vignette effect.
  109551. */
  109552. vignetteCameraFov: number;
  109553. /**
  109554. * Gets the vignette blend mode allowing different kind of effect.
  109555. */
  109556. /**
  109557. * Sets the vignette blend mode allowing different kind of effect.
  109558. */
  109559. vignetteBlendMode: number;
  109560. /**
  109561. * Gets wether the vignette effect is enabled.
  109562. */
  109563. /**
  109564. * Sets wether the vignette effect is enabled.
  109565. */
  109566. vignetteEnabled: boolean;
  109567. private _fromLinearSpace;
  109568. /**
  109569. * Gets wether the input of the processing is in Gamma or Linear Space.
  109570. */
  109571. /**
  109572. * Sets wether the input of the processing is in Gamma or Linear Space.
  109573. */
  109574. fromLinearSpace: boolean;
  109575. /**
  109576. * Defines cache preventing GC.
  109577. */
  109578. private _defines;
  109579. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109580. /**
  109581. * "ImageProcessingPostProcess"
  109582. * @returns "ImageProcessingPostProcess"
  109583. */
  109584. getClassName(): string;
  109585. protected _updateParameters(): void;
  109586. dispose(camera?: Camera): void;
  109587. }
  109588. }
  109589. declare module BABYLON {
  109590. /**
  109591. * Class containing static functions to help procedurally build meshes
  109592. */
  109593. export class GroundBuilder {
  109594. /**
  109595. * Creates a ground mesh
  109596. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109597. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109598. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109599. * @param name defines the name of the mesh
  109600. * @param options defines the options used to create the mesh
  109601. * @param scene defines the hosting scene
  109602. * @returns the ground mesh
  109603. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109604. */
  109605. static CreateGround(name: string, options: {
  109606. width?: number;
  109607. height?: number;
  109608. subdivisions?: number;
  109609. subdivisionsX?: number;
  109610. subdivisionsY?: number;
  109611. updatable?: boolean;
  109612. }, scene: any): Mesh;
  109613. /**
  109614. * Creates a tiled ground mesh
  109615. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109616. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109617. * * 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
  109618. * * 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
  109619. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109620. * @param name defines the name of the mesh
  109621. * @param options defines the options used to create the mesh
  109622. * @param scene defines the hosting scene
  109623. * @returns the tiled ground mesh
  109624. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109625. */
  109626. static CreateTiledGround(name: string, options: {
  109627. xmin: number;
  109628. zmin: number;
  109629. xmax: number;
  109630. zmax: number;
  109631. subdivisions?: {
  109632. w: number;
  109633. h: number;
  109634. };
  109635. precision?: {
  109636. w: number;
  109637. h: number;
  109638. };
  109639. updatable?: boolean;
  109640. }, scene?: Nullable<Scene>): Mesh;
  109641. /**
  109642. * Creates a ground mesh from a height map
  109643. * * The parameter `url` sets the URL of the height map image resource.
  109644. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109645. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109646. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109647. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109648. * * 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.
  109649. * * 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).
  109650. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109651. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109652. * @param name defines the name of the mesh
  109653. * @param url defines the url to the height map
  109654. * @param options defines the options used to create the mesh
  109655. * @param scene defines the hosting scene
  109656. * @returns the ground mesh
  109657. * @see https://doc.babylonjs.com/babylon101/height_map
  109658. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109659. */
  109660. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109661. width?: number;
  109662. height?: number;
  109663. subdivisions?: number;
  109664. minHeight?: number;
  109665. maxHeight?: number;
  109666. colorFilter?: Color3;
  109667. alphaFilter?: number;
  109668. updatable?: boolean;
  109669. onReady?: (mesh: GroundMesh) => void;
  109670. }, scene?: Nullable<Scene>): GroundMesh;
  109671. }
  109672. }
  109673. declare module BABYLON {
  109674. /**
  109675. * Class containing static functions to help procedurally build meshes
  109676. */
  109677. export class TorusBuilder {
  109678. /**
  109679. * Creates a torus mesh
  109680. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109681. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109682. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109683. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109684. * * 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
  109685. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109686. * @param name defines the name of the mesh
  109687. * @param options defines the options used to create the mesh
  109688. * @param scene defines the hosting scene
  109689. * @returns the torus mesh
  109690. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109691. */
  109692. static CreateTorus(name: string, options: {
  109693. diameter?: number;
  109694. thickness?: number;
  109695. tessellation?: number;
  109696. updatable?: boolean;
  109697. sideOrientation?: number;
  109698. frontUVs?: Vector4;
  109699. backUVs?: Vector4;
  109700. }, scene: any): Mesh;
  109701. }
  109702. }
  109703. declare module BABYLON {
  109704. /**
  109705. * Class containing static functions to help procedurally build meshes
  109706. */
  109707. export class CylinderBuilder {
  109708. /**
  109709. * Creates a cylinder or a cone mesh
  109710. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109711. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109712. * * 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.
  109713. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109714. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109715. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109716. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109717. * * 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).
  109718. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109719. * * 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).
  109720. * * 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
  109721. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109722. * * 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
  109723. * * 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.
  109724. * * If `enclose` is false, a ring surface is one element.
  109725. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109726. * * 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
  109727. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109728. * * 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
  109729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109730. * @param name defines the name of the mesh
  109731. * @param options defines the options used to create the mesh
  109732. * @param scene defines the hosting scene
  109733. * @returns the cylinder mesh
  109734. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109735. */
  109736. static CreateCylinder(name: string, options: {
  109737. height?: number;
  109738. diameterTop?: number;
  109739. diameterBottom?: number;
  109740. diameter?: number;
  109741. tessellation?: number;
  109742. subdivisions?: number;
  109743. arc?: number;
  109744. faceColors?: Color4[];
  109745. faceUV?: Vector4[];
  109746. updatable?: boolean;
  109747. hasRings?: boolean;
  109748. enclose?: boolean;
  109749. cap?: number;
  109750. sideOrientation?: number;
  109751. frontUVs?: Vector4;
  109752. backUVs?: Vector4;
  109753. }, scene: any): Mesh;
  109754. }
  109755. }
  109756. declare module BABYLON {
  109757. /**
  109758. * Options to modify the vr teleportation behavior.
  109759. */
  109760. export interface VRTeleportationOptions {
  109761. /**
  109762. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109763. */
  109764. floorMeshName?: string;
  109765. /**
  109766. * A list of meshes to be used as the teleportation floor. (default: empty)
  109767. */
  109768. floorMeshes?: Mesh[];
  109769. }
  109770. /**
  109771. * Options to modify the vr experience helper's behavior.
  109772. */
  109773. export interface VRExperienceHelperOptions extends WebVROptions {
  109774. /**
  109775. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  109776. */
  109777. createDeviceOrientationCamera?: boolean;
  109778. /**
  109779. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  109780. */
  109781. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  109782. /**
  109783. * Uses the main button on the controller to toggle the laser casted. (default: true)
  109784. */
  109785. laserToggle?: boolean;
  109786. /**
  109787. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  109788. */
  109789. floorMeshes?: Mesh[];
  109790. /**
  109791. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  109792. */
  109793. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  109794. }
  109795. /**
  109796. * Event containing information after VR has been entered
  109797. */
  109798. export class OnAfterEnteringVRObservableEvent {
  109799. /**
  109800. * If entering vr was successful
  109801. */
  109802. success: boolean;
  109803. }
  109804. /**
  109805. * Helps to quickly add VR support to an existing scene.
  109806. * See http://doc.babylonjs.com/how_to/webvr_helper
  109807. */
  109808. export class VRExperienceHelper {
  109809. /** Options to modify the vr experience helper's behavior. */
  109810. webVROptions: VRExperienceHelperOptions;
  109811. private _scene;
  109812. private _position;
  109813. private _btnVR;
  109814. private _btnVRDisplayed;
  109815. private _webVRsupported;
  109816. private _webVRready;
  109817. private _webVRrequesting;
  109818. private _webVRpresenting;
  109819. private _hasEnteredVR;
  109820. private _fullscreenVRpresenting;
  109821. private _inputElement;
  109822. private _webVRCamera;
  109823. private _vrDeviceOrientationCamera;
  109824. private _deviceOrientationCamera;
  109825. private _existingCamera;
  109826. private _onKeyDown;
  109827. private _onVrDisplayPresentChange;
  109828. private _onVRDisplayChanged;
  109829. private _onVRRequestPresentStart;
  109830. private _onVRRequestPresentComplete;
  109831. /**
  109832. * 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)
  109833. */
  109834. enableGazeEvenWhenNoPointerLock: boolean;
  109835. /**
  109836. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109837. */
  109838. exitVROnDoubleTap: boolean;
  109839. /**
  109840. * Observable raised right before entering VR.
  109841. */
  109842. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109843. /**
  109844. * Observable raised when entering VR has completed.
  109845. */
  109846. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109847. /**
  109848. * Observable raised when exiting VR.
  109849. */
  109850. onExitingVRObservable: Observable<VRExperienceHelper>;
  109851. /**
  109852. * Observable raised when controller mesh is loaded.
  109853. */
  109854. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109855. /** Return this.onEnteringVRObservable
  109856. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109857. */
  109858. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109859. /** Return this.onExitingVRObservable
  109860. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109861. */
  109862. readonly onExitingVR: Observable<VRExperienceHelper>;
  109863. /** Return this.onControllerMeshLoadedObservable
  109864. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109865. */
  109866. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109867. private _rayLength;
  109868. private _useCustomVRButton;
  109869. private _teleportationRequested;
  109870. private _teleportActive;
  109871. private _floorMeshName;
  109872. private _floorMeshesCollection;
  109873. private _rotationAllowed;
  109874. private _teleportBackwardsVector;
  109875. private _teleportationTarget;
  109876. private _isDefaultTeleportationTarget;
  109877. private _postProcessMove;
  109878. private _teleportationFillColor;
  109879. private _teleportationBorderColor;
  109880. private _rotationAngle;
  109881. private _haloCenter;
  109882. private _cameraGazer;
  109883. private _padSensibilityUp;
  109884. private _padSensibilityDown;
  109885. private _leftController;
  109886. private _rightController;
  109887. /**
  109888. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109889. */
  109890. onNewMeshSelected: Observable<AbstractMesh>;
  109891. /**
  109892. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109893. * This observable will provide the mesh and the controller used to select the mesh
  109894. */
  109895. onMeshSelectedWithController: Observable<{
  109896. mesh: AbstractMesh;
  109897. controller: WebVRController;
  109898. }>;
  109899. /**
  109900. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109901. */
  109902. onNewMeshPicked: Observable<PickingInfo>;
  109903. private _circleEase;
  109904. /**
  109905. * Observable raised before camera teleportation
  109906. */
  109907. onBeforeCameraTeleport: Observable<Vector3>;
  109908. /**
  109909. * Observable raised after camera teleportation
  109910. */
  109911. onAfterCameraTeleport: Observable<Vector3>;
  109912. /**
  109913. * Observable raised when current selected mesh gets unselected
  109914. */
  109915. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109916. private _raySelectionPredicate;
  109917. /**
  109918. * To be optionaly changed by user to define custom ray selection
  109919. */
  109920. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109921. /**
  109922. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109923. */
  109924. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109925. /**
  109926. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109927. */
  109928. teleportationEnabled: boolean;
  109929. private _defaultHeight;
  109930. private _teleportationInitialized;
  109931. private _interactionsEnabled;
  109932. private _interactionsRequested;
  109933. private _displayGaze;
  109934. private _displayLaserPointer;
  109935. /**
  109936. * The mesh used to display where the user is going to teleport.
  109937. */
  109938. /**
  109939. * Sets the mesh to be used to display where the user is going to teleport.
  109940. */
  109941. teleportationTarget: Mesh;
  109942. /**
  109943. * 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
  109944. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109945. * See http://doc.babylonjs.com/resources/baking_transformations
  109946. */
  109947. gazeTrackerMesh: Mesh;
  109948. /**
  109949. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109950. */
  109951. updateGazeTrackerScale: boolean;
  109952. /**
  109953. * If the gaze trackers color should be updated when selecting meshes
  109954. */
  109955. updateGazeTrackerColor: boolean;
  109956. /**
  109957. * If the controller laser color should be updated when selecting meshes
  109958. */
  109959. updateControllerLaserColor: boolean;
  109960. /**
  109961. * The gaze tracking mesh corresponding to the left controller
  109962. */
  109963. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109964. /**
  109965. * The gaze tracking mesh corresponding to the right controller
  109966. */
  109967. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109968. /**
  109969. * If the ray of the gaze should be displayed.
  109970. */
  109971. /**
  109972. * Sets if the ray of the gaze should be displayed.
  109973. */
  109974. displayGaze: boolean;
  109975. /**
  109976. * If the ray of the LaserPointer should be displayed.
  109977. */
  109978. /**
  109979. * Sets if the ray of the LaserPointer should be displayed.
  109980. */
  109981. displayLaserPointer: boolean;
  109982. /**
  109983. * The deviceOrientationCamera used as the camera when not in VR.
  109984. */
  109985. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109986. /**
  109987. * Based on the current WebVR support, returns the current VR camera used.
  109988. */
  109989. readonly currentVRCamera: Nullable<Camera>;
  109990. /**
  109991. * The webVRCamera which is used when in VR.
  109992. */
  109993. readonly webVRCamera: WebVRFreeCamera;
  109994. /**
  109995. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109996. */
  109997. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109998. /**
  109999. * The html button that is used to trigger entering into VR.
  110000. */
  110001. readonly vrButton: Nullable<HTMLButtonElement>;
  110002. private readonly _teleportationRequestInitiated;
  110003. /**
  110004. * Defines wether or not Pointer lock should be requested when switching to
  110005. * full screen.
  110006. */
  110007. requestPointerLockOnFullScreen: boolean;
  110008. /**
  110009. * Instantiates a VRExperienceHelper.
  110010. * Helps to quickly add VR support to an existing scene.
  110011. * @param scene The scene the VRExperienceHelper belongs to.
  110012. * @param webVROptions Options to modify the vr experience helper's behavior.
  110013. */
  110014. constructor(scene: Scene,
  110015. /** Options to modify the vr experience helper's behavior. */
  110016. webVROptions?: VRExperienceHelperOptions);
  110017. private _onDefaultMeshLoaded;
  110018. private _onResize;
  110019. private _onFullscreenChange;
  110020. /**
  110021. * Gets a value indicating if we are currently in VR mode.
  110022. */
  110023. readonly isInVRMode: boolean;
  110024. private onVrDisplayPresentChange;
  110025. private onVRDisplayChanged;
  110026. private moveButtonToBottomRight;
  110027. private displayVRButton;
  110028. private updateButtonVisibility;
  110029. private _cachedAngularSensibility;
  110030. /**
  110031. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  110032. * Otherwise, will use the fullscreen API.
  110033. */
  110034. enterVR(): void;
  110035. /**
  110036. * Attempt to exit VR, or fullscreen.
  110037. */
  110038. exitVR(): void;
  110039. /**
  110040. * The position of the vr experience helper.
  110041. */
  110042. /**
  110043. * Sets the position of the vr experience helper.
  110044. */
  110045. position: Vector3;
  110046. /**
  110047. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  110048. */
  110049. enableInteractions(): void;
  110050. private readonly _noControllerIsActive;
  110051. private beforeRender;
  110052. private _isTeleportationFloor;
  110053. /**
  110054. * Adds a floor mesh to be used for teleportation.
  110055. * @param floorMesh the mesh to be used for teleportation.
  110056. */
  110057. addFloorMesh(floorMesh: Mesh): void;
  110058. /**
  110059. * Removes a floor mesh from being used for teleportation.
  110060. * @param floorMesh the mesh to be removed.
  110061. */
  110062. removeFloorMesh(floorMesh: Mesh): void;
  110063. /**
  110064. * Enables interactions and teleportation using the VR controllers and gaze.
  110065. * @param vrTeleportationOptions options to modify teleportation behavior.
  110066. */
  110067. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  110068. private _onNewGamepadConnected;
  110069. private _tryEnableInteractionOnController;
  110070. private _onNewGamepadDisconnected;
  110071. private _enableInteractionOnController;
  110072. private _checkTeleportWithRay;
  110073. private _checkRotate;
  110074. private _checkTeleportBackwards;
  110075. private _enableTeleportationOnController;
  110076. private _createTeleportationCircles;
  110077. private _displayTeleportationTarget;
  110078. private _hideTeleportationTarget;
  110079. private _rotateCamera;
  110080. private _moveTeleportationSelectorTo;
  110081. private _workingVector;
  110082. private _workingQuaternion;
  110083. private _workingMatrix;
  110084. /**
  110085. * Teleports the users feet to the desired location
  110086. * @param location The location where the user's feet should be placed
  110087. */
  110088. teleportCamera(location: Vector3): void;
  110089. private _convertNormalToDirectionOfRay;
  110090. private _castRayAndSelectObject;
  110091. private _notifySelectedMeshUnselected;
  110092. /**
  110093. * Sets the color of the laser ray from the vr controllers.
  110094. * @param color new color for the ray.
  110095. */
  110096. changeLaserColor(color: Color3): void;
  110097. /**
  110098. * Sets the color of the ray from the vr headsets gaze.
  110099. * @param color new color for the ray.
  110100. */
  110101. changeGazeColor(color: Color3): void;
  110102. /**
  110103. * Exits VR and disposes of the vr experience helper
  110104. */
  110105. dispose(): void;
  110106. /**
  110107. * Gets the name of the VRExperienceHelper class
  110108. * @returns "VRExperienceHelper"
  110109. */
  110110. getClassName(): string;
  110111. }
  110112. }
  110113. declare module BABYLON {
  110114. /**
  110115. * States of the webXR experience
  110116. */
  110117. export enum WebXRState {
  110118. /**
  110119. * Transitioning to being in XR mode
  110120. */
  110121. ENTERING_XR = 0,
  110122. /**
  110123. * Transitioning to non XR mode
  110124. */
  110125. EXITING_XR = 1,
  110126. /**
  110127. * In XR mode and presenting
  110128. */
  110129. IN_XR = 2,
  110130. /**
  110131. * Not entered XR mode
  110132. */
  110133. NOT_IN_XR = 3
  110134. }
  110135. /**
  110136. * Abstraction of the XR render target
  110137. */
  110138. export interface WebXRRenderTarget extends IDisposable {
  110139. /**
  110140. * xrpresent context of the canvas which can be used to display/mirror xr content
  110141. */
  110142. canvasContext: WebGLRenderingContext;
  110143. /**
  110144. * xr layer for the canvas
  110145. */
  110146. xrLayer: Nullable<XRWebGLLayer>;
  110147. /**
  110148. * Initializes the xr layer for the session
  110149. * @param xrSession xr session
  110150. * @returns a promise that will resolve once the XR Layer has been created
  110151. */
  110152. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  110153. }
  110154. }
  110155. declare module BABYLON {
  110156. /**
  110157. * COnfiguration object for WebXR output canvas
  110158. */
  110159. export class WebXRManagedOutputCanvasOptions {
  110160. /**
  110161. * Options for this XR Layer output
  110162. */
  110163. canvasOptions: XRWebGLLayerOptions;
  110164. /**
  110165. * CSS styling for a newly created canvas (if not provided)
  110166. */
  110167. newCanvasCssStyle?: string;
  110168. /**
  110169. * Get the default values of the configuration object
  110170. * @returns default values of this configuration object
  110171. */
  110172. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  110173. }
  110174. /**
  110175. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110176. */
  110177. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  110178. private configuration;
  110179. private _engine;
  110180. private _canvas;
  110181. /**
  110182. * xrpresent context of the canvas which can be used to display/mirror xr content
  110183. */
  110184. canvasContext: WebGLRenderingContext;
  110185. /**
  110186. * xr layer for the canvas
  110187. */
  110188. xrLayer: Nullable<XRWebGLLayer>;
  110189. /**
  110190. * Initializes the xr layer for the session
  110191. * @param xrSession xr session
  110192. * @returns a promise that will resolve once the XR Layer has been created
  110193. */
  110194. initializeXRLayerAsync(xrSession: any): any;
  110195. /**
  110196. * Initializes the canvas to be added/removed upon entering/exiting xr
  110197. * @param engine the Babylon engine
  110198. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110199. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  110200. * @param configuration optional configuration for this canvas output. defaults will be used if not provided
  110201. */
  110202. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>, configuration?: WebXRManagedOutputCanvasOptions);
  110203. /**
  110204. * Disposes of the object
  110205. */
  110206. dispose(): void;
  110207. private _setManagedOutputCanvas;
  110208. private _addCanvas;
  110209. private _removeCanvas;
  110210. }
  110211. }
  110212. declare module BABYLON {
  110213. /**
  110214. * Manages an XRSession to work with Babylon's engine
  110215. * @see https://doc.babylonjs.com/how_to/webxr
  110216. */
  110217. export class WebXRSessionManager implements IDisposable {
  110218. private scene;
  110219. /**
  110220. * Fires every time a new xrFrame arrives which can be used to update the camera
  110221. */
  110222. onXRFrameObservable: Observable<any>;
  110223. /**
  110224. * Fires when the xr session is ended either by the device or manually done
  110225. */
  110226. onXRSessionEnded: Observable<any>;
  110227. /**
  110228. * Underlying xr session
  110229. */
  110230. session: XRSession;
  110231. /**
  110232. * Type of reference space used when creating the session
  110233. */
  110234. referenceSpace: XRReferenceSpace;
  110235. /**
  110236. * Current XR frame
  110237. */
  110238. currentFrame: Nullable<XRFrame>;
  110239. private _xrNavigator;
  110240. private baseLayer;
  110241. private _rttProvider;
  110242. private _sessionEnded;
  110243. /**
  110244. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  110245. * @param scene The scene which the session should be created for
  110246. */
  110247. constructor(scene: Scene);
  110248. /**
  110249. * Initializes the manager
  110250. * After initialization enterXR can be called to start an XR session
  110251. * @returns Promise which resolves after it is initialized
  110252. */
  110253. initializeAsync(): Promise<void>;
  110254. /**
  110255. * Initializes an xr session
  110256. * @param xrSessionMode mode to initialize
  110257. * @param optionalFeatures defines optional values to pass to the session builder
  110258. * @returns a promise which will resolve once the session has been initialized
  110259. */
  110260. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  110261. /**
  110262. * Sets the reference space on the xr session
  110263. * @param referenceSpace space to set
  110264. * @returns a promise that will resolve once the reference space has been set
  110265. */
  110266. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  110267. /**
  110268. * Updates the render state of the session
  110269. * @param state state to set
  110270. * @returns a promise that resolves once the render state has been updated
  110271. */
  110272. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  110273. /**
  110274. * Starts rendering to the xr layer
  110275. * @returns a promise that will resolve once rendering has started
  110276. */
  110277. startRenderingToXRAsync(): Promise<void>;
  110278. /**
  110279. * Gets the correct render target texture to be rendered this frame for this eye
  110280. * @param eye the eye for which to get the render target
  110281. * @returns the render target for the specified eye
  110282. */
  110283. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  110284. /**
  110285. * Stops the xrSession and restores the renderloop
  110286. * @returns Promise which resolves after it exits XR
  110287. */
  110288. exitXRAsync(): Promise<void>;
  110289. /**
  110290. * Checks if a session would be supported for the creation options specified
  110291. * @param sessionMode session mode to check if supported eg. immersive-vr
  110292. * @returns true if supported
  110293. */
  110294. supportsSessionAsync(sessionMode: XRSessionMode): any;
  110295. /**
  110296. * Creates a WebXRRenderTarget object for the XR session
  110297. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  110298. * @param options optional options to provide when creating a new render target
  110299. * @returns a WebXR render target to which the session can render
  110300. */
  110301. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>, options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  110302. /**
  110303. * @hidden
  110304. * Converts the render layer of xrSession to a render target
  110305. * @param session session to create render target for
  110306. * @param scene scene the new render target should be created for
  110307. */
  110308. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  110309. /**
  110310. * Disposes of the session manager
  110311. */
  110312. dispose(): void;
  110313. }
  110314. }
  110315. declare module BABYLON {
  110316. /**
  110317. * WebXR Camera which holds the views for the xrSession
  110318. * @see https://doc.babylonjs.com/how_to/webxr
  110319. */
  110320. export class WebXRCamera extends FreeCamera {
  110321. /**
  110322. * Is the camera in debug mode. Used when using an emulator
  110323. */
  110324. debugMode: boolean;
  110325. /**
  110326. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  110327. * @param name the name of the camera
  110328. * @param scene the scene to add the camera to
  110329. */
  110330. constructor(name: string, scene: Scene);
  110331. private _updateNumberOfRigCameras;
  110332. /** @hidden */
  110333. _updateForDualEyeDebugging(): void;
  110334. /**
  110335. * Updates the cameras position from the current pose information of the XR session
  110336. * @param xrSessionManager the session containing pose information
  110337. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  110338. */
  110339. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  110340. }
  110341. }
  110342. declare module BABYLON {
  110343. /**
  110344. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  110345. * @see https://doc.babylonjs.com/how_to/webxr
  110346. */
  110347. export class WebXRExperienceHelper implements IDisposable {
  110348. private scene;
  110349. /**
  110350. * 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
  110351. */
  110352. container: AbstractMesh;
  110353. /**
  110354. * Camera used to render xr content
  110355. */
  110356. camera: WebXRCamera;
  110357. /**
  110358. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110359. */
  110360. state: WebXRState;
  110361. private _setState;
  110362. private static _TmpVector;
  110363. /**
  110364. * Fires when the state of the experience helper has changed
  110365. */
  110366. onStateChangedObservable: Observable<WebXRState>;
  110367. /** Session manager used to keep track of xr session */
  110368. sessionManager: WebXRSessionManager;
  110369. private _nonVRCamera;
  110370. private _originalSceneAutoClear;
  110371. private _supported;
  110372. /**
  110373. * Creates the experience helper
  110374. * @param scene the scene to attach the experience helper to
  110375. * @returns a promise for the experience helper
  110376. */
  110377. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110378. /**
  110379. * Creates a WebXRExperienceHelper
  110380. * @param scene The scene the helper should be created in
  110381. */
  110382. private constructor();
  110383. /**
  110384. * Exits XR mode and returns the scene to its original state
  110385. * @returns promise that resolves after xr mode has exited
  110386. */
  110387. exitXRAsync(): Promise<void>;
  110388. /**
  110389. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110390. * @param sessionMode options for the XR session
  110391. * @param referenceSpaceType frame of reference of the XR session
  110392. * @param renderTarget the output canvas that will be used to enter XR mode
  110393. * @returns promise that resolves after xr mode has entered
  110394. */
  110395. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  110396. /**
  110397. * Updates the global position of the camera by moving the camera's container
  110398. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110399. * @param position The desired global position of the camera
  110400. */
  110401. setPositionOfCameraUsingContainer(position: Vector3): void;
  110402. /**
  110403. * Rotates the xr camera by rotating the camera's container around the camera's position
  110404. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110405. * @param rotation the desired quaternion rotation to apply to the camera
  110406. */
  110407. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110408. /**
  110409. * Disposes of the experience helper
  110410. */
  110411. dispose(): void;
  110412. }
  110413. }
  110414. declare module BABYLON {
  110415. /**
  110416. * Button which can be used to enter a different mode of XR
  110417. */
  110418. export class WebXREnterExitUIButton {
  110419. /** button element */
  110420. element: HTMLElement;
  110421. /** XR initialization options for the button */
  110422. sessionMode: XRSessionMode;
  110423. /** Reference space type */
  110424. referenceSpaceType: XRReferenceSpaceType;
  110425. /**
  110426. * Creates a WebXREnterExitUIButton
  110427. * @param element button element
  110428. * @param sessionMode XR initialization session mode
  110429. * @param referenceSpaceType the type of reference space to be used
  110430. */
  110431. constructor(
  110432. /** button element */
  110433. element: HTMLElement,
  110434. /** XR initialization options for the button */
  110435. sessionMode: XRSessionMode,
  110436. /** Reference space type */
  110437. referenceSpaceType: XRReferenceSpaceType);
  110438. /**
  110439. * Overwritable function which can be used to update the button's visuals when the state changes
  110440. * @param activeButton the current active button in the UI
  110441. */
  110442. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110443. }
  110444. /**
  110445. * Options to create the webXR UI
  110446. */
  110447. export class WebXREnterExitUIOptions {
  110448. /**
  110449. * Context to enter xr with
  110450. */
  110451. renderTarget?: Nullable<WebXRRenderTarget>;
  110452. /**
  110453. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110454. */
  110455. customButtons?: Array<WebXREnterExitUIButton>;
  110456. }
  110457. /**
  110458. * UI to allow the user to enter/exit XR mode
  110459. */
  110460. export class WebXREnterExitUI implements IDisposable {
  110461. private scene;
  110462. private _overlay;
  110463. private _buttons;
  110464. private _activeButton;
  110465. /**
  110466. * Fired every time the active button is changed.
  110467. *
  110468. * When xr is entered via a button that launches xr that button will be the callback parameter
  110469. *
  110470. * When exiting xr the callback parameter will be null)
  110471. */
  110472. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110473. /**
  110474. * Creates UI to allow the user to enter/exit XR mode
  110475. * @param scene the scene to add the ui to
  110476. * @param helper the xr experience helper to enter/exit xr with
  110477. * @param options options to configure the UI
  110478. * @returns the created ui
  110479. */
  110480. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110481. private constructor();
  110482. private _updateButtons;
  110483. /**
  110484. * Disposes of the object
  110485. */
  110486. dispose(): void;
  110487. }
  110488. }
  110489. declare module BABYLON {
  110490. /**
  110491. * Represents an XR input
  110492. */
  110493. export class WebXRController {
  110494. private scene;
  110495. /** The underlying input source for the controller */
  110496. inputSource: XRInputSource;
  110497. private parentContainer;
  110498. /**
  110499. * 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
  110500. */
  110501. grip?: AbstractMesh;
  110502. /**
  110503. * Pointer which can be used to select objects or attach a visible laser to
  110504. */
  110505. pointer: AbstractMesh;
  110506. private _gamepadMode;
  110507. /**
  110508. * If available, this is the gamepad object related to this controller.
  110509. * Using this object it is possible to get click events and trackpad changes of the
  110510. * webxr controller that is currently being used.
  110511. */
  110512. gamepadController?: WebVRController;
  110513. /**
  110514. * Event that fires when the controller is removed/disposed
  110515. */
  110516. onDisposeObservable: Observable<{}>;
  110517. private _tmpMatrix;
  110518. private _tmpQuaternion;
  110519. private _tmpVector;
  110520. /**
  110521. * Creates the controller
  110522. * @see https://doc.babylonjs.com/how_to/webxr
  110523. * @param scene the scene which the controller should be associated to
  110524. * @param inputSource the underlying input source for the controller
  110525. * @param parentContainer parent that the controller meshes should be children of
  110526. */
  110527. constructor(scene: Scene,
  110528. /** The underlying input source for the controller */
  110529. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110530. /**
  110531. * Updates the controller pose based on the given XRFrame
  110532. * @param xrFrame xr frame to update the pose with
  110533. * @param referenceSpace reference space to use
  110534. */
  110535. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110536. /**
  110537. * Gets a world space ray coming from the controller
  110538. * @param result the resulting ray
  110539. */
  110540. getWorldPointerRayToRef(result: Ray): void;
  110541. /**
  110542. * Get the scene associated with this controller
  110543. * @returns the scene object
  110544. */
  110545. getScene(): Scene;
  110546. /**
  110547. * Disposes of the object
  110548. */
  110549. dispose(): void;
  110550. }
  110551. }
  110552. declare module BABYLON {
  110553. /**
  110554. * XR input used to track XR inputs such as controllers/rays
  110555. */
  110556. export class WebXRInput implements IDisposable {
  110557. /**
  110558. * Base experience the input listens to
  110559. */
  110560. baseExperience: WebXRExperienceHelper;
  110561. /**
  110562. * XR controllers being tracked
  110563. */
  110564. controllers: Array<WebXRController>;
  110565. private _frameObserver;
  110566. private _stateObserver;
  110567. /**
  110568. * Event when a controller has been connected/added
  110569. */
  110570. onControllerAddedObservable: Observable<WebXRController>;
  110571. /**
  110572. * Event when a controller has been removed/disconnected
  110573. */
  110574. onControllerRemovedObservable: Observable<WebXRController>;
  110575. /**
  110576. * Initializes the WebXRInput
  110577. * @param baseExperience experience helper which the input should be created for
  110578. */
  110579. constructor(
  110580. /**
  110581. * Base experience the input listens to
  110582. */
  110583. baseExperience: WebXRExperienceHelper);
  110584. private _onInputSourcesChange;
  110585. private _addAndRemoveControllers;
  110586. /**
  110587. * Disposes of the object
  110588. */
  110589. dispose(): void;
  110590. }
  110591. }
  110592. declare module BABYLON {
  110593. /**
  110594. * Enables teleportation
  110595. */
  110596. export class WebXRControllerTeleportation {
  110597. private _teleportationFillColor;
  110598. private _teleportationBorderColor;
  110599. private _tmpRay;
  110600. private _tmpVector;
  110601. /**
  110602. * Creates a WebXRControllerTeleportation
  110603. * @param input input manager to add teleportation to
  110604. * @param floorMeshes floormeshes which can be teleported to
  110605. */
  110606. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110607. }
  110608. }
  110609. declare module BABYLON {
  110610. /**
  110611. * Handles pointer input automatically for the pointer of XR controllers
  110612. */
  110613. export class WebXRControllerPointerSelection {
  110614. private static _idCounter;
  110615. private _tmpRay;
  110616. /**
  110617. * Creates a WebXRControllerPointerSelection
  110618. * @param input input manager to setup pointer selection
  110619. */
  110620. constructor(input: WebXRInput);
  110621. private _convertNormalToDirectionOfRay;
  110622. private _updatePointerDistance;
  110623. }
  110624. }
  110625. declare module BABYLON {
  110626. /**
  110627. * Class used to represent data loading progression
  110628. */
  110629. export class SceneLoaderProgressEvent {
  110630. /** defines if data length to load can be evaluated */
  110631. readonly lengthComputable: boolean;
  110632. /** defines the loaded data length */
  110633. readonly loaded: number;
  110634. /** defines the data length to load */
  110635. readonly total: number;
  110636. /**
  110637. * Create a new progress event
  110638. * @param lengthComputable defines if data length to load can be evaluated
  110639. * @param loaded defines the loaded data length
  110640. * @param total defines the data length to load
  110641. */
  110642. constructor(
  110643. /** defines if data length to load can be evaluated */
  110644. lengthComputable: boolean,
  110645. /** defines the loaded data length */
  110646. loaded: number,
  110647. /** defines the data length to load */
  110648. total: number);
  110649. /**
  110650. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110651. * @param event defines the source event
  110652. * @returns a new SceneLoaderProgressEvent
  110653. */
  110654. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110655. }
  110656. /**
  110657. * Interface used by SceneLoader plugins to define supported file extensions
  110658. */
  110659. export interface ISceneLoaderPluginExtensions {
  110660. /**
  110661. * Defines the list of supported extensions
  110662. */
  110663. [extension: string]: {
  110664. isBinary: boolean;
  110665. };
  110666. }
  110667. /**
  110668. * Interface used by SceneLoader plugin factory
  110669. */
  110670. export interface ISceneLoaderPluginFactory {
  110671. /**
  110672. * Defines the name of the factory
  110673. */
  110674. name: string;
  110675. /**
  110676. * Function called to create a new plugin
  110677. * @return the new plugin
  110678. */
  110679. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110680. /**
  110681. * The callback that returns true if the data can be directly loaded.
  110682. * @param data string containing the file data
  110683. * @returns if the data can be loaded directly
  110684. */
  110685. canDirectLoad?(data: string): boolean;
  110686. }
  110687. /**
  110688. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110689. */
  110690. export interface ISceneLoaderPluginBase {
  110691. /**
  110692. * The friendly name of this plugin.
  110693. */
  110694. name: string;
  110695. /**
  110696. * The file extensions supported by this plugin.
  110697. */
  110698. extensions: string | ISceneLoaderPluginExtensions;
  110699. /**
  110700. * The callback called when loading from a url.
  110701. * @param scene scene loading this url
  110702. * @param url url to load
  110703. * @param onSuccess callback called when the file successfully loads
  110704. * @param onProgress callback called while file is loading (if the server supports this mode)
  110705. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110706. * @param onError callback called when the file fails to load
  110707. * @returns a file request object
  110708. */
  110709. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110710. /**
  110711. * The callback called when loading from a file object.
  110712. * @param scene scene loading this file
  110713. * @param file defines the file to load
  110714. * @param onSuccess defines the callback to call when data is loaded
  110715. * @param onProgress defines the callback to call during loading process
  110716. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110717. * @param onError defines the callback to call when an error occurs
  110718. * @returns a file request object
  110719. */
  110720. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110721. /**
  110722. * The callback that returns true if the data can be directly loaded.
  110723. * @param data string containing the file data
  110724. * @returns if the data can be loaded directly
  110725. */
  110726. canDirectLoad?(data: string): boolean;
  110727. /**
  110728. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110729. * @param scene scene loading this data
  110730. * @param data string containing the data
  110731. * @returns data to pass to the plugin
  110732. */
  110733. directLoad?(scene: Scene, data: string): any;
  110734. /**
  110735. * The callback that allows custom handling of the root url based on the response url.
  110736. * @param rootUrl the original root url
  110737. * @param responseURL the response url if available
  110738. * @returns the new root url
  110739. */
  110740. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  110741. }
  110742. /**
  110743. * Interface used to define a SceneLoader plugin
  110744. */
  110745. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  110746. /**
  110747. * Import meshes into a scene.
  110748. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110749. * @param scene The scene to import into
  110750. * @param data The data to import
  110751. * @param rootUrl The root url for scene and resources
  110752. * @param meshes The meshes array to import into
  110753. * @param particleSystems The particle systems array to import into
  110754. * @param skeletons The skeletons array to import into
  110755. * @param onError The callback when import fails
  110756. * @returns True if successful or false otherwise
  110757. */
  110758. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  110759. /**
  110760. * Load into a scene.
  110761. * @param scene The scene to load into
  110762. * @param data The data to import
  110763. * @param rootUrl The root url for scene and resources
  110764. * @param onError The callback when import fails
  110765. * @returns True if successful or false otherwise
  110766. */
  110767. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  110768. /**
  110769. * Load into an asset container.
  110770. * @param scene The scene to load into
  110771. * @param data The data to import
  110772. * @param rootUrl The root url for scene and resources
  110773. * @param onError The callback when import fails
  110774. * @returns The loaded asset container
  110775. */
  110776. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  110777. }
  110778. /**
  110779. * Interface used to define an async SceneLoader plugin
  110780. */
  110781. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  110782. /**
  110783. * Import meshes into a scene.
  110784. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110785. * @param scene The scene to import into
  110786. * @param data The data to import
  110787. * @param rootUrl The root url for scene and resources
  110788. * @param onProgress The callback when the load progresses
  110789. * @param fileName Defines the name of the file to load
  110790. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  110791. */
  110792. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  110793. meshes: AbstractMesh[];
  110794. particleSystems: IParticleSystem[];
  110795. skeletons: Skeleton[];
  110796. animationGroups: AnimationGroup[];
  110797. }>;
  110798. /**
  110799. * Load into a scene.
  110800. * @param scene The scene to load into
  110801. * @param data The data to import
  110802. * @param rootUrl The root url for scene and resources
  110803. * @param onProgress The callback when the load progresses
  110804. * @param fileName Defines the name of the file to load
  110805. * @returns Nothing
  110806. */
  110807. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  110808. /**
  110809. * Load into an asset container.
  110810. * @param scene The scene to load into
  110811. * @param data The data to import
  110812. * @param rootUrl The root url for scene and resources
  110813. * @param onProgress The callback when the load progresses
  110814. * @param fileName Defines the name of the file to load
  110815. * @returns The loaded asset container
  110816. */
  110817. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  110818. }
  110819. /**
  110820. * Class used to load scene from various file formats using registered plugins
  110821. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  110822. */
  110823. export class SceneLoader {
  110824. /**
  110825. * No logging while loading
  110826. */
  110827. static readonly NO_LOGGING: number;
  110828. /**
  110829. * Minimal logging while loading
  110830. */
  110831. static readonly MINIMAL_LOGGING: number;
  110832. /**
  110833. * Summary logging while loading
  110834. */
  110835. static readonly SUMMARY_LOGGING: number;
  110836. /**
  110837. * Detailled logging while loading
  110838. */
  110839. static readonly DETAILED_LOGGING: number;
  110840. /**
  110841. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110842. */
  110843. static ForceFullSceneLoadingForIncremental: boolean;
  110844. /**
  110845. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110846. */
  110847. static ShowLoadingScreen: boolean;
  110848. /**
  110849. * Defines the current logging level (while loading the scene)
  110850. * @ignorenaming
  110851. */
  110852. static loggingLevel: number;
  110853. /**
  110854. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110855. */
  110856. static CleanBoneMatrixWeights: boolean;
  110857. /**
  110858. * Event raised when a plugin is used to load a scene
  110859. */
  110860. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110861. private static _registeredPlugins;
  110862. private static _getDefaultPlugin;
  110863. private static _getPluginForExtension;
  110864. private static _getPluginForDirectLoad;
  110865. private static _getPluginForFilename;
  110866. private static _getDirectLoad;
  110867. private static _loadData;
  110868. private static _getFileInfo;
  110869. /**
  110870. * Gets a plugin that can load the given extension
  110871. * @param extension defines the extension to load
  110872. * @returns a plugin or null if none works
  110873. */
  110874. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110875. /**
  110876. * Gets a boolean indicating that the given extension can be loaded
  110877. * @param extension defines the extension to load
  110878. * @returns true if the extension is supported
  110879. */
  110880. static IsPluginForExtensionAvailable(extension: string): boolean;
  110881. /**
  110882. * Adds a new plugin to the list of registered plugins
  110883. * @param plugin defines the plugin to add
  110884. */
  110885. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110886. /**
  110887. * Import meshes into a scene
  110888. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110889. * @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)
  110890. * @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)
  110891. * @param scene the instance of BABYLON.Scene to append to
  110892. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110893. * @param onProgress a callback with a progress event for each file being loaded
  110894. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110895. * @param pluginExtension the extension used to determine the plugin
  110896. * @returns The loaded plugin
  110897. */
  110898. 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>;
  110899. /**
  110900. * Import meshes into a scene
  110901. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110902. * @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)
  110903. * @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)
  110904. * @param scene the instance of BABYLON.Scene to append to
  110905. * @param onProgress a callback with a progress event for each file being loaded
  110906. * @param pluginExtension the extension used to determine the plugin
  110907. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110908. */
  110909. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110910. meshes: AbstractMesh[];
  110911. particleSystems: IParticleSystem[];
  110912. skeletons: Skeleton[];
  110913. animationGroups: AnimationGroup[];
  110914. }>;
  110915. /**
  110916. * Load a scene
  110917. * @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)
  110918. * @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)
  110919. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110920. * @param onSuccess a callback with the scene when import succeeds
  110921. * @param onProgress a callback with a progress event for each file being loaded
  110922. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110923. * @param pluginExtension the extension used to determine the plugin
  110924. * @returns The loaded plugin
  110925. */
  110926. 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>;
  110927. /**
  110928. * Load a scene
  110929. * @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)
  110930. * @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)
  110931. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110932. * @param onProgress a callback with a progress event for each file being loaded
  110933. * @param pluginExtension the extension used to determine the plugin
  110934. * @returns The loaded scene
  110935. */
  110936. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110937. /**
  110938. * Append a scene
  110939. * @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)
  110940. * @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)
  110941. * @param scene is the instance of BABYLON.Scene to append to
  110942. * @param onSuccess a callback with the scene when import succeeds
  110943. * @param onProgress a callback with a progress event for each file being loaded
  110944. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110945. * @param pluginExtension the extension used to determine the plugin
  110946. * @returns The loaded plugin
  110947. */
  110948. 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>;
  110949. /**
  110950. * Append a scene
  110951. * @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)
  110952. * @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)
  110953. * @param scene is the instance of BABYLON.Scene to append to
  110954. * @param onProgress a callback with a progress event for each file being loaded
  110955. * @param pluginExtension the extension used to determine the plugin
  110956. * @returns The given scene
  110957. */
  110958. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110959. /**
  110960. * Load a scene into an asset container
  110961. * @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)
  110962. * @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)
  110963. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110964. * @param onSuccess a callback with the scene when import succeeds
  110965. * @param onProgress a callback with a progress event for each file being loaded
  110966. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110967. * @param pluginExtension the extension used to determine the plugin
  110968. * @returns The loaded plugin
  110969. */
  110970. 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>;
  110971. /**
  110972. * Load a scene into an asset container
  110973. * @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)
  110974. * @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)
  110975. * @param scene is the instance of Scene to append to
  110976. * @param onProgress a callback with a progress event for each file being loaded
  110977. * @param pluginExtension the extension used to determine the plugin
  110978. * @returns The loaded asset container
  110979. */
  110980. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110981. }
  110982. }
  110983. declare module BABYLON {
  110984. /**
  110985. * Generic Controller
  110986. */
  110987. export class GenericController extends WebVRController {
  110988. /**
  110989. * Base Url for the controller model.
  110990. */
  110991. static readonly MODEL_BASE_URL: string;
  110992. /**
  110993. * File name for the controller model.
  110994. */
  110995. static readonly MODEL_FILENAME: string;
  110996. /**
  110997. * Creates a new GenericController from a gamepad
  110998. * @param vrGamepad the gamepad that the controller should be created from
  110999. */
  111000. constructor(vrGamepad: any);
  111001. /**
  111002. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111003. * @param scene scene in which to add meshes
  111004. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111005. */
  111006. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111007. /**
  111008. * Called once for each button that changed state since the last frame
  111009. * @param buttonIdx Which button index changed
  111010. * @param state New state of the button
  111011. * @param changes Which properties on the state changed since last frame
  111012. */
  111013. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111014. }
  111015. }
  111016. declare module BABYLON {
  111017. /**
  111018. * Defines the WindowsMotionController object that the state of the windows motion controller
  111019. */
  111020. export class WindowsMotionController extends WebVRController {
  111021. /**
  111022. * The base url used to load the left and right controller models
  111023. */
  111024. static MODEL_BASE_URL: string;
  111025. /**
  111026. * The name of the left controller model file
  111027. */
  111028. static MODEL_LEFT_FILENAME: string;
  111029. /**
  111030. * The name of the right controller model file
  111031. */
  111032. static MODEL_RIGHT_FILENAME: string;
  111033. /**
  111034. * The controller name prefix for this controller type
  111035. */
  111036. static readonly GAMEPAD_ID_PREFIX: string;
  111037. /**
  111038. * The controller id pattern for this controller type
  111039. */
  111040. private static readonly GAMEPAD_ID_PATTERN;
  111041. private _loadedMeshInfo;
  111042. private readonly _mapping;
  111043. /**
  111044. * Fired when the trackpad on this controller is clicked
  111045. */
  111046. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  111047. /**
  111048. * Fired when the trackpad on this controller is modified
  111049. */
  111050. onTrackpadValuesChangedObservable: Observable<StickValues>;
  111051. /**
  111052. * The current x and y values of this controller's trackpad
  111053. */
  111054. trackpad: StickValues;
  111055. /**
  111056. * Creates a new WindowsMotionController from a gamepad
  111057. * @param vrGamepad the gamepad that the controller should be created from
  111058. */
  111059. constructor(vrGamepad: any);
  111060. /**
  111061. * Fired when the trigger on this controller is modified
  111062. */
  111063. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111064. /**
  111065. * Fired when the menu button on this controller is modified
  111066. */
  111067. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111068. /**
  111069. * Fired when the grip button on this controller is modified
  111070. */
  111071. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111072. /**
  111073. * Fired when the thumbstick button on this controller is modified
  111074. */
  111075. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111076. /**
  111077. * Fired when the touchpad button on this controller is modified
  111078. */
  111079. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111080. /**
  111081. * Fired when the touchpad values on this controller are modified
  111082. */
  111083. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  111084. private _updateTrackpad;
  111085. /**
  111086. * Called once per frame by the engine.
  111087. */
  111088. update(): void;
  111089. /**
  111090. * Called once for each button that changed state since the last frame
  111091. * @param buttonIdx Which button index changed
  111092. * @param state New state of the button
  111093. * @param changes Which properties on the state changed since last frame
  111094. */
  111095. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111096. /**
  111097. * Moves the buttons on the controller mesh based on their current state
  111098. * @param buttonName the name of the button to move
  111099. * @param buttonValue the value of the button which determines the buttons new position
  111100. */
  111101. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  111102. /**
  111103. * Moves the axis on the controller mesh based on its current state
  111104. * @param axis the index of the axis
  111105. * @param axisValue the value of the axis which determines the meshes new position
  111106. * @hidden
  111107. */
  111108. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  111109. /**
  111110. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111111. * @param scene scene in which to add meshes
  111112. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111113. */
  111114. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  111115. /**
  111116. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  111117. * can be transformed by button presses and axes values, based on this._mapping.
  111118. *
  111119. * @param scene scene in which the meshes exist
  111120. * @param meshes list of meshes that make up the controller model to process
  111121. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  111122. */
  111123. private processModel;
  111124. private createMeshInfo;
  111125. /**
  111126. * Gets the ray of the controller in the direction the controller is pointing
  111127. * @param length the length the resulting ray should be
  111128. * @returns a ray in the direction the controller is pointing
  111129. */
  111130. getForwardRay(length?: number): Ray;
  111131. /**
  111132. * Disposes of the controller
  111133. */
  111134. dispose(): void;
  111135. }
  111136. }
  111137. declare module BABYLON {
  111138. /**
  111139. * Oculus Touch Controller
  111140. */
  111141. export class OculusTouchController extends WebVRController {
  111142. /**
  111143. * Base Url for the controller model.
  111144. */
  111145. static MODEL_BASE_URL: string;
  111146. /**
  111147. * File name for the left controller model.
  111148. */
  111149. static MODEL_LEFT_FILENAME: string;
  111150. /**
  111151. * File name for the right controller model.
  111152. */
  111153. static MODEL_RIGHT_FILENAME: string;
  111154. /**
  111155. * Base Url for the Quest controller model.
  111156. */
  111157. static QUEST_MODEL_BASE_URL: string;
  111158. /**
  111159. * @hidden
  111160. * If the controllers are running on a device that needs the updated Quest controller models
  111161. */
  111162. static _IsQuest: boolean;
  111163. /**
  111164. * Fired when the secondary trigger on this controller is modified
  111165. */
  111166. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  111167. /**
  111168. * Fired when the thumb rest on this controller is modified
  111169. */
  111170. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  111171. /**
  111172. * Creates a new OculusTouchController from a gamepad
  111173. * @param vrGamepad the gamepad that the controller should be created from
  111174. */
  111175. constructor(vrGamepad: any);
  111176. /**
  111177. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111178. * @param scene scene in which to add meshes
  111179. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111180. */
  111181. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111182. /**
  111183. * Fired when the A button on this controller is modified
  111184. */
  111185. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111186. /**
  111187. * Fired when the B button on this controller is modified
  111188. */
  111189. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111190. /**
  111191. * Fired when the X button on this controller is modified
  111192. */
  111193. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111194. /**
  111195. * Fired when the Y button on this controller is modified
  111196. */
  111197. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111198. /**
  111199. * Called once for each button that changed state since the last frame
  111200. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  111201. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  111202. * 2) secondary trigger (same)
  111203. * 3) A (right) X (left), touch, pressed = value
  111204. * 4) B / Y
  111205. * 5) thumb rest
  111206. * @param buttonIdx Which button index changed
  111207. * @param state New state of the button
  111208. * @param changes Which properties on the state changed since last frame
  111209. */
  111210. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111211. }
  111212. }
  111213. declare module BABYLON {
  111214. /**
  111215. * Vive Controller
  111216. */
  111217. export class ViveController extends WebVRController {
  111218. /**
  111219. * Base Url for the controller model.
  111220. */
  111221. static MODEL_BASE_URL: string;
  111222. /**
  111223. * File name for the controller model.
  111224. */
  111225. static MODEL_FILENAME: string;
  111226. /**
  111227. * Creates a new ViveController from a gamepad
  111228. * @param vrGamepad the gamepad that the controller should be created from
  111229. */
  111230. constructor(vrGamepad: any);
  111231. /**
  111232. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  111233. * @param scene scene in which to add meshes
  111234. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  111235. */
  111236. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  111237. /**
  111238. * Fired when the left button on this controller is modified
  111239. */
  111240. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111241. /**
  111242. * Fired when the right button on this controller is modified
  111243. */
  111244. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111245. /**
  111246. * Fired when the menu button on this controller is modified
  111247. */
  111248. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  111249. /**
  111250. * Called once for each button that changed state since the last frame
  111251. * Vive mapping:
  111252. * 0: touchpad
  111253. * 1: trigger
  111254. * 2: left AND right buttons
  111255. * 3: menu button
  111256. * @param buttonIdx Which button index changed
  111257. * @param state New state of the button
  111258. * @param changes Which properties on the state changed since last frame
  111259. */
  111260. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  111261. }
  111262. }
  111263. declare module BABYLON {
  111264. /**
  111265. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  111266. */
  111267. export class WebXRControllerModelLoader {
  111268. /**
  111269. * Creates the WebXRControllerModelLoader
  111270. * @param input xr input that creates the controllers
  111271. */
  111272. constructor(input: WebXRInput);
  111273. }
  111274. }
  111275. declare module BABYLON {
  111276. /**
  111277. * Options for the default xr helper
  111278. */
  111279. export class WebXRDefaultExperienceOptions {
  111280. /**
  111281. * Floor meshes that should be used for teleporting
  111282. */
  111283. floorMeshes: Array<AbstractMesh>;
  111284. /**
  111285. * Enable or disable default UI to enter XR
  111286. */
  111287. disableDefaultUI: boolean;
  111288. /**
  111289. * optional configuration for the output canvas
  111290. */
  111291. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  111292. }
  111293. /**
  111294. * Default experience which provides a similar setup to the previous webVRExperience
  111295. */
  111296. export class WebXRDefaultExperience {
  111297. /**
  111298. * Base experience
  111299. */
  111300. baseExperience: WebXRExperienceHelper;
  111301. /**
  111302. * Input experience extension
  111303. */
  111304. input: WebXRInput;
  111305. /**
  111306. * Loads the controller models
  111307. */
  111308. controllerModelLoader: WebXRControllerModelLoader;
  111309. /**
  111310. * Enables laser pointer and selection
  111311. */
  111312. pointerSelection: WebXRControllerPointerSelection;
  111313. /**
  111314. * Enables teleportation
  111315. */
  111316. teleportation: WebXRControllerTeleportation;
  111317. /**
  111318. * Enables ui for enetering/exiting xr
  111319. */
  111320. enterExitUI: WebXREnterExitUI;
  111321. /**
  111322. * Default target xr should render to
  111323. */
  111324. renderTarget: WebXRRenderTarget;
  111325. /**
  111326. * Creates the default xr experience
  111327. * @param scene scene
  111328. * @param options options for basic configuration
  111329. * @returns resulting WebXRDefaultExperience
  111330. */
  111331. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111332. private constructor();
  111333. /**
  111334. * DIsposes of the experience helper
  111335. */
  111336. dispose(): void;
  111337. }
  111338. }
  111339. declare module BABYLON {
  111340. /**
  111341. * Contains an array of blocks representing the octree
  111342. */
  111343. export interface IOctreeContainer<T> {
  111344. /**
  111345. * Blocks within the octree
  111346. */
  111347. blocks: Array<OctreeBlock<T>>;
  111348. }
  111349. /**
  111350. * Class used to store a cell in an octree
  111351. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111352. */
  111353. export class OctreeBlock<T> {
  111354. /**
  111355. * Gets the content of the current block
  111356. */
  111357. entries: T[];
  111358. /**
  111359. * Gets the list of block children
  111360. */
  111361. blocks: Array<OctreeBlock<T>>;
  111362. private _depth;
  111363. private _maxDepth;
  111364. private _capacity;
  111365. private _minPoint;
  111366. private _maxPoint;
  111367. private _boundingVectors;
  111368. private _creationFunc;
  111369. /**
  111370. * Creates a new block
  111371. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  111372. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  111373. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111374. * @param depth defines the current depth of this block in the octree
  111375. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  111376. * @param creationFunc defines a callback to call when an element is added to the block
  111377. */
  111378. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  111379. /**
  111380. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  111381. */
  111382. readonly capacity: number;
  111383. /**
  111384. * Gets the minimum vector (in world space) of the block's bounding box
  111385. */
  111386. readonly minPoint: Vector3;
  111387. /**
  111388. * Gets the maximum vector (in world space) of the block's bounding box
  111389. */
  111390. readonly maxPoint: Vector3;
  111391. /**
  111392. * Add a new element to this block
  111393. * @param entry defines the element to add
  111394. */
  111395. addEntry(entry: T): void;
  111396. /**
  111397. * Remove an element from this block
  111398. * @param entry defines the element to remove
  111399. */
  111400. removeEntry(entry: T): void;
  111401. /**
  111402. * Add an array of elements to this block
  111403. * @param entries defines the array of elements to add
  111404. */
  111405. addEntries(entries: T[]): void;
  111406. /**
  111407. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  111408. * @param frustumPlanes defines the frustum planes to test
  111409. * @param selection defines the array to store current content if selection is positive
  111410. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111411. */
  111412. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111413. /**
  111414. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  111415. * @param sphereCenter defines the bounding sphere center
  111416. * @param sphereRadius defines the bounding sphere radius
  111417. * @param selection defines the array to store current content if selection is positive
  111418. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111419. */
  111420. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111421. /**
  111422. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111423. * @param ray defines the ray to test with
  111424. * @param selection defines the array to store current content if selection is positive
  111425. */
  111426. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111427. /**
  111428. * Subdivide the content into child blocks (this block will then be empty)
  111429. */
  111430. createInnerBlocks(): void;
  111431. /**
  111432. * @hidden
  111433. */
  111434. 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;
  111435. }
  111436. }
  111437. declare module BABYLON {
  111438. /**
  111439. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111440. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111441. */
  111442. export class Octree<T> {
  111443. /** 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.) */
  111444. maxDepth: number;
  111445. /**
  111446. * Blocks within the octree containing objects
  111447. */
  111448. blocks: Array<OctreeBlock<T>>;
  111449. /**
  111450. * Content stored in the octree
  111451. */
  111452. dynamicContent: T[];
  111453. private _maxBlockCapacity;
  111454. private _selectionContent;
  111455. private _creationFunc;
  111456. /**
  111457. * Creates a octree
  111458. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111459. * @param creationFunc function to be used to instatiate the octree
  111460. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111461. * @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.)
  111462. */
  111463. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111464. /** 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.) */
  111465. maxDepth?: number);
  111466. /**
  111467. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111468. * @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);
  111469. * @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);
  111470. * @param entries meshes to be added to the octree blocks
  111471. */
  111472. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111473. /**
  111474. * Adds a mesh to the octree
  111475. * @param entry Mesh to add to the octree
  111476. */
  111477. addMesh(entry: T): void;
  111478. /**
  111479. * Remove an element from the octree
  111480. * @param entry defines the element to remove
  111481. */
  111482. removeMesh(entry: T): void;
  111483. /**
  111484. * Selects an array of meshes within the frustum
  111485. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111486. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111487. * @returns array of meshes within the frustum
  111488. */
  111489. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111490. /**
  111491. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111492. * @param sphereCenter defines the bounding sphere center
  111493. * @param sphereRadius defines the bounding sphere radius
  111494. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111495. * @returns an array of objects that intersect the sphere
  111496. */
  111497. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111498. /**
  111499. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111500. * @param ray defines the ray to test with
  111501. * @returns array of intersected objects
  111502. */
  111503. intersectsRay(ray: Ray): SmartArray<T>;
  111504. /**
  111505. * Adds a mesh into the octree block if it intersects the block
  111506. */
  111507. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111508. /**
  111509. * Adds a submesh into the octree block if it intersects the block
  111510. */
  111511. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111512. }
  111513. }
  111514. declare module BABYLON {
  111515. interface Scene {
  111516. /**
  111517. * @hidden
  111518. * Backing Filed
  111519. */
  111520. _selectionOctree: Octree<AbstractMesh>;
  111521. /**
  111522. * Gets the octree used to boost mesh selection (picking)
  111523. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111524. */
  111525. selectionOctree: Octree<AbstractMesh>;
  111526. /**
  111527. * Creates or updates the octree used to boost selection (picking)
  111528. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111529. * @param maxCapacity defines the maximum capacity per leaf
  111530. * @param maxDepth defines the maximum depth of the octree
  111531. * @returns an octree of AbstractMesh
  111532. */
  111533. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111534. }
  111535. interface AbstractMesh {
  111536. /**
  111537. * @hidden
  111538. * Backing Field
  111539. */
  111540. _submeshesOctree: Octree<SubMesh>;
  111541. /**
  111542. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111543. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111544. * @param maxCapacity defines the maximum size of each block (64 by default)
  111545. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111546. * @returns the new octree
  111547. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111548. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111549. */
  111550. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111551. }
  111552. /**
  111553. * Defines the octree scene component responsible to manage any octrees
  111554. * in a given scene.
  111555. */
  111556. export class OctreeSceneComponent {
  111557. /**
  111558. * The component name help to identify the component in the list of scene components.
  111559. */
  111560. readonly name: string;
  111561. /**
  111562. * The scene the component belongs to.
  111563. */
  111564. scene: Scene;
  111565. /**
  111566. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111567. */
  111568. readonly checksIsEnabled: boolean;
  111569. /**
  111570. * Creates a new instance of the component for the given scene
  111571. * @param scene Defines the scene to register the component in
  111572. */
  111573. constructor(scene: Scene);
  111574. /**
  111575. * Registers the component in a given scene
  111576. */
  111577. register(): void;
  111578. /**
  111579. * Return the list of active meshes
  111580. * @returns the list of active meshes
  111581. */
  111582. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111583. /**
  111584. * Return the list of active sub meshes
  111585. * @param mesh The mesh to get the candidates sub meshes from
  111586. * @returns the list of active sub meshes
  111587. */
  111588. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111589. private _tempRay;
  111590. /**
  111591. * Return the list of sub meshes intersecting with a given local ray
  111592. * @param mesh defines the mesh to find the submesh for
  111593. * @param localRay defines the ray in local space
  111594. * @returns the list of intersecting sub meshes
  111595. */
  111596. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111597. /**
  111598. * Return the list of sub meshes colliding with a collider
  111599. * @param mesh defines the mesh to find the submesh for
  111600. * @param collider defines the collider to evaluate the collision against
  111601. * @returns the list of colliding sub meshes
  111602. */
  111603. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111604. /**
  111605. * Rebuilds the elements related to this component in case of
  111606. * context lost for instance.
  111607. */
  111608. rebuild(): void;
  111609. /**
  111610. * Disposes the component and the associated ressources.
  111611. */
  111612. dispose(): void;
  111613. }
  111614. }
  111615. declare module BABYLON {
  111616. /**
  111617. * Renders a layer on top of an existing scene
  111618. */
  111619. export class UtilityLayerRenderer implements IDisposable {
  111620. /** the original scene that will be rendered on top of */
  111621. originalScene: Scene;
  111622. private _pointerCaptures;
  111623. private _lastPointerEvents;
  111624. private static _DefaultUtilityLayer;
  111625. private static _DefaultKeepDepthUtilityLayer;
  111626. private _sharedGizmoLight;
  111627. private _renderCamera;
  111628. /**
  111629. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111630. * @returns the camera that is used when rendering the utility layer
  111631. */
  111632. getRenderCamera(): Nullable<Camera>;
  111633. /**
  111634. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111635. * @param cam the camera that should be used when rendering the utility layer
  111636. */
  111637. setRenderCamera(cam: Nullable<Camera>): void;
  111638. /**
  111639. * @hidden
  111640. * Light which used by gizmos to get light shading
  111641. */
  111642. _getSharedGizmoLight(): HemisphericLight;
  111643. /**
  111644. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111645. */
  111646. pickUtilitySceneFirst: boolean;
  111647. /**
  111648. * 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)
  111649. */
  111650. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111651. /**
  111652. * 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)
  111653. */
  111654. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111655. /**
  111656. * The scene that is rendered on top of the original scene
  111657. */
  111658. utilityLayerScene: Scene;
  111659. /**
  111660. * If the utility layer should automatically be rendered on top of existing scene
  111661. */
  111662. shouldRender: boolean;
  111663. /**
  111664. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111665. */
  111666. onlyCheckPointerDownEvents: boolean;
  111667. /**
  111668. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111669. */
  111670. processAllEvents: boolean;
  111671. /**
  111672. * Observable raised when the pointer move from the utility layer scene to the main scene
  111673. */
  111674. onPointerOutObservable: Observable<number>;
  111675. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111676. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111677. private _afterRenderObserver;
  111678. private _sceneDisposeObserver;
  111679. private _originalPointerObserver;
  111680. /**
  111681. * Instantiates a UtilityLayerRenderer
  111682. * @param originalScene the original scene that will be rendered on top of
  111683. * @param handleEvents boolean indicating if the utility layer should handle events
  111684. */
  111685. constructor(
  111686. /** the original scene that will be rendered on top of */
  111687. originalScene: Scene, handleEvents?: boolean);
  111688. private _notifyObservers;
  111689. /**
  111690. * Renders the utility layers scene on top of the original scene
  111691. */
  111692. render(): void;
  111693. /**
  111694. * Disposes of the renderer
  111695. */
  111696. dispose(): void;
  111697. private _updateCamera;
  111698. }
  111699. }
  111700. declare module BABYLON {
  111701. /**
  111702. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111703. */
  111704. export class Gizmo implements IDisposable {
  111705. /** The utility layer the gizmo will be added to */
  111706. gizmoLayer: UtilityLayerRenderer;
  111707. /**
  111708. * The root mesh of the gizmo
  111709. */
  111710. _rootMesh: Mesh;
  111711. private _attachedMesh;
  111712. /**
  111713. * Ratio for the scale of the gizmo (Default: 1)
  111714. */
  111715. scaleRatio: number;
  111716. /**
  111717. * If a custom mesh has been set (Default: false)
  111718. */
  111719. protected _customMeshSet: boolean;
  111720. /**
  111721. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111722. * * When set, interactions will be enabled
  111723. */
  111724. attachedMesh: Nullable<AbstractMesh>;
  111725. /**
  111726. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111727. * @param mesh The mesh to replace the default mesh of the gizmo
  111728. */
  111729. setCustomMesh(mesh: Mesh): void;
  111730. /**
  111731. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111732. */
  111733. updateGizmoRotationToMatchAttachedMesh: boolean;
  111734. /**
  111735. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  111736. */
  111737. updateGizmoPositionToMatchAttachedMesh: boolean;
  111738. /**
  111739. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  111740. */
  111741. updateScale: boolean;
  111742. protected _interactionsEnabled: boolean;
  111743. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111744. private _beforeRenderObserver;
  111745. private _tempVector;
  111746. /**
  111747. * Creates a gizmo
  111748. * @param gizmoLayer The utility layer the gizmo will be added to
  111749. */
  111750. constructor(
  111751. /** The utility layer the gizmo will be added to */
  111752. gizmoLayer?: UtilityLayerRenderer);
  111753. /**
  111754. * Updates the gizmo to match the attached mesh's position/rotation
  111755. */
  111756. protected _update(): void;
  111757. /**
  111758. * Disposes of the gizmo
  111759. */
  111760. dispose(): void;
  111761. }
  111762. }
  111763. declare module BABYLON {
  111764. /**
  111765. * Single plane drag gizmo
  111766. */
  111767. export class PlaneDragGizmo extends Gizmo {
  111768. /**
  111769. * Drag behavior responsible for the gizmos dragging interactions
  111770. */
  111771. dragBehavior: PointerDragBehavior;
  111772. private _pointerObserver;
  111773. /**
  111774. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111775. */
  111776. snapDistance: number;
  111777. /**
  111778. * Event that fires each time the gizmo snaps to a new location.
  111779. * * snapDistance is the the change in distance
  111780. */
  111781. onSnapObservable: Observable<{
  111782. snapDistance: number;
  111783. }>;
  111784. private _plane;
  111785. private _coloredMaterial;
  111786. private _hoverMaterial;
  111787. private _isEnabled;
  111788. private _parent;
  111789. /** @hidden */
  111790. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  111791. /** @hidden */
  111792. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111793. /**
  111794. * Creates a PlaneDragGizmo
  111795. * @param gizmoLayer The utility layer the gizmo will be added to
  111796. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  111797. * @param color The color of the gizmo
  111798. */
  111799. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111800. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111801. /**
  111802. * If the gizmo is enabled
  111803. */
  111804. isEnabled: boolean;
  111805. /**
  111806. * Disposes of the gizmo
  111807. */
  111808. dispose(): void;
  111809. }
  111810. }
  111811. declare module BABYLON {
  111812. /**
  111813. * Gizmo that enables dragging a mesh along 3 axis
  111814. */
  111815. export class PositionGizmo extends Gizmo {
  111816. /**
  111817. * Internal gizmo used for interactions on the x axis
  111818. */
  111819. xGizmo: AxisDragGizmo;
  111820. /**
  111821. * Internal gizmo used for interactions on the y axis
  111822. */
  111823. yGizmo: AxisDragGizmo;
  111824. /**
  111825. * Internal gizmo used for interactions on the z axis
  111826. */
  111827. zGizmo: AxisDragGizmo;
  111828. /**
  111829. * Internal gizmo used for interactions on the yz plane
  111830. */
  111831. xPlaneGizmo: PlaneDragGizmo;
  111832. /**
  111833. * Internal gizmo used for interactions on the xz plane
  111834. */
  111835. yPlaneGizmo: PlaneDragGizmo;
  111836. /**
  111837. * Internal gizmo used for interactions on the xy plane
  111838. */
  111839. zPlaneGizmo: PlaneDragGizmo;
  111840. /**
  111841. * private variables
  111842. */
  111843. private _meshAttached;
  111844. private _updateGizmoRotationToMatchAttachedMesh;
  111845. private _snapDistance;
  111846. private _scaleRatio;
  111847. /** Fires an event when any of it's sub gizmos are dragged */
  111848. onDragStartObservable: Observable<unknown>;
  111849. /** Fires an event when any of it's sub gizmos are released from dragging */
  111850. onDragEndObservable: Observable<unknown>;
  111851. /**
  111852. * If set to true, planar drag is enabled
  111853. */
  111854. private _planarGizmoEnabled;
  111855. attachedMesh: Nullable<AbstractMesh>;
  111856. /**
  111857. * Creates a PositionGizmo
  111858. * @param gizmoLayer The utility layer the gizmo will be added to
  111859. */
  111860. constructor(gizmoLayer?: UtilityLayerRenderer);
  111861. /**
  111862. * If the planar drag gizmo is enabled
  111863. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  111864. */
  111865. planarGizmoEnabled: boolean;
  111866. updateGizmoRotationToMatchAttachedMesh: boolean;
  111867. /**
  111868. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111869. */
  111870. snapDistance: number;
  111871. /**
  111872. * Ratio for the scale of the gizmo (Default: 1)
  111873. */
  111874. scaleRatio: number;
  111875. /**
  111876. * Disposes of the gizmo
  111877. */
  111878. dispose(): void;
  111879. /**
  111880. * CustomMeshes are not supported by this gizmo
  111881. * @param mesh The mesh to replace the default mesh of the gizmo
  111882. */
  111883. setCustomMesh(mesh: Mesh): void;
  111884. }
  111885. }
  111886. declare module BABYLON {
  111887. /**
  111888. * Single axis drag gizmo
  111889. */
  111890. export class AxisDragGizmo extends Gizmo {
  111891. /**
  111892. * Drag behavior responsible for the gizmos dragging interactions
  111893. */
  111894. dragBehavior: PointerDragBehavior;
  111895. private _pointerObserver;
  111896. /**
  111897. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111898. */
  111899. snapDistance: number;
  111900. /**
  111901. * Event that fires each time the gizmo snaps to a new location.
  111902. * * snapDistance is the the change in distance
  111903. */
  111904. onSnapObservable: Observable<{
  111905. snapDistance: number;
  111906. }>;
  111907. private _isEnabled;
  111908. private _parent;
  111909. private _arrow;
  111910. private _coloredMaterial;
  111911. private _hoverMaterial;
  111912. /** @hidden */
  111913. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  111914. /** @hidden */
  111915. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111916. /**
  111917. * Creates an AxisDragGizmo
  111918. * @param gizmoLayer The utility layer the gizmo will be added to
  111919. * @param dragAxis The axis which the gizmo will be able to drag on
  111920. * @param color The color of the gizmo
  111921. */
  111922. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111923. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111924. /**
  111925. * If the gizmo is enabled
  111926. */
  111927. isEnabled: boolean;
  111928. /**
  111929. * Disposes of the gizmo
  111930. */
  111931. dispose(): void;
  111932. }
  111933. }
  111934. declare module BABYLON.Debug {
  111935. /**
  111936. * The Axes viewer will show 3 axes in a specific point in space
  111937. */
  111938. export class AxesViewer {
  111939. private _xAxis;
  111940. private _yAxis;
  111941. private _zAxis;
  111942. private _scaleLinesFactor;
  111943. private _instanced;
  111944. /**
  111945. * Gets the hosting scene
  111946. */
  111947. scene: Scene;
  111948. /**
  111949. * Gets or sets a number used to scale line length
  111950. */
  111951. scaleLines: number;
  111952. /** Gets the node hierarchy used to render x-axis */
  111953. readonly xAxis: TransformNode;
  111954. /** Gets the node hierarchy used to render y-axis */
  111955. readonly yAxis: TransformNode;
  111956. /** Gets the node hierarchy used to render z-axis */
  111957. readonly zAxis: TransformNode;
  111958. /**
  111959. * Creates a new AxesViewer
  111960. * @param scene defines the hosting scene
  111961. * @param scaleLines defines a number used to scale line length (1 by default)
  111962. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111963. * @param xAxis defines the node hierarchy used to render the x-axis
  111964. * @param yAxis defines the node hierarchy used to render the y-axis
  111965. * @param zAxis defines the node hierarchy used to render the z-axis
  111966. */
  111967. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111968. /**
  111969. * Force the viewer to update
  111970. * @param position defines the position of the viewer
  111971. * @param xaxis defines the x axis of the viewer
  111972. * @param yaxis defines the y axis of the viewer
  111973. * @param zaxis defines the z axis of the viewer
  111974. */
  111975. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111976. /**
  111977. * Creates an instance of this axes viewer.
  111978. * @returns a new axes viewer with instanced meshes
  111979. */
  111980. createInstance(): AxesViewer;
  111981. /** Releases resources */
  111982. dispose(): void;
  111983. private static _SetRenderingGroupId;
  111984. }
  111985. }
  111986. declare module BABYLON.Debug {
  111987. /**
  111988. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111989. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111990. */
  111991. export class BoneAxesViewer extends AxesViewer {
  111992. /**
  111993. * Gets or sets the target mesh where to display the axes viewer
  111994. */
  111995. mesh: Nullable<Mesh>;
  111996. /**
  111997. * Gets or sets the target bone where to display the axes viewer
  111998. */
  111999. bone: Nullable<Bone>;
  112000. /** Gets current position */
  112001. pos: Vector3;
  112002. /** Gets direction of X axis */
  112003. xaxis: Vector3;
  112004. /** Gets direction of Y axis */
  112005. yaxis: Vector3;
  112006. /** Gets direction of Z axis */
  112007. zaxis: Vector3;
  112008. /**
  112009. * Creates a new BoneAxesViewer
  112010. * @param scene defines the hosting scene
  112011. * @param bone defines the target bone
  112012. * @param mesh defines the target mesh
  112013. * @param scaleLines defines a scaling factor for line length (1 by default)
  112014. */
  112015. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  112016. /**
  112017. * Force the viewer to update
  112018. */
  112019. update(): void;
  112020. /** Releases resources */
  112021. dispose(): void;
  112022. }
  112023. }
  112024. declare module BABYLON {
  112025. /**
  112026. * Interface used to define scene explorer extensibility option
  112027. */
  112028. export interface IExplorerExtensibilityOption {
  112029. /**
  112030. * Define the option label
  112031. */
  112032. label: string;
  112033. /**
  112034. * Defines the action to execute on click
  112035. */
  112036. action: (entity: any) => void;
  112037. }
  112038. /**
  112039. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  112040. */
  112041. export interface IExplorerExtensibilityGroup {
  112042. /**
  112043. * Defines a predicate to test if a given type mut be extended
  112044. */
  112045. predicate: (entity: any) => boolean;
  112046. /**
  112047. * Gets the list of options added to a type
  112048. */
  112049. entries: IExplorerExtensibilityOption[];
  112050. }
  112051. /**
  112052. * Interface used to define the options to use to create the Inspector
  112053. */
  112054. export interface IInspectorOptions {
  112055. /**
  112056. * Display in overlay mode (default: false)
  112057. */
  112058. overlay?: boolean;
  112059. /**
  112060. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  112061. */
  112062. globalRoot?: HTMLElement;
  112063. /**
  112064. * Display the Scene explorer
  112065. */
  112066. showExplorer?: boolean;
  112067. /**
  112068. * Display the property inspector
  112069. */
  112070. showInspector?: boolean;
  112071. /**
  112072. * Display in embed mode (both panes on the right)
  112073. */
  112074. embedMode?: boolean;
  112075. /**
  112076. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  112077. */
  112078. handleResize?: boolean;
  112079. /**
  112080. * Allow the panes to popup (default: true)
  112081. */
  112082. enablePopup?: boolean;
  112083. /**
  112084. * Allow the panes to be closed by users (default: true)
  112085. */
  112086. enableClose?: boolean;
  112087. /**
  112088. * Optional list of extensibility entries
  112089. */
  112090. explorerExtensibility?: IExplorerExtensibilityGroup[];
  112091. /**
  112092. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  112093. */
  112094. inspectorURL?: string;
  112095. }
  112096. interface Scene {
  112097. /**
  112098. * @hidden
  112099. * Backing field
  112100. */
  112101. _debugLayer: DebugLayer;
  112102. /**
  112103. * Gets the debug layer (aka Inspector) associated with the scene
  112104. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112105. */
  112106. debugLayer: DebugLayer;
  112107. }
  112108. /**
  112109. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112110. * what is happening in your scene
  112111. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112112. */
  112113. export class DebugLayer {
  112114. /**
  112115. * Define the url to get the inspector script from.
  112116. * By default it uses the babylonjs CDN.
  112117. * @ignoreNaming
  112118. */
  112119. static InspectorURL: string;
  112120. private _scene;
  112121. private BJSINSPECTOR;
  112122. private _onPropertyChangedObservable?;
  112123. /**
  112124. * Observable triggered when a property is changed through the inspector.
  112125. */
  112126. readonly onPropertyChangedObservable: any;
  112127. /**
  112128. * Instantiates a new debug layer.
  112129. * The debug layer (aka Inspector) is the go to tool in order to better understand
  112130. * what is happening in your scene
  112131. * @see http://doc.babylonjs.com/features/playground_debuglayer
  112132. * @param scene Defines the scene to inspect
  112133. */
  112134. constructor(scene: Scene);
  112135. /** Creates the inspector window. */
  112136. private _createInspector;
  112137. /**
  112138. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  112139. * @param entity defines the entity to select
  112140. * @param lineContainerTitle defines the specific block to highlight
  112141. */
  112142. select(entity: any, lineContainerTitle?: string): void;
  112143. /** Get the inspector from bundle or global */
  112144. private _getGlobalInspector;
  112145. /**
  112146. * Get if the inspector is visible or not.
  112147. * @returns true if visible otherwise, false
  112148. */
  112149. isVisible(): boolean;
  112150. /**
  112151. * Hide the inspector and close its window.
  112152. */
  112153. hide(): void;
  112154. /**
  112155. * Launch the debugLayer.
  112156. * @param config Define the configuration of the inspector
  112157. * @return a promise fulfilled when the debug layer is visible
  112158. */
  112159. show(config?: IInspectorOptions): Promise<DebugLayer>;
  112160. }
  112161. }
  112162. declare module BABYLON {
  112163. /**
  112164. * Class containing static functions to help procedurally build meshes
  112165. */
  112166. export class BoxBuilder {
  112167. /**
  112168. * Creates a box mesh
  112169. * * The parameter `size` sets the size (float) of each box side (default 1)
  112170. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  112171. * * 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)
  112172. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  112173. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112174. * * 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
  112175. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112176. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  112177. * @param name defines the name of the mesh
  112178. * @param options defines the options used to create the mesh
  112179. * @param scene defines the hosting scene
  112180. * @returns the box mesh
  112181. */
  112182. static CreateBox(name: string, options: {
  112183. size?: number;
  112184. width?: number;
  112185. height?: number;
  112186. depth?: number;
  112187. faceUV?: Vector4[];
  112188. faceColors?: Color4[];
  112189. sideOrientation?: number;
  112190. frontUVs?: Vector4;
  112191. backUVs?: Vector4;
  112192. wrap?: boolean;
  112193. topBaseAt?: number;
  112194. bottomBaseAt?: number;
  112195. updatable?: boolean;
  112196. }, scene?: Nullable<Scene>): Mesh;
  112197. }
  112198. }
  112199. declare module BABYLON {
  112200. /**
  112201. * Class containing static functions to help procedurally build meshes
  112202. */
  112203. export class SphereBuilder {
  112204. /**
  112205. * Creates a sphere mesh
  112206. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  112207. * * 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`)
  112208. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  112209. * * 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
  112210. * * 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)
  112211. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  112212. * * 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
  112213. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112214. * @param name defines the name of the mesh
  112215. * @param options defines the options used to create the mesh
  112216. * @param scene defines the hosting scene
  112217. * @returns the sphere mesh
  112218. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  112219. */
  112220. static CreateSphere(name: string, options: {
  112221. segments?: number;
  112222. diameter?: number;
  112223. diameterX?: number;
  112224. diameterY?: number;
  112225. diameterZ?: number;
  112226. arc?: number;
  112227. slice?: number;
  112228. sideOrientation?: number;
  112229. frontUVs?: Vector4;
  112230. backUVs?: Vector4;
  112231. updatable?: boolean;
  112232. }, scene?: Nullable<Scene>): Mesh;
  112233. }
  112234. }
  112235. declare module BABYLON.Debug {
  112236. /**
  112237. * Used to show the physics impostor around the specific mesh
  112238. */
  112239. export class PhysicsViewer {
  112240. /** @hidden */
  112241. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  112242. /** @hidden */
  112243. protected _meshes: Array<Nullable<AbstractMesh>>;
  112244. /** @hidden */
  112245. protected _scene: Nullable<Scene>;
  112246. /** @hidden */
  112247. protected _numMeshes: number;
  112248. /** @hidden */
  112249. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  112250. private _renderFunction;
  112251. private _utilityLayer;
  112252. private _debugBoxMesh;
  112253. private _debugSphereMesh;
  112254. private _debugCylinderMesh;
  112255. private _debugMaterial;
  112256. private _debugMeshMeshes;
  112257. /**
  112258. * Creates a new PhysicsViewer
  112259. * @param scene defines the hosting scene
  112260. */
  112261. constructor(scene: Scene);
  112262. /** @hidden */
  112263. protected _updateDebugMeshes(): void;
  112264. /**
  112265. * Renders a specified physic impostor
  112266. * @param impostor defines the impostor to render
  112267. * @param targetMesh defines the mesh represented by the impostor
  112268. * @returns the new debug mesh used to render the impostor
  112269. */
  112270. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  112271. /**
  112272. * Hides a specified physic impostor
  112273. * @param impostor defines the impostor to hide
  112274. */
  112275. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  112276. private _getDebugMaterial;
  112277. private _getDebugBoxMesh;
  112278. private _getDebugSphereMesh;
  112279. private _getDebugCylinderMesh;
  112280. private _getDebugMeshMesh;
  112281. private _getDebugMesh;
  112282. /** Releases all resources */
  112283. dispose(): void;
  112284. }
  112285. }
  112286. declare module BABYLON {
  112287. /**
  112288. * Class containing static functions to help procedurally build meshes
  112289. */
  112290. export class LinesBuilder {
  112291. /**
  112292. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  112293. * * 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
  112294. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  112295. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  112296. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  112297. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  112298. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  112299. * * 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
  112300. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  112301. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112302. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  112303. * @param name defines the name of the new line system
  112304. * @param options defines the options used to create the line system
  112305. * @param scene defines the hosting scene
  112306. * @returns a new line system mesh
  112307. */
  112308. static CreateLineSystem(name: string, options: {
  112309. lines: Vector3[][];
  112310. updatable?: boolean;
  112311. instance?: Nullable<LinesMesh>;
  112312. colors?: Nullable<Color4[][]>;
  112313. useVertexAlpha?: boolean;
  112314. }, scene: Nullable<Scene>): LinesMesh;
  112315. /**
  112316. * Creates a line mesh
  112317. * 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
  112318. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112319. * * The parameter `points` is an array successive Vector3
  112320. * * 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
  112321. * * The optional parameter `colors` is an array of successive Color4, one per line point
  112322. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  112323. * * When updating an instance, remember that only point positions can change, not the number of points
  112324. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112325. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  112326. * @param name defines the name of the new line system
  112327. * @param options defines the options used to create the line system
  112328. * @param scene defines the hosting scene
  112329. * @returns a new line mesh
  112330. */
  112331. static CreateLines(name: string, options: {
  112332. points: Vector3[];
  112333. updatable?: boolean;
  112334. instance?: Nullable<LinesMesh>;
  112335. colors?: Color4[];
  112336. useVertexAlpha?: boolean;
  112337. }, scene?: Nullable<Scene>): LinesMesh;
  112338. /**
  112339. * Creates a dashed line mesh
  112340. * * 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
  112341. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  112342. * * The parameter `points` is an array successive Vector3
  112343. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  112344. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  112345. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  112346. * * 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
  112347. * * When updating an instance, remember that only point positions can change, not the number of points
  112348. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  112349. * @param name defines the name of the mesh
  112350. * @param options defines the options used to create the mesh
  112351. * @param scene defines the hosting scene
  112352. * @returns the dashed line mesh
  112353. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  112354. */
  112355. static CreateDashedLines(name: string, options: {
  112356. points: Vector3[];
  112357. dashSize?: number;
  112358. gapSize?: number;
  112359. dashNb?: number;
  112360. updatable?: boolean;
  112361. instance?: LinesMesh;
  112362. }, scene?: Nullable<Scene>): LinesMesh;
  112363. }
  112364. }
  112365. declare module BABYLON {
  112366. /**
  112367. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112368. * in order to better appreciate the issue one might have.
  112369. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112370. */
  112371. export class RayHelper {
  112372. /**
  112373. * Defines the ray we are currently tryin to visualize.
  112374. */
  112375. ray: Nullable<Ray>;
  112376. private _renderPoints;
  112377. private _renderLine;
  112378. private _renderFunction;
  112379. private _scene;
  112380. private _updateToMeshFunction;
  112381. private _attachedToMesh;
  112382. private _meshSpaceDirection;
  112383. private _meshSpaceOrigin;
  112384. /**
  112385. * Helper function to create a colored helper in a scene in one line.
  112386. * @param ray Defines the ray we are currently tryin to visualize
  112387. * @param scene Defines the scene the ray is used in
  112388. * @param color Defines the color we want to see the ray in
  112389. * @returns The newly created ray helper.
  112390. */
  112391. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  112392. /**
  112393. * Instantiate a new ray helper.
  112394. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  112395. * in order to better appreciate the issue one might have.
  112396. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  112397. * @param ray Defines the ray we are currently tryin to visualize
  112398. */
  112399. constructor(ray: Ray);
  112400. /**
  112401. * Shows the ray we are willing to debug.
  112402. * @param scene Defines the scene the ray needs to be rendered in
  112403. * @param color Defines the color the ray needs to be rendered in
  112404. */
  112405. show(scene: Scene, color?: Color3): void;
  112406. /**
  112407. * Hides the ray we are debugging.
  112408. */
  112409. hide(): void;
  112410. private _render;
  112411. /**
  112412. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  112413. * @param mesh Defines the mesh we want the helper attached to
  112414. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  112415. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  112416. * @param length Defines the length of the ray
  112417. */
  112418. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  112419. /**
  112420. * Detach the ray helper from the mesh it has previously been attached to.
  112421. */
  112422. detachFromMesh(): void;
  112423. private _updateToMesh;
  112424. /**
  112425. * Dispose the helper and release its associated resources.
  112426. */
  112427. dispose(): void;
  112428. }
  112429. }
  112430. declare module BABYLON.Debug {
  112431. /**
  112432. * Class used to render a debug view of a given skeleton
  112433. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112434. */
  112435. export class SkeletonViewer {
  112436. /** defines the skeleton to render */
  112437. skeleton: Skeleton;
  112438. /** defines the mesh attached to the skeleton */
  112439. mesh: AbstractMesh;
  112440. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112441. autoUpdateBonesMatrices: boolean;
  112442. /** defines the rendering group id to use with the viewer */
  112443. renderingGroupId: number;
  112444. /** Gets or sets the color used to render the skeleton */
  112445. color: Color3;
  112446. private _scene;
  112447. private _debugLines;
  112448. private _debugMesh;
  112449. private _isEnabled;
  112450. private _renderFunction;
  112451. private _utilityLayer;
  112452. /**
  112453. * Returns the mesh used to render the bones
  112454. */
  112455. readonly debugMesh: Nullable<LinesMesh>;
  112456. /**
  112457. * Creates a new SkeletonViewer
  112458. * @param skeleton defines the skeleton to render
  112459. * @param mesh defines the mesh attached to the skeleton
  112460. * @param scene defines the hosting scene
  112461. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112462. * @param renderingGroupId defines the rendering group id to use with the viewer
  112463. */
  112464. constructor(
  112465. /** defines the skeleton to render */
  112466. skeleton: Skeleton,
  112467. /** defines the mesh attached to the skeleton */
  112468. mesh: AbstractMesh, scene: Scene,
  112469. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112470. autoUpdateBonesMatrices?: boolean,
  112471. /** defines the rendering group id to use with the viewer */
  112472. renderingGroupId?: number);
  112473. /** Gets or sets a boolean indicating if the viewer is enabled */
  112474. isEnabled: boolean;
  112475. private _getBonePosition;
  112476. private _getLinesForBonesWithLength;
  112477. private _getLinesForBonesNoLength;
  112478. /** Update the viewer to sync with current skeleton state */
  112479. update(): void;
  112480. /** Release associated resources */
  112481. dispose(): void;
  112482. }
  112483. }
  112484. declare module BABYLON {
  112485. /**
  112486. * Options to create the null engine
  112487. */
  112488. export class NullEngineOptions {
  112489. /**
  112490. * Render width (Default: 512)
  112491. */
  112492. renderWidth: number;
  112493. /**
  112494. * Render height (Default: 256)
  112495. */
  112496. renderHeight: number;
  112497. /**
  112498. * Texture size (Default: 512)
  112499. */
  112500. textureSize: number;
  112501. /**
  112502. * If delta time between frames should be constant
  112503. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112504. */
  112505. deterministicLockstep: boolean;
  112506. /**
  112507. * Maximum about of steps between frames (Default: 4)
  112508. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112509. */
  112510. lockstepMaxSteps: number;
  112511. }
  112512. /**
  112513. * The null engine class provides support for headless version of babylon.js.
  112514. * This can be used in server side scenario or for testing purposes
  112515. */
  112516. export class NullEngine extends Engine {
  112517. private _options;
  112518. /**
  112519. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112520. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112521. * @returns true if engine is in deterministic lock step mode
  112522. */
  112523. isDeterministicLockStep(): boolean;
  112524. /**
  112525. * Gets the max steps when engine is running in deterministic lock step
  112526. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112527. * @returns the max steps
  112528. */
  112529. getLockstepMaxSteps(): number;
  112530. /**
  112531. * Gets the current hardware scaling level.
  112532. * By default the hardware scaling level is computed from the window device ratio.
  112533. * 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.
  112534. * @returns a number indicating the current hardware scaling level
  112535. */
  112536. getHardwareScalingLevel(): number;
  112537. constructor(options?: NullEngineOptions);
  112538. /**
  112539. * Creates a vertex buffer
  112540. * @param vertices the data for the vertex buffer
  112541. * @returns the new WebGL static buffer
  112542. */
  112543. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112544. /**
  112545. * Creates a new index buffer
  112546. * @param indices defines the content of the index buffer
  112547. * @param updatable defines if the index buffer must be updatable
  112548. * @returns a new webGL buffer
  112549. */
  112550. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112551. /**
  112552. * Clear the current render buffer or the current render target (if any is set up)
  112553. * @param color defines the color to use
  112554. * @param backBuffer defines if the back buffer must be cleared
  112555. * @param depth defines if the depth buffer must be cleared
  112556. * @param stencil defines if the stencil buffer must be cleared
  112557. */
  112558. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112559. /**
  112560. * Gets the current render width
  112561. * @param useScreen defines if screen size must be used (or the current render target if any)
  112562. * @returns a number defining the current render width
  112563. */
  112564. getRenderWidth(useScreen?: boolean): number;
  112565. /**
  112566. * Gets the current render height
  112567. * @param useScreen defines if screen size must be used (or the current render target if any)
  112568. * @returns a number defining the current render height
  112569. */
  112570. getRenderHeight(useScreen?: boolean): number;
  112571. /**
  112572. * Set the WebGL's viewport
  112573. * @param viewport defines the viewport element to be used
  112574. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112575. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112576. */
  112577. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112578. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112579. /**
  112580. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112581. * @param pipelineContext defines the pipeline context to use
  112582. * @param uniformsNames defines the list of uniform names
  112583. * @returns an array of webGL uniform locations
  112584. */
  112585. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112586. /**
  112587. * Gets the lsit of active attributes for a given webGL program
  112588. * @param pipelineContext defines the pipeline context to use
  112589. * @param attributesNames defines the list of attribute names to get
  112590. * @returns an array of indices indicating the offset of each attribute
  112591. */
  112592. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112593. /**
  112594. * Binds an effect to the webGL context
  112595. * @param effect defines the effect to bind
  112596. */
  112597. bindSamplers(effect: Effect): void;
  112598. /**
  112599. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112600. * @param effect defines the effect to activate
  112601. */
  112602. enableEffect(effect: Effect): void;
  112603. /**
  112604. * Set various states to the webGL context
  112605. * @param culling defines backface culling state
  112606. * @param zOffset defines the value to apply to zOffset (0 by default)
  112607. * @param force defines if states must be applied even if cache is up to date
  112608. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112609. */
  112610. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112611. /**
  112612. * Set the value of an uniform to an array of int32
  112613. * @param uniform defines the webGL uniform location where to store the value
  112614. * @param array defines the array of int32 to store
  112615. */
  112616. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112617. /**
  112618. * Set the value of an uniform to an array of int32 (stored as vec2)
  112619. * @param uniform defines the webGL uniform location where to store the value
  112620. * @param array defines the array of int32 to store
  112621. */
  112622. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112623. /**
  112624. * Set the value of an uniform to an array of int32 (stored as vec3)
  112625. * @param uniform defines the webGL uniform location where to store the value
  112626. * @param array defines the array of int32 to store
  112627. */
  112628. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112629. /**
  112630. * Set the value of an uniform to an array of int32 (stored as vec4)
  112631. * @param uniform defines the webGL uniform location where to store the value
  112632. * @param array defines the array of int32 to store
  112633. */
  112634. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112635. /**
  112636. * Set the value of an uniform to an array of float32
  112637. * @param uniform defines the webGL uniform location where to store the value
  112638. * @param array defines the array of float32 to store
  112639. */
  112640. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112641. /**
  112642. * Set the value of an uniform to an array of float32 (stored as vec2)
  112643. * @param uniform defines the webGL uniform location where to store the value
  112644. * @param array defines the array of float32 to store
  112645. */
  112646. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112647. /**
  112648. * Set the value of an uniform to an array of float32 (stored as vec3)
  112649. * @param uniform defines the webGL uniform location where to store the value
  112650. * @param array defines the array of float32 to store
  112651. */
  112652. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112653. /**
  112654. * Set the value of an uniform to an array of float32 (stored as vec4)
  112655. * @param uniform defines the webGL uniform location where to store the value
  112656. * @param array defines the array of float32 to store
  112657. */
  112658. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112659. /**
  112660. * Set the value of an uniform to an array of number
  112661. * @param uniform defines the webGL uniform location where to store the value
  112662. * @param array defines the array of number to store
  112663. */
  112664. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112665. /**
  112666. * Set the value of an uniform to an array of number (stored as vec2)
  112667. * @param uniform defines the webGL uniform location where to store the value
  112668. * @param array defines the array of number to store
  112669. */
  112670. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112671. /**
  112672. * Set the value of an uniform to an array of number (stored as vec3)
  112673. * @param uniform defines the webGL uniform location where to store the value
  112674. * @param array defines the array of number to store
  112675. */
  112676. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112677. /**
  112678. * Set the value of an uniform to an array of number (stored as vec4)
  112679. * @param uniform defines the webGL uniform location where to store the value
  112680. * @param array defines the array of number to store
  112681. */
  112682. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112683. /**
  112684. * Set the value of an uniform to an array of float32 (stored as matrices)
  112685. * @param uniform defines the webGL uniform location where to store the value
  112686. * @param matrices defines the array of float32 to store
  112687. */
  112688. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112689. /**
  112690. * Set the value of an uniform to a matrix (3x3)
  112691. * @param uniform defines the webGL uniform location where to store the value
  112692. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112693. */
  112694. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112695. /**
  112696. * Set the value of an uniform to a matrix (2x2)
  112697. * @param uniform defines the webGL uniform location where to store the value
  112698. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112699. */
  112700. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112701. /**
  112702. * Set the value of an uniform to a number (float)
  112703. * @param uniform defines the webGL uniform location where to store the value
  112704. * @param value defines the float number to store
  112705. */
  112706. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112707. /**
  112708. * Set the value of an uniform to a vec2
  112709. * @param uniform defines the webGL uniform location where to store the value
  112710. * @param x defines the 1st component of the value
  112711. * @param y defines the 2nd component of the value
  112712. */
  112713. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112714. /**
  112715. * Set the value of an uniform to a vec3
  112716. * @param uniform defines the webGL uniform location where to store the value
  112717. * @param x defines the 1st component of the value
  112718. * @param y defines the 2nd component of the value
  112719. * @param z defines the 3rd component of the value
  112720. */
  112721. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112722. /**
  112723. * Set the value of an uniform to a boolean
  112724. * @param uniform defines the webGL uniform location where to store the value
  112725. * @param bool defines the boolean to store
  112726. */
  112727. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112728. /**
  112729. * Set the value of an uniform to a vec4
  112730. * @param uniform defines the webGL uniform location where to store the value
  112731. * @param x defines the 1st component of the value
  112732. * @param y defines the 2nd component of the value
  112733. * @param z defines the 3rd component of the value
  112734. * @param w defines the 4th component of the value
  112735. */
  112736. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112737. /**
  112738. * Sets the current alpha mode
  112739. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  112740. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112741. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112742. */
  112743. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112744. /**
  112745. * Bind webGl buffers directly to the webGL context
  112746. * @param vertexBuffers defines the vertex buffer to bind
  112747. * @param indexBuffer defines the index buffer to bind
  112748. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  112749. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  112750. * @param effect defines the effect associated with the vertex buffer
  112751. */
  112752. bindBuffers(vertexBuffers: {
  112753. [key: string]: VertexBuffer;
  112754. }, indexBuffer: DataBuffer, effect: Effect): void;
  112755. /**
  112756. * Force the entire cache to be cleared
  112757. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  112758. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  112759. */
  112760. wipeCaches(bruteForce?: boolean): void;
  112761. /**
  112762. * Send a draw order
  112763. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  112764. * @param indexStart defines the starting index
  112765. * @param indexCount defines the number of index to draw
  112766. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112767. */
  112768. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  112769. /**
  112770. * Draw a list of indexed primitives
  112771. * @param fillMode defines the primitive to use
  112772. * @param indexStart defines the starting index
  112773. * @param indexCount defines the number of index to draw
  112774. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112775. */
  112776. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112777. /**
  112778. * Draw a list of unindexed primitives
  112779. * @param fillMode defines the primitive to use
  112780. * @param verticesStart defines the index of first vertex to draw
  112781. * @param verticesCount defines the count of vertices to draw
  112782. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112783. */
  112784. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112785. /** @hidden */
  112786. _createTexture(): WebGLTexture;
  112787. /** @hidden */
  112788. _releaseTexture(texture: InternalTexture): void;
  112789. /**
  112790. * Usually called from Texture.ts.
  112791. * Passed information to create a WebGLTexture
  112792. * @param urlArg defines a value which contains one of the following:
  112793. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112794. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112795. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112796. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112797. * @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)
  112798. * @param scene needed for loading to the correct scene
  112799. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  112800. * @param onLoad optional callback to be called upon successful completion
  112801. * @param onError optional callback to be called upon failure
  112802. * @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
  112803. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112804. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112805. * @param forcedExtension defines the extension to use to pick the right loader
  112806. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  112807. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112808. */
  112809. 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;
  112810. /**
  112811. * Creates a new render target texture
  112812. * @param size defines the size of the texture
  112813. * @param options defines the options used to create the texture
  112814. * @returns a new render target texture stored in an InternalTexture
  112815. */
  112816. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112817. /**
  112818. * Update the sampling mode of a given texture
  112819. * @param samplingMode defines the required sampling mode
  112820. * @param texture defines the texture to update
  112821. */
  112822. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112823. /**
  112824. * Binds the frame buffer to the specified texture.
  112825. * @param texture The texture to render to or null for the default canvas
  112826. * @param faceIndex The face of the texture to render to in case of cube texture
  112827. * @param requiredWidth The width of the target to render to
  112828. * @param requiredHeight The height of the target to render to
  112829. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  112830. * @param depthStencilTexture The depth stencil texture to use to render
  112831. * @param lodLevel defines le lod level to bind to the frame buffer
  112832. */
  112833. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112834. /**
  112835. * Unbind the current render target texture from the webGL context
  112836. * @param texture defines the render target texture to unbind
  112837. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112838. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112839. */
  112840. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112841. /**
  112842. * Creates a dynamic vertex buffer
  112843. * @param vertices the data for the dynamic vertex buffer
  112844. * @returns the new WebGL dynamic buffer
  112845. */
  112846. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  112847. /**
  112848. * Update the content of a dynamic texture
  112849. * @param texture defines the texture to update
  112850. * @param canvas defines the canvas containing the source
  112851. * @param invertY defines if data must be stored with Y axis inverted
  112852. * @param premulAlpha defines if alpha is stored as premultiplied
  112853. * @param format defines the format of the data
  112854. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  112855. */
  112856. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  112857. /**
  112858. * Gets a boolean indicating if all created effects are ready
  112859. * @returns true if all effects are ready
  112860. */
  112861. areAllEffectsReady(): boolean;
  112862. /**
  112863. * @hidden
  112864. * Get the current error code of the webGL context
  112865. * @returns the error code
  112866. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  112867. */
  112868. getError(): number;
  112869. /** @hidden */
  112870. _getUnpackAlignement(): number;
  112871. /** @hidden */
  112872. _unpackFlipY(value: boolean): void;
  112873. /**
  112874. * Update a dynamic index buffer
  112875. * @param indexBuffer defines the target index buffer
  112876. * @param indices defines the data to update
  112877. * @param offset defines the offset in the target index buffer where update should start
  112878. */
  112879. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  112880. /**
  112881. * Updates a dynamic vertex buffer.
  112882. * @param vertexBuffer the vertex buffer to update
  112883. * @param vertices the data used to update the vertex buffer
  112884. * @param byteOffset the byte offset of the data (optional)
  112885. * @param byteLength the byte length of the data (optional)
  112886. */
  112887. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  112888. /** @hidden */
  112889. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  112890. /** @hidden */
  112891. _bindTexture(channel: number, texture: InternalTexture): void;
  112892. protected _deleteBuffer(buffer: WebGLBuffer): void;
  112893. /**
  112894. * 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
  112895. */
  112896. releaseEffects(): void;
  112897. displayLoadingUI(): void;
  112898. hideLoadingUI(): void;
  112899. /** @hidden */
  112900. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112901. /** @hidden */
  112902. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112903. /** @hidden */
  112904. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112905. /** @hidden */
  112906. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112907. }
  112908. }
  112909. declare module BABYLON {
  112910. /** @hidden */
  112911. export class _OcclusionDataStorage {
  112912. /** @hidden */
  112913. occlusionInternalRetryCounter: number;
  112914. /** @hidden */
  112915. isOcclusionQueryInProgress: boolean;
  112916. /** @hidden */
  112917. isOccluded: boolean;
  112918. /** @hidden */
  112919. occlusionRetryCount: number;
  112920. /** @hidden */
  112921. occlusionType: number;
  112922. /** @hidden */
  112923. occlusionQueryAlgorithmType: number;
  112924. }
  112925. interface Engine {
  112926. /**
  112927. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  112928. * @return the new query
  112929. */
  112930. createQuery(): WebGLQuery;
  112931. /**
  112932. * Delete and release a webGL query
  112933. * @param query defines the query to delete
  112934. * @return the current engine
  112935. */
  112936. deleteQuery(query: WebGLQuery): Engine;
  112937. /**
  112938. * Check if a given query has resolved and got its value
  112939. * @param query defines the query to check
  112940. * @returns true if the query got its value
  112941. */
  112942. isQueryResultAvailable(query: WebGLQuery): boolean;
  112943. /**
  112944. * Gets the value of a given query
  112945. * @param query defines the query to check
  112946. * @returns the value of the query
  112947. */
  112948. getQueryResult(query: WebGLQuery): number;
  112949. /**
  112950. * Initiates an occlusion query
  112951. * @param algorithmType defines the algorithm to use
  112952. * @param query defines the query to use
  112953. * @returns the current engine
  112954. * @see http://doc.babylonjs.com/features/occlusionquery
  112955. */
  112956. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112957. /**
  112958. * Ends an occlusion query
  112959. * @see http://doc.babylonjs.com/features/occlusionquery
  112960. * @param algorithmType defines the algorithm to use
  112961. * @returns the current engine
  112962. */
  112963. endOcclusionQuery(algorithmType: number): Engine;
  112964. /**
  112965. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112966. * Please note that only one query can be issued at a time
  112967. * @returns a time token used to track the time span
  112968. */
  112969. startTimeQuery(): Nullable<_TimeToken>;
  112970. /**
  112971. * Ends a time query
  112972. * @param token defines the token used to measure the time span
  112973. * @returns the time spent (in ns)
  112974. */
  112975. endTimeQuery(token: _TimeToken): int;
  112976. /** @hidden */
  112977. _currentNonTimestampToken: Nullable<_TimeToken>;
  112978. /** @hidden */
  112979. _createTimeQuery(): WebGLQuery;
  112980. /** @hidden */
  112981. _deleteTimeQuery(query: WebGLQuery): void;
  112982. /** @hidden */
  112983. _getGlAlgorithmType(algorithmType: number): number;
  112984. /** @hidden */
  112985. _getTimeQueryResult(query: WebGLQuery): any;
  112986. /** @hidden */
  112987. _getTimeQueryAvailability(query: WebGLQuery): any;
  112988. }
  112989. interface AbstractMesh {
  112990. /**
  112991. * Backing filed
  112992. * @hidden
  112993. */
  112994. __occlusionDataStorage: _OcclusionDataStorage;
  112995. /**
  112996. * Access property
  112997. * @hidden
  112998. */
  112999. _occlusionDataStorage: _OcclusionDataStorage;
  113000. /**
  113001. * 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.
  113002. * The default value is -1 which means don't break the query and wait till the result
  113003. * @see http://doc.babylonjs.com/features/occlusionquery
  113004. */
  113005. occlusionRetryCount: number;
  113006. /**
  113007. * 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:
  113008. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  113009. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  113010. * * 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.
  113011. * @see http://doc.babylonjs.com/features/occlusionquery
  113012. */
  113013. occlusionType: number;
  113014. /**
  113015. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  113016. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  113017. * * 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.
  113018. * @see http://doc.babylonjs.com/features/occlusionquery
  113019. */
  113020. occlusionQueryAlgorithmType: number;
  113021. /**
  113022. * 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
  113023. * @see http://doc.babylonjs.com/features/occlusionquery
  113024. */
  113025. isOccluded: boolean;
  113026. /**
  113027. * Flag to check the progress status of the query
  113028. * @see http://doc.babylonjs.com/features/occlusionquery
  113029. */
  113030. isOcclusionQueryInProgress: boolean;
  113031. }
  113032. }
  113033. declare module BABYLON {
  113034. /** @hidden */
  113035. export var _forceTransformFeedbackToBundle: boolean;
  113036. interface Engine {
  113037. /**
  113038. * Creates a webGL transform feedback object
  113039. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  113040. * @returns the webGL transform feedback object
  113041. */
  113042. createTransformFeedback(): WebGLTransformFeedback;
  113043. /**
  113044. * Delete a webGL transform feedback object
  113045. * @param value defines the webGL transform feedback object to delete
  113046. */
  113047. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  113048. /**
  113049. * Bind a webGL transform feedback object to the webgl context
  113050. * @param value defines the webGL transform feedback object to bind
  113051. */
  113052. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  113053. /**
  113054. * Begins a transform feedback operation
  113055. * @param usePoints defines if points or triangles must be used
  113056. */
  113057. beginTransformFeedback(usePoints: boolean): void;
  113058. /**
  113059. * Ends a transform feedback operation
  113060. */
  113061. endTransformFeedback(): void;
  113062. /**
  113063. * Specify the varyings to use with transform feedback
  113064. * @param program defines the associated webGL program
  113065. * @param value defines the list of strings representing the varying names
  113066. */
  113067. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  113068. /**
  113069. * Bind a webGL buffer for a transform feedback operation
  113070. * @param value defines the webGL buffer to bind
  113071. */
  113072. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  113073. }
  113074. }
  113075. declare module BABYLON {
  113076. /**
  113077. * Creation options of the multi render target texture.
  113078. */
  113079. export interface IMultiRenderTargetOptions {
  113080. /**
  113081. * Define if the texture needs to create mip maps after render.
  113082. */
  113083. generateMipMaps?: boolean;
  113084. /**
  113085. * Define the types of all the draw buffers we want to create
  113086. */
  113087. types?: number[];
  113088. /**
  113089. * Define the sampling modes of all the draw buffers we want to create
  113090. */
  113091. samplingModes?: number[];
  113092. /**
  113093. * Define if a depth buffer is required
  113094. */
  113095. generateDepthBuffer?: boolean;
  113096. /**
  113097. * Define if a stencil buffer is required
  113098. */
  113099. generateStencilBuffer?: boolean;
  113100. /**
  113101. * Define if a depth texture is required instead of a depth buffer
  113102. */
  113103. generateDepthTexture?: boolean;
  113104. /**
  113105. * Define the number of desired draw buffers
  113106. */
  113107. textureCount?: number;
  113108. /**
  113109. * Define if aspect ratio should be adapted to the texture or stay the scene one
  113110. */
  113111. doNotChangeAspectRatio?: boolean;
  113112. /**
  113113. * Define the default type of the buffers we are creating
  113114. */
  113115. defaultType?: number;
  113116. }
  113117. /**
  113118. * A multi render target, like a render target provides the ability to render to a texture.
  113119. * Unlike the render target, it can render to several draw buffers in one draw.
  113120. * This is specially interesting in deferred rendering or for any effects requiring more than
  113121. * just one color from a single pass.
  113122. */
  113123. export class MultiRenderTarget extends RenderTargetTexture {
  113124. private _internalTextures;
  113125. private _textures;
  113126. private _multiRenderTargetOptions;
  113127. /**
  113128. * Get if draw buffers are currently supported by the used hardware and browser.
  113129. */
  113130. readonly isSupported: boolean;
  113131. /**
  113132. * Get the list of textures generated by the multi render target.
  113133. */
  113134. readonly textures: Texture[];
  113135. /**
  113136. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  113137. */
  113138. readonly depthTexture: Texture;
  113139. /**
  113140. * Set the wrapping mode on U of all the textures we are rendering to.
  113141. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113142. */
  113143. wrapU: number;
  113144. /**
  113145. * Set the wrapping mode on V of all the textures we are rendering to.
  113146. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  113147. */
  113148. wrapV: number;
  113149. /**
  113150. * Instantiate a new multi render target texture.
  113151. * A multi render target, like a render target provides the ability to render to a texture.
  113152. * Unlike the render target, it can render to several draw buffers in one draw.
  113153. * This is specially interesting in deferred rendering or for any effects requiring more than
  113154. * just one color from a single pass.
  113155. * @param name Define the name of the texture
  113156. * @param size Define the size of the buffers to render to
  113157. * @param count Define the number of target we are rendering into
  113158. * @param scene Define the scene the texture belongs to
  113159. * @param options Define the options used to create the multi render target
  113160. */
  113161. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  113162. /** @hidden */
  113163. _rebuild(): void;
  113164. private _createInternalTextures;
  113165. private _createTextures;
  113166. /**
  113167. * Define the number of samples used if MSAA is enabled.
  113168. */
  113169. samples: number;
  113170. /**
  113171. * Resize all the textures in the multi render target.
  113172. * Be carrefull as it will recreate all the data in the new texture.
  113173. * @param size Define the new size
  113174. */
  113175. resize(size: any): void;
  113176. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  113177. /**
  113178. * Dispose the render targets and their associated resources
  113179. */
  113180. dispose(): void;
  113181. /**
  113182. * Release all the underlying texture used as draw buffers.
  113183. */
  113184. releaseInternalTextures(): void;
  113185. }
  113186. }
  113187. declare module BABYLON {
  113188. interface ThinEngine {
  113189. /**
  113190. * Unbind a list of render target textures from the webGL context
  113191. * This is used only when drawBuffer extension or webGL2 are active
  113192. * @param textures defines the render target textures to unbind
  113193. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  113194. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  113195. */
  113196. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  113197. /**
  113198. * Create a multi render target texture
  113199. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  113200. * @param size defines the size of the texture
  113201. * @param options defines the creation options
  113202. * @returns the cube texture as an InternalTexture
  113203. */
  113204. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  113205. /**
  113206. * Update the sample count for a given multiple render target texture
  113207. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  113208. * @param textures defines the textures to update
  113209. * @param samples defines the sample count to set
  113210. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  113211. */
  113212. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  113213. }
  113214. }
  113215. declare module BABYLON {
  113216. /**
  113217. * Class used to define an additional view for the engine
  113218. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113219. */
  113220. export class EngineView {
  113221. /** Defines the canvas where to render the view */
  113222. target: HTMLCanvasElement;
  113223. /** Defines an optional camera used to render the view (will use active camera else) */
  113224. camera?: Camera;
  113225. }
  113226. interface Engine {
  113227. /**
  113228. * Gets or sets the HTML element to use for attaching events
  113229. */
  113230. inputElement: Nullable<HTMLElement>;
  113231. /**
  113232. * Gets the current engine view
  113233. * @see https://doc.babylonjs.com/how_to/multi_canvases
  113234. */
  113235. activeView: Nullable<EngineView>;
  113236. /** Gets or sets the list of views */
  113237. views: EngineView[];
  113238. /**
  113239. * Register a new child canvas
  113240. * @param canvas defines the canvas to register
  113241. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  113242. * @returns the associated view
  113243. */
  113244. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  113245. /**
  113246. * Remove a registered child canvas
  113247. * @param canvas defines the canvas to remove
  113248. * @returns the current engine
  113249. */
  113250. unRegisterView(canvas: HTMLCanvasElement): Engine;
  113251. }
  113252. }
  113253. declare module BABYLON {
  113254. /**
  113255. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  113256. */
  113257. export interface CubeMapInfo {
  113258. /**
  113259. * The pixel array for the front face.
  113260. * This is stored in format, left to right, up to down format.
  113261. */
  113262. front: Nullable<ArrayBufferView>;
  113263. /**
  113264. * The pixel array for the back face.
  113265. * This is stored in format, left to right, up to down format.
  113266. */
  113267. back: Nullable<ArrayBufferView>;
  113268. /**
  113269. * The pixel array for the left face.
  113270. * This is stored in format, left to right, up to down format.
  113271. */
  113272. left: Nullable<ArrayBufferView>;
  113273. /**
  113274. * The pixel array for the right face.
  113275. * This is stored in format, left to right, up to down format.
  113276. */
  113277. right: Nullable<ArrayBufferView>;
  113278. /**
  113279. * The pixel array for the up face.
  113280. * This is stored in format, left to right, up to down format.
  113281. */
  113282. up: Nullable<ArrayBufferView>;
  113283. /**
  113284. * The pixel array for the down face.
  113285. * This is stored in format, left to right, up to down format.
  113286. */
  113287. down: Nullable<ArrayBufferView>;
  113288. /**
  113289. * The size of the cubemap stored.
  113290. *
  113291. * Each faces will be size * size pixels.
  113292. */
  113293. size: number;
  113294. /**
  113295. * The format of the texture.
  113296. *
  113297. * RGBA, RGB.
  113298. */
  113299. format: number;
  113300. /**
  113301. * The type of the texture data.
  113302. *
  113303. * UNSIGNED_INT, FLOAT.
  113304. */
  113305. type: number;
  113306. /**
  113307. * Specifies whether the texture is in gamma space.
  113308. */
  113309. gammaSpace: boolean;
  113310. }
  113311. /**
  113312. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  113313. */
  113314. export class PanoramaToCubeMapTools {
  113315. private static FACE_FRONT;
  113316. private static FACE_BACK;
  113317. private static FACE_RIGHT;
  113318. private static FACE_LEFT;
  113319. private static FACE_DOWN;
  113320. private static FACE_UP;
  113321. /**
  113322. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  113323. *
  113324. * @param float32Array The source data.
  113325. * @param inputWidth The width of the input panorama.
  113326. * @param inputHeight The height of the input panorama.
  113327. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  113328. * @return The cubemap data
  113329. */
  113330. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  113331. private static CreateCubemapTexture;
  113332. private static CalcProjectionSpherical;
  113333. }
  113334. }
  113335. declare module BABYLON {
  113336. /**
  113337. * Helper class dealing with the extraction of spherical polynomial dataArray
  113338. * from a cube map.
  113339. */
  113340. export class CubeMapToSphericalPolynomialTools {
  113341. private static FileFaces;
  113342. /**
  113343. * Converts a texture to the according Spherical Polynomial data.
  113344. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113345. *
  113346. * @param texture The texture to extract the information from.
  113347. * @return The Spherical Polynomial data.
  113348. */
  113349. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  113350. /**
  113351. * Converts a cubemap to the according Spherical Polynomial data.
  113352. * This extracts the first 3 orders only as they are the only one used in the lighting.
  113353. *
  113354. * @param cubeInfo The Cube map to extract the information from.
  113355. * @return The Spherical Polynomial data.
  113356. */
  113357. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  113358. }
  113359. }
  113360. declare module BABYLON {
  113361. interface BaseTexture {
  113362. /**
  113363. * Get the polynomial representation of the texture data.
  113364. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  113365. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  113366. */
  113367. sphericalPolynomial: Nullable<SphericalPolynomial>;
  113368. }
  113369. }
  113370. declare module BABYLON {
  113371. /** @hidden */
  113372. export var rgbdEncodePixelShader: {
  113373. name: string;
  113374. shader: string;
  113375. };
  113376. }
  113377. declare module BABYLON {
  113378. /** @hidden */
  113379. export var rgbdDecodePixelShader: {
  113380. name: string;
  113381. shader: string;
  113382. };
  113383. }
  113384. declare module BABYLON {
  113385. /**
  113386. * Raw texture data and descriptor sufficient for WebGL texture upload
  113387. */
  113388. export interface EnvironmentTextureInfo {
  113389. /**
  113390. * Version of the environment map
  113391. */
  113392. version: number;
  113393. /**
  113394. * Width of image
  113395. */
  113396. width: number;
  113397. /**
  113398. * Irradiance information stored in the file.
  113399. */
  113400. irradiance: any;
  113401. /**
  113402. * Specular information stored in the file.
  113403. */
  113404. specular: any;
  113405. }
  113406. /**
  113407. * Defines One Image in the file. It requires only the position in the file
  113408. * as well as the length.
  113409. */
  113410. interface BufferImageData {
  113411. /**
  113412. * Length of the image data.
  113413. */
  113414. length: number;
  113415. /**
  113416. * Position of the data from the null terminator delimiting the end of the JSON.
  113417. */
  113418. position: number;
  113419. }
  113420. /**
  113421. * Defines the specular data enclosed in the file.
  113422. * This corresponds to the version 1 of the data.
  113423. */
  113424. export interface EnvironmentTextureSpecularInfoV1 {
  113425. /**
  113426. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113427. */
  113428. specularDataPosition?: number;
  113429. /**
  113430. * This contains all the images data needed to reconstruct the cubemap.
  113431. */
  113432. mipmaps: Array<BufferImageData>;
  113433. /**
  113434. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113435. */
  113436. lodGenerationScale: number;
  113437. }
  113438. /**
  113439. * Sets of helpers addressing the serialization and deserialization of environment texture
  113440. * stored in a BabylonJS env file.
  113441. * Those files are usually stored as .env files.
  113442. */
  113443. export class EnvironmentTextureTools {
  113444. /**
  113445. * Magic number identifying the env file.
  113446. */
  113447. private static _MagicBytes;
  113448. /**
  113449. * Gets the environment info from an env file.
  113450. * @param data The array buffer containing the .env bytes.
  113451. * @returns the environment file info (the json header) if successfully parsed.
  113452. */
  113453. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113454. /**
  113455. * Creates an environment texture from a loaded cube texture.
  113456. * @param texture defines the cube texture to convert in env file
  113457. * @return a promise containing the environment data if succesfull.
  113458. */
  113459. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113460. /**
  113461. * Creates a JSON representation of the spherical data.
  113462. * @param texture defines the texture containing the polynomials
  113463. * @return the JSON representation of the spherical info
  113464. */
  113465. private static _CreateEnvTextureIrradiance;
  113466. /**
  113467. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113468. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113469. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113470. * @return the views described by info providing access to the underlying buffer
  113471. */
  113472. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113473. /**
  113474. * Uploads the texture info contained in the env file to the GPU.
  113475. * @param texture defines the internal texture to upload to
  113476. * @param arrayBuffer defines the buffer cotaining the data to load
  113477. * @param info defines the texture info retrieved through the GetEnvInfo method
  113478. * @returns a promise
  113479. */
  113480. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113481. private static _OnImageReadyAsync;
  113482. /**
  113483. * Uploads the levels of image data to the GPU.
  113484. * @param texture defines the internal texture to upload to
  113485. * @param imageData defines the array buffer views of image data [mipmap][face]
  113486. * @returns a promise
  113487. */
  113488. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113489. /**
  113490. * Uploads spherical polynomials information to the texture.
  113491. * @param texture defines the texture we are trying to upload the information to
  113492. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113493. */
  113494. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113495. /** @hidden */
  113496. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113497. }
  113498. }
  113499. declare module BABYLON {
  113500. /**
  113501. * Contains position and normal vectors for a vertex
  113502. */
  113503. export class PositionNormalVertex {
  113504. /** the position of the vertex (defaut: 0,0,0) */
  113505. position: Vector3;
  113506. /** the normal of the vertex (defaut: 0,1,0) */
  113507. normal: Vector3;
  113508. /**
  113509. * Creates a PositionNormalVertex
  113510. * @param position the position of the vertex (defaut: 0,0,0)
  113511. * @param normal the normal of the vertex (defaut: 0,1,0)
  113512. */
  113513. constructor(
  113514. /** the position of the vertex (defaut: 0,0,0) */
  113515. position?: Vector3,
  113516. /** the normal of the vertex (defaut: 0,1,0) */
  113517. normal?: Vector3);
  113518. /**
  113519. * Clones the PositionNormalVertex
  113520. * @returns the cloned PositionNormalVertex
  113521. */
  113522. clone(): PositionNormalVertex;
  113523. }
  113524. /**
  113525. * Contains position, normal and uv vectors for a vertex
  113526. */
  113527. export class PositionNormalTextureVertex {
  113528. /** the position of the vertex (defaut: 0,0,0) */
  113529. position: Vector3;
  113530. /** the normal of the vertex (defaut: 0,1,0) */
  113531. normal: Vector3;
  113532. /** the uv of the vertex (default: 0,0) */
  113533. uv: Vector2;
  113534. /**
  113535. * Creates a PositionNormalTextureVertex
  113536. * @param position the position of the vertex (defaut: 0,0,0)
  113537. * @param normal the normal of the vertex (defaut: 0,1,0)
  113538. * @param uv the uv of the vertex (default: 0,0)
  113539. */
  113540. constructor(
  113541. /** the position of the vertex (defaut: 0,0,0) */
  113542. position?: Vector3,
  113543. /** the normal of the vertex (defaut: 0,1,0) */
  113544. normal?: Vector3,
  113545. /** the uv of the vertex (default: 0,0) */
  113546. uv?: Vector2);
  113547. /**
  113548. * Clones the PositionNormalTextureVertex
  113549. * @returns the cloned PositionNormalTextureVertex
  113550. */
  113551. clone(): PositionNormalTextureVertex;
  113552. }
  113553. }
  113554. declare module BABYLON {
  113555. /** @hidden */
  113556. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113557. private _genericAttributeLocation;
  113558. private _varyingLocationCount;
  113559. private _varyingLocationMap;
  113560. private _replacements;
  113561. private _textureCount;
  113562. private _uniforms;
  113563. lineProcessor(line: string): string;
  113564. attributeProcessor(attribute: string): string;
  113565. varyingProcessor(varying: string, isFragment: boolean): string;
  113566. uniformProcessor(uniform: string): string;
  113567. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113568. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113569. }
  113570. }
  113571. declare module BABYLON {
  113572. /**
  113573. * Container for accessors for natively-stored mesh data buffers.
  113574. */
  113575. class NativeDataBuffer extends DataBuffer {
  113576. /**
  113577. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113578. */
  113579. nativeIndexBuffer?: any;
  113580. /**
  113581. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113582. */
  113583. nativeVertexBuffer?: any;
  113584. }
  113585. /** @hidden */
  113586. class NativeTexture extends InternalTexture {
  113587. getInternalTexture(): InternalTexture;
  113588. getViewCount(): number;
  113589. }
  113590. /** @hidden */
  113591. export class NativeEngine extends Engine {
  113592. private readonly _native;
  113593. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  113594. private readonly INVALID_HANDLE;
  113595. getHardwareScalingLevel(): number;
  113596. constructor();
  113597. /**
  113598. * Can be used to override the current requestAnimationFrame requester.
  113599. * @hidden
  113600. */
  113601. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113602. /**
  113603. * Override default engine behavior.
  113604. * @param color
  113605. * @param backBuffer
  113606. * @param depth
  113607. * @param stencil
  113608. */
  113609. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113610. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113611. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113612. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113613. recordVertexArrayObject(vertexBuffers: {
  113614. [key: string]: VertexBuffer;
  113615. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113616. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113617. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113618. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113619. /**
  113620. * Draw a list of indexed primitives
  113621. * @param fillMode defines the primitive to use
  113622. * @param indexStart defines the starting index
  113623. * @param indexCount defines the number of index to draw
  113624. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113625. */
  113626. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113627. /**
  113628. * Draw a list of unindexed primitives
  113629. * @param fillMode defines the primitive to use
  113630. * @param verticesStart defines the index of first vertex to draw
  113631. * @param verticesCount defines the count of vertices to draw
  113632. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113633. */
  113634. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113635. createPipelineContext(): IPipelineContext;
  113636. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113637. /** @hidden */
  113638. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113639. /** @hidden */
  113640. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113641. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113642. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113643. protected _setProgram(program: WebGLProgram): void;
  113644. _releaseEffect(effect: Effect): void;
  113645. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113646. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113647. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113648. bindSamplers(effect: Effect): void;
  113649. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113650. getRenderWidth(useScreen?: boolean): number;
  113651. getRenderHeight(useScreen?: boolean): number;
  113652. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113653. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113654. /**
  113655. * Set the z offset to apply to current rendering
  113656. * @param value defines the offset to apply
  113657. */
  113658. setZOffset(value: number): void;
  113659. /**
  113660. * Gets the current value of the zOffset
  113661. * @returns the current zOffset state
  113662. */
  113663. getZOffset(): number;
  113664. /**
  113665. * Enable or disable depth buffering
  113666. * @param enable defines the state to set
  113667. */
  113668. setDepthBuffer(enable: boolean): void;
  113669. /**
  113670. * Gets a boolean indicating if depth writing is enabled
  113671. * @returns the current depth writing state
  113672. */
  113673. getDepthWrite(): boolean;
  113674. /**
  113675. * Enable or disable depth writing
  113676. * @param enable defines the state to set
  113677. */
  113678. setDepthWrite(enable: boolean): void;
  113679. /**
  113680. * Enable or disable color writing
  113681. * @param enable defines the state to set
  113682. */
  113683. setColorWrite(enable: boolean): void;
  113684. /**
  113685. * Gets a boolean indicating if color writing is enabled
  113686. * @returns the current color writing state
  113687. */
  113688. getColorWrite(): boolean;
  113689. /**
  113690. * Sets alpha constants used by some alpha blending modes
  113691. * @param r defines the red component
  113692. * @param g defines the green component
  113693. * @param b defines the blue component
  113694. * @param a defines the alpha component
  113695. */
  113696. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113697. /**
  113698. * Sets the current alpha mode
  113699. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113700. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113701. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113702. */
  113703. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113704. /**
  113705. * Gets the current alpha mode
  113706. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113707. * @returns the current alpha mode
  113708. */
  113709. getAlphaMode(): number;
  113710. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113711. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113712. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113713. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113714. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113715. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113716. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113717. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113718. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113719. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113720. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113721. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113722. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113723. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113724. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113725. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113726. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113727. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113728. setBool(uniform: WebGLUniformLocation, bool: number): void;
  113729. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113730. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113731. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113732. wipeCaches(bruteForce?: boolean): void;
  113733. _createTexture(): WebGLTexture;
  113734. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  113735. /**
  113736. * Usually called from BABYLON.Texture.ts.
  113737. * Passed information to create a WebGLTexture
  113738. * @param urlArg defines a value which contains one of the following:
  113739. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113740. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113741. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113742. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113743. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  113744. * @param scene needed for loading to the correct scene
  113745. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113746. * @param onLoad optional callback to be called upon successful completion
  113747. * @param onError optional callback to be called upon failure
  113748. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  113749. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113750. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113751. * @param forcedExtension defines the extension to use to pick the right loader
  113752. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113753. */
  113754. 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;
  113755. /**
  113756. * Creates a cube texture
  113757. * @param rootUrl defines the url where the files to load is located
  113758. * @param scene defines the current scene
  113759. * @param files defines the list of files to load (1 per face)
  113760. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  113761. * @param onLoad defines an optional callback raised when the texture is loaded
  113762. * @param onError defines an optional callback raised if there is an issue to load the texture
  113763. * @param format defines the format of the data
  113764. * @param forcedExtension defines the extension to use to pick the right loader
  113765. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  113766. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  113767. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  113768. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  113769. * @returns the cube texture as an InternalTexture
  113770. */
  113771. 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;
  113772. private _getSamplingFilter;
  113773. private static _GetNativeTextureFormat;
  113774. createRenderTargetTexture(size: number | {
  113775. width: number;
  113776. height: number;
  113777. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  113778. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113779. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113780. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113781. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  113782. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  113783. /**
  113784. * Updates a dynamic vertex buffer.
  113785. * @param vertexBuffer the vertex buffer to update
  113786. * @param data the data used to update the vertex buffer
  113787. * @param byteOffset the byte offset of the data (optional)
  113788. * @param byteLength the byte length of the data (optional)
  113789. */
  113790. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  113791. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  113792. private _updateAnisotropicLevel;
  113793. private _getAddressMode;
  113794. /** @hidden */
  113795. _bindTexture(channel: number, texture: InternalTexture): void;
  113796. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  113797. releaseEffects(): void;
  113798. /** @hidden */
  113799. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113800. /** @hidden */
  113801. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113802. /** @hidden */
  113803. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113804. /** @hidden */
  113805. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113806. }
  113807. }
  113808. declare module BABYLON {
  113809. /**
  113810. * Gather the list of clipboard event types as constants.
  113811. */
  113812. export class ClipboardEventTypes {
  113813. /**
  113814. * The clipboard event is fired when a copy command is active (pressed).
  113815. */
  113816. static readonly COPY: number;
  113817. /**
  113818. * The clipboard event is fired when a cut command is active (pressed).
  113819. */
  113820. static readonly CUT: number;
  113821. /**
  113822. * The clipboard event is fired when a paste command is active (pressed).
  113823. */
  113824. static readonly PASTE: number;
  113825. }
  113826. /**
  113827. * This class is used to store clipboard related info for the onClipboardObservable event.
  113828. */
  113829. export class ClipboardInfo {
  113830. /**
  113831. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113832. */
  113833. type: number;
  113834. /**
  113835. * Defines the related dom event
  113836. */
  113837. event: ClipboardEvent;
  113838. /**
  113839. *Creates an instance of ClipboardInfo.
  113840. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  113841. * @param event Defines the related dom event
  113842. */
  113843. constructor(
  113844. /**
  113845. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113846. */
  113847. type: number,
  113848. /**
  113849. * Defines the related dom event
  113850. */
  113851. event: ClipboardEvent);
  113852. /**
  113853. * Get the clipboard event's type from the keycode.
  113854. * @param keyCode Defines the keyCode for the current keyboard event.
  113855. * @return {number}
  113856. */
  113857. static GetTypeFromCharacter(keyCode: number): number;
  113858. }
  113859. }
  113860. declare module BABYLON {
  113861. /**
  113862. * Google Daydream controller
  113863. */
  113864. export class DaydreamController extends WebVRController {
  113865. /**
  113866. * Base Url for the controller model.
  113867. */
  113868. static MODEL_BASE_URL: string;
  113869. /**
  113870. * File name for the controller model.
  113871. */
  113872. static MODEL_FILENAME: string;
  113873. /**
  113874. * Gamepad Id prefix used to identify Daydream Controller.
  113875. */
  113876. static readonly GAMEPAD_ID_PREFIX: string;
  113877. /**
  113878. * Creates a new DaydreamController from a gamepad
  113879. * @param vrGamepad the gamepad that the controller should be created from
  113880. */
  113881. constructor(vrGamepad: any);
  113882. /**
  113883. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113884. * @param scene scene in which to add meshes
  113885. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113886. */
  113887. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113888. /**
  113889. * Called once for each button that changed state since the last frame
  113890. * @param buttonIdx Which button index changed
  113891. * @param state New state of the button
  113892. * @param changes Which properties on the state changed since last frame
  113893. */
  113894. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113895. }
  113896. }
  113897. declare module BABYLON {
  113898. /**
  113899. * Gear VR Controller
  113900. */
  113901. export class GearVRController extends WebVRController {
  113902. /**
  113903. * Base Url for the controller model.
  113904. */
  113905. static MODEL_BASE_URL: string;
  113906. /**
  113907. * File name for the controller model.
  113908. */
  113909. static MODEL_FILENAME: string;
  113910. /**
  113911. * Gamepad Id prefix used to identify this controller.
  113912. */
  113913. static readonly GAMEPAD_ID_PREFIX: string;
  113914. private readonly _buttonIndexToObservableNameMap;
  113915. /**
  113916. * Creates a new GearVRController from a gamepad
  113917. * @param vrGamepad the gamepad that the controller should be created from
  113918. */
  113919. constructor(vrGamepad: any);
  113920. /**
  113921. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113922. * @param scene scene in which to add meshes
  113923. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113924. */
  113925. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113926. /**
  113927. * Called once for each button that changed state since the last frame
  113928. * @param buttonIdx Which button index changed
  113929. * @param state New state of the button
  113930. * @param changes Which properties on the state changed since last frame
  113931. */
  113932. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113933. }
  113934. }
  113935. declare module BABYLON {
  113936. /**
  113937. * Class containing static functions to help procedurally build meshes
  113938. */
  113939. export class PolyhedronBuilder {
  113940. /**
  113941. * Creates a polyhedron mesh
  113942. * * 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
  113943. * * The parameter `size` (positive float, default 1) sets the polygon size
  113944. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  113945. * * 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`
  113946. * * 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
  113947. * * 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)`)
  113948. * * 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
  113949. * * 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
  113950. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113951. * * 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
  113952. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113953. * @param name defines the name of the mesh
  113954. * @param options defines the options used to create the mesh
  113955. * @param scene defines the hosting scene
  113956. * @returns the polyhedron mesh
  113957. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  113958. */
  113959. static CreatePolyhedron(name: string, options: {
  113960. type?: number;
  113961. size?: number;
  113962. sizeX?: number;
  113963. sizeY?: number;
  113964. sizeZ?: number;
  113965. custom?: any;
  113966. faceUV?: Vector4[];
  113967. faceColors?: Color4[];
  113968. flat?: boolean;
  113969. updatable?: boolean;
  113970. sideOrientation?: number;
  113971. frontUVs?: Vector4;
  113972. backUVs?: Vector4;
  113973. }, scene?: Nullable<Scene>): Mesh;
  113974. }
  113975. }
  113976. declare module BABYLON {
  113977. /**
  113978. * Gizmo that enables scaling a mesh along 3 axis
  113979. */
  113980. export class ScaleGizmo extends Gizmo {
  113981. /**
  113982. * Internal gizmo used for interactions on the x axis
  113983. */
  113984. xGizmo: AxisScaleGizmo;
  113985. /**
  113986. * Internal gizmo used for interactions on the y axis
  113987. */
  113988. yGizmo: AxisScaleGizmo;
  113989. /**
  113990. * Internal gizmo used for interactions on the z axis
  113991. */
  113992. zGizmo: AxisScaleGizmo;
  113993. /**
  113994. * Internal gizmo used to scale all axis equally
  113995. */
  113996. uniformScaleGizmo: AxisScaleGizmo;
  113997. private _meshAttached;
  113998. private _updateGizmoRotationToMatchAttachedMesh;
  113999. private _snapDistance;
  114000. private _scaleRatio;
  114001. private _uniformScalingMesh;
  114002. private _octahedron;
  114003. /** Fires an event when any of it's sub gizmos are dragged */
  114004. onDragStartObservable: Observable<unknown>;
  114005. /** Fires an event when any of it's sub gizmos are released from dragging */
  114006. onDragEndObservable: Observable<unknown>;
  114007. attachedMesh: Nullable<AbstractMesh>;
  114008. /**
  114009. * Creates a ScaleGizmo
  114010. * @param gizmoLayer The utility layer the gizmo will be added to
  114011. */
  114012. constructor(gizmoLayer?: UtilityLayerRenderer);
  114013. updateGizmoRotationToMatchAttachedMesh: boolean;
  114014. /**
  114015. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114016. */
  114017. snapDistance: number;
  114018. /**
  114019. * Ratio for the scale of the gizmo (Default: 1)
  114020. */
  114021. scaleRatio: number;
  114022. /**
  114023. * Disposes of the gizmo
  114024. */
  114025. dispose(): void;
  114026. }
  114027. }
  114028. declare module BABYLON {
  114029. /**
  114030. * Single axis scale gizmo
  114031. */
  114032. export class AxisScaleGizmo extends Gizmo {
  114033. /**
  114034. * Drag behavior responsible for the gizmos dragging interactions
  114035. */
  114036. dragBehavior: PointerDragBehavior;
  114037. private _pointerObserver;
  114038. /**
  114039. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114040. */
  114041. snapDistance: number;
  114042. /**
  114043. * Event that fires each time the gizmo snaps to a new location.
  114044. * * snapDistance is the the change in distance
  114045. */
  114046. onSnapObservable: Observable<{
  114047. snapDistance: number;
  114048. }>;
  114049. /**
  114050. * If the scaling operation should be done on all axis (default: false)
  114051. */
  114052. uniformScaling: boolean;
  114053. private _isEnabled;
  114054. private _parent;
  114055. private _arrow;
  114056. private _coloredMaterial;
  114057. private _hoverMaterial;
  114058. /**
  114059. * Creates an AxisScaleGizmo
  114060. * @param gizmoLayer The utility layer the gizmo will be added to
  114061. * @param dragAxis The axis which the gizmo will be able to scale on
  114062. * @param color The color of the gizmo
  114063. */
  114064. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  114065. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114066. /**
  114067. * If the gizmo is enabled
  114068. */
  114069. isEnabled: boolean;
  114070. /**
  114071. * Disposes of the gizmo
  114072. */
  114073. dispose(): void;
  114074. /**
  114075. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  114076. * @param mesh The mesh to replace the default mesh of the gizmo
  114077. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  114078. */
  114079. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  114080. }
  114081. }
  114082. declare module BABYLON {
  114083. /**
  114084. * Bounding box gizmo
  114085. */
  114086. export class BoundingBoxGizmo extends Gizmo {
  114087. private _lineBoundingBox;
  114088. private _rotateSpheresParent;
  114089. private _scaleBoxesParent;
  114090. private _boundingDimensions;
  114091. private _renderObserver;
  114092. private _pointerObserver;
  114093. private _scaleDragSpeed;
  114094. private _tmpQuaternion;
  114095. private _tmpVector;
  114096. private _tmpRotationMatrix;
  114097. /**
  114098. * 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)
  114099. */
  114100. ignoreChildren: boolean;
  114101. /**
  114102. * 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)
  114103. */
  114104. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  114105. /**
  114106. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  114107. */
  114108. rotationSphereSize: number;
  114109. /**
  114110. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  114111. */
  114112. scaleBoxSize: number;
  114113. /**
  114114. * 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)
  114115. */
  114116. fixedDragMeshScreenSize: boolean;
  114117. /**
  114118. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  114119. */
  114120. fixedDragMeshScreenSizeDistanceFactor: number;
  114121. /**
  114122. * Fired when a rotation sphere or scale box is dragged
  114123. */
  114124. onDragStartObservable: Observable<{}>;
  114125. /**
  114126. * Fired when a scale box is dragged
  114127. */
  114128. onScaleBoxDragObservable: Observable<{}>;
  114129. /**
  114130. * Fired when a scale box drag is ended
  114131. */
  114132. onScaleBoxDragEndObservable: Observable<{}>;
  114133. /**
  114134. * Fired when a rotation sphere is dragged
  114135. */
  114136. onRotationSphereDragObservable: Observable<{}>;
  114137. /**
  114138. * Fired when a rotation sphere drag is ended
  114139. */
  114140. onRotationSphereDragEndObservable: Observable<{}>;
  114141. /**
  114142. * 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)
  114143. */
  114144. scalePivot: Nullable<Vector3>;
  114145. /**
  114146. * Mesh used as a pivot to rotate the attached mesh
  114147. */
  114148. private _anchorMesh;
  114149. private _existingMeshScale;
  114150. private _dragMesh;
  114151. private pointerDragBehavior;
  114152. private coloredMaterial;
  114153. private hoverColoredMaterial;
  114154. /**
  114155. * Sets the color of the bounding box gizmo
  114156. * @param color the color to set
  114157. */
  114158. setColor(color: Color3): void;
  114159. /**
  114160. * Creates an BoundingBoxGizmo
  114161. * @param gizmoLayer The utility layer the gizmo will be added to
  114162. * @param color The color of the gizmo
  114163. */
  114164. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  114165. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114166. private _selectNode;
  114167. /**
  114168. * Updates the bounding box information for the Gizmo
  114169. */
  114170. updateBoundingBox(): void;
  114171. private _updateRotationSpheres;
  114172. private _updateScaleBoxes;
  114173. /**
  114174. * Enables rotation on the specified axis and disables rotation on the others
  114175. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  114176. */
  114177. setEnabledRotationAxis(axis: string): void;
  114178. /**
  114179. * Enables/disables scaling
  114180. * @param enable if scaling should be enabled
  114181. */
  114182. setEnabledScaling(enable: boolean): void;
  114183. private _updateDummy;
  114184. /**
  114185. * Enables a pointer drag behavior on the bounding box of the gizmo
  114186. */
  114187. enableDragBehavior(): void;
  114188. /**
  114189. * Disposes of the gizmo
  114190. */
  114191. dispose(): void;
  114192. /**
  114193. * 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)
  114194. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  114195. * @returns the bounding box mesh with the passed in mesh as a child
  114196. */
  114197. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  114198. /**
  114199. * CustomMeshes are not supported by this gizmo
  114200. * @param mesh The mesh to replace the default mesh of the gizmo
  114201. */
  114202. setCustomMesh(mesh: Mesh): void;
  114203. }
  114204. }
  114205. declare module BABYLON {
  114206. /**
  114207. * Single plane rotation gizmo
  114208. */
  114209. export class PlaneRotationGizmo extends Gizmo {
  114210. /**
  114211. * Drag behavior responsible for the gizmos dragging interactions
  114212. */
  114213. dragBehavior: PointerDragBehavior;
  114214. private _pointerObserver;
  114215. /**
  114216. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  114217. */
  114218. snapDistance: number;
  114219. /**
  114220. * Event that fires each time the gizmo snaps to a new location.
  114221. * * snapDistance is the the change in distance
  114222. */
  114223. onSnapObservable: Observable<{
  114224. snapDistance: number;
  114225. }>;
  114226. private _isEnabled;
  114227. private _parent;
  114228. /**
  114229. * Creates a PlaneRotationGizmo
  114230. * @param gizmoLayer The utility layer the gizmo will be added to
  114231. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  114232. * @param color The color of the gizmo
  114233. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114234. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114235. */
  114236. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  114237. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  114238. /**
  114239. * If the gizmo is enabled
  114240. */
  114241. isEnabled: boolean;
  114242. /**
  114243. * Disposes of the gizmo
  114244. */
  114245. dispose(): void;
  114246. }
  114247. }
  114248. declare module BABYLON {
  114249. /**
  114250. * Gizmo that enables rotating a mesh along 3 axis
  114251. */
  114252. export class RotationGizmo extends Gizmo {
  114253. /**
  114254. * Internal gizmo used for interactions on the x axis
  114255. */
  114256. xGizmo: PlaneRotationGizmo;
  114257. /**
  114258. * Internal gizmo used for interactions on the y axis
  114259. */
  114260. yGizmo: PlaneRotationGizmo;
  114261. /**
  114262. * Internal gizmo used for interactions on the z axis
  114263. */
  114264. zGizmo: PlaneRotationGizmo;
  114265. /** Fires an event when any of it's sub gizmos are dragged */
  114266. onDragStartObservable: Observable<unknown>;
  114267. /** Fires an event when any of it's sub gizmos are released from dragging */
  114268. onDragEndObservable: Observable<unknown>;
  114269. private _meshAttached;
  114270. attachedMesh: Nullable<AbstractMesh>;
  114271. /**
  114272. * Creates a RotationGizmo
  114273. * @param gizmoLayer The utility layer the gizmo will be added to
  114274. * @param tessellation Amount of tessellation to be used when creating rotation circles
  114275. * @param useEulerRotation Use and update Euler angle instead of quaternion
  114276. */
  114277. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  114278. updateGizmoRotationToMatchAttachedMesh: boolean;
  114279. /**
  114280. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  114281. */
  114282. snapDistance: number;
  114283. /**
  114284. * Ratio for the scale of the gizmo (Default: 1)
  114285. */
  114286. scaleRatio: number;
  114287. /**
  114288. * Disposes of the gizmo
  114289. */
  114290. dispose(): void;
  114291. /**
  114292. * CustomMeshes are not supported by this gizmo
  114293. * @param mesh The mesh to replace the default mesh of the gizmo
  114294. */
  114295. setCustomMesh(mesh: Mesh): void;
  114296. }
  114297. }
  114298. declare module BABYLON {
  114299. /**
  114300. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  114301. */
  114302. export class GizmoManager implements IDisposable {
  114303. private scene;
  114304. /**
  114305. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  114306. */
  114307. gizmos: {
  114308. positionGizmo: Nullable<PositionGizmo>;
  114309. rotationGizmo: Nullable<RotationGizmo>;
  114310. scaleGizmo: Nullable<ScaleGizmo>;
  114311. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  114312. };
  114313. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  114314. clearGizmoOnEmptyPointerEvent: boolean;
  114315. /** Fires an event when the manager is attached to a mesh */
  114316. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  114317. private _gizmosEnabled;
  114318. private _pointerObserver;
  114319. private _attachedMesh;
  114320. private _boundingBoxColor;
  114321. private _defaultUtilityLayer;
  114322. private _defaultKeepDepthUtilityLayer;
  114323. /**
  114324. * When bounding box gizmo is enabled, this can be used to track drag/end events
  114325. */
  114326. boundingBoxDragBehavior: SixDofDragBehavior;
  114327. /**
  114328. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  114329. */
  114330. attachableMeshes: Nullable<Array<AbstractMesh>>;
  114331. /**
  114332. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  114333. */
  114334. usePointerToAttachGizmos: boolean;
  114335. /**
  114336. * Utility layer that the bounding box gizmo belongs to
  114337. */
  114338. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  114339. /**
  114340. * Utility layer that all gizmos besides bounding box belong to
  114341. */
  114342. readonly utilityLayer: UtilityLayerRenderer;
  114343. /**
  114344. * Instatiates a gizmo manager
  114345. * @param scene the scene to overlay the gizmos on top of
  114346. */
  114347. constructor(scene: Scene);
  114348. /**
  114349. * Attaches a set of gizmos to the specified mesh
  114350. * @param mesh The mesh the gizmo's should be attached to
  114351. */
  114352. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114353. /**
  114354. * If the position gizmo is enabled
  114355. */
  114356. positionGizmoEnabled: boolean;
  114357. /**
  114358. * If the rotation gizmo is enabled
  114359. */
  114360. rotationGizmoEnabled: boolean;
  114361. /**
  114362. * If the scale gizmo is enabled
  114363. */
  114364. scaleGizmoEnabled: boolean;
  114365. /**
  114366. * If the boundingBox gizmo is enabled
  114367. */
  114368. boundingBoxGizmoEnabled: boolean;
  114369. /**
  114370. * Disposes of the gizmo manager
  114371. */
  114372. dispose(): void;
  114373. }
  114374. }
  114375. declare module BABYLON {
  114376. /**
  114377. * A directional light is defined by a direction (what a surprise!).
  114378. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  114379. * 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.
  114380. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114381. */
  114382. export class DirectionalLight extends ShadowLight {
  114383. private _shadowFrustumSize;
  114384. /**
  114385. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  114386. */
  114387. /**
  114388. * Specifies a fix frustum size for the shadow generation.
  114389. */
  114390. shadowFrustumSize: number;
  114391. private _shadowOrthoScale;
  114392. /**
  114393. * Gets the shadow projection scale against the optimal computed one.
  114394. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114395. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114396. */
  114397. /**
  114398. * Sets the shadow projection scale against the optimal computed one.
  114399. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  114400. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  114401. */
  114402. shadowOrthoScale: number;
  114403. /**
  114404. * Automatically compute the projection matrix to best fit (including all the casters)
  114405. * on each frame.
  114406. */
  114407. autoUpdateExtends: boolean;
  114408. private _orthoLeft;
  114409. private _orthoRight;
  114410. private _orthoTop;
  114411. private _orthoBottom;
  114412. /**
  114413. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  114414. * The directional light is emitted from everywhere in the given direction.
  114415. * It can cast shadows.
  114416. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114417. * @param name The friendly name of the light
  114418. * @param direction The direction of the light
  114419. * @param scene The scene the light belongs to
  114420. */
  114421. constructor(name: string, direction: Vector3, scene: Scene);
  114422. /**
  114423. * Returns the string "DirectionalLight".
  114424. * @return The class name
  114425. */
  114426. getClassName(): string;
  114427. /**
  114428. * Returns the integer 1.
  114429. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114430. */
  114431. getTypeID(): number;
  114432. /**
  114433. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114434. * Returns the DirectionalLight Shadow projection matrix.
  114435. */
  114436. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114437. /**
  114438. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114439. * Returns the DirectionalLight Shadow projection matrix.
  114440. */
  114441. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114442. /**
  114443. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114444. * Returns the DirectionalLight Shadow projection matrix.
  114445. */
  114446. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114447. protected _buildUniformLayout(): void;
  114448. /**
  114449. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114450. * @param effect The effect to update
  114451. * @param lightIndex The index of the light in the effect to update
  114452. * @returns The directional light
  114453. */
  114454. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114455. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114456. /**
  114457. * Gets the minZ used for shadow according to both the scene and the light.
  114458. *
  114459. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114460. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114461. * @param activeCamera The camera we are returning the min for
  114462. * @returns the depth min z
  114463. */
  114464. getDepthMinZ(activeCamera: Camera): number;
  114465. /**
  114466. * Gets the maxZ used for shadow according to both the scene and the light.
  114467. *
  114468. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114469. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114470. * @param activeCamera The camera we are returning the max for
  114471. * @returns the depth max z
  114472. */
  114473. getDepthMaxZ(activeCamera: Camera): number;
  114474. /**
  114475. * Prepares the list of defines specific to the light type.
  114476. * @param defines the list of defines
  114477. * @param lightIndex defines the index of the light for the effect
  114478. */
  114479. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114480. }
  114481. }
  114482. declare module BABYLON {
  114483. /**
  114484. * Class containing static functions to help procedurally build meshes
  114485. */
  114486. export class HemisphereBuilder {
  114487. /**
  114488. * Creates a hemisphere mesh
  114489. * @param name defines the name of the mesh
  114490. * @param options defines the options used to create the mesh
  114491. * @param scene defines the hosting scene
  114492. * @returns the hemisphere mesh
  114493. */
  114494. static CreateHemisphere(name: string, options: {
  114495. segments?: number;
  114496. diameter?: number;
  114497. sideOrientation?: number;
  114498. }, scene: any): Mesh;
  114499. }
  114500. }
  114501. declare module BABYLON {
  114502. /**
  114503. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114504. * These values define a cone of light starting from the position, emitting toward the direction.
  114505. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114506. * and the exponent defines the speed of the decay of the light with distance (reach).
  114507. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114508. */
  114509. export class SpotLight extends ShadowLight {
  114510. private _angle;
  114511. private _innerAngle;
  114512. private _cosHalfAngle;
  114513. private _lightAngleScale;
  114514. private _lightAngleOffset;
  114515. /**
  114516. * Gets the cone angle of the spot light in Radians.
  114517. */
  114518. /**
  114519. * Sets the cone angle of the spot light in Radians.
  114520. */
  114521. angle: number;
  114522. /**
  114523. * Only used in gltf falloff mode, this defines the angle where
  114524. * the directional falloff will start before cutting at angle which could be seen
  114525. * as outer angle.
  114526. */
  114527. /**
  114528. * Only used in gltf falloff mode, this defines the angle where
  114529. * the directional falloff will start before cutting at angle which could be seen
  114530. * as outer angle.
  114531. */
  114532. innerAngle: number;
  114533. private _shadowAngleScale;
  114534. /**
  114535. * Allows scaling the angle of the light for shadow generation only.
  114536. */
  114537. /**
  114538. * Allows scaling the angle of the light for shadow generation only.
  114539. */
  114540. shadowAngleScale: number;
  114541. /**
  114542. * The light decay speed with the distance from the emission spot.
  114543. */
  114544. exponent: number;
  114545. private _projectionTextureMatrix;
  114546. /**
  114547. * Allows reading the projecton texture
  114548. */
  114549. readonly projectionTextureMatrix: Matrix;
  114550. protected _projectionTextureLightNear: number;
  114551. /**
  114552. * Gets the near clip of the Spotlight for texture projection.
  114553. */
  114554. /**
  114555. * Sets the near clip of the Spotlight for texture projection.
  114556. */
  114557. projectionTextureLightNear: number;
  114558. protected _projectionTextureLightFar: number;
  114559. /**
  114560. * Gets the far clip of the Spotlight for texture projection.
  114561. */
  114562. /**
  114563. * Sets the far clip of the Spotlight for texture projection.
  114564. */
  114565. projectionTextureLightFar: number;
  114566. protected _projectionTextureUpDirection: Vector3;
  114567. /**
  114568. * Gets the Up vector of the Spotlight for texture projection.
  114569. */
  114570. /**
  114571. * Sets the Up vector of the Spotlight for texture projection.
  114572. */
  114573. projectionTextureUpDirection: Vector3;
  114574. private _projectionTexture;
  114575. /**
  114576. * Gets the projection texture of the light.
  114577. */
  114578. /**
  114579. * Sets the projection texture of the light.
  114580. */
  114581. projectionTexture: Nullable<BaseTexture>;
  114582. private _projectionTextureViewLightDirty;
  114583. private _projectionTextureProjectionLightDirty;
  114584. private _projectionTextureDirty;
  114585. private _projectionTextureViewTargetVector;
  114586. private _projectionTextureViewLightMatrix;
  114587. private _projectionTextureProjectionLightMatrix;
  114588. private _projectionTextureScalingMatrix;
  114589. /**
  114590. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114591. * It can cast shadows.
  114592. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114593. * @param name The light friendly name
  114594. * @param position The position of the spot light in the scene
  114595. * @param direction The direction of the light in the scene
  114596. * @param angle The cone angle of the light in Radians
  114597. * @param exponent The light decay speed with the distance from the emission spot
  114598. * @param scene The scene the lights belongs to
  114599. */
  114600. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114601. /**
  114602. * Returns the string "SpotLight".
  114603. * @returns the class name
  114604. */
  114605. getClassName(): string;
  114606. /**
  114607. * Returns the integer 2.
  114608. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114609. */
  114610. getTypeID(): number;
  114611. /**
  114612. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114613. */
  114614. protected _setDirection(value: Vector3): void;
  114615. /**
  114616. * Overrides the position setter to recompute the projection texture view light Matrix.
  114617. */
  114618. protected _setPosition(value: Vector3): void;
  114619. /**
  114620. * 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.
  114621. * Returns the SpotLight.
  114622. */
  114623. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114624. protected _computeProjectionTextureViewLightMatrix(): void;
  114625. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114626. /**
  114627. * Main function for light texture projection matrix computing.
  114628. */
  114629. protected _computeProjectionTextureMatrix(): void;
  114630. protected _buildUniformLayout(): void;
  114631. private _computeAngleValues;
  114632. /**
  114633. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114634. * @param effect The effect to update
  114635. * @param lightIndex The index of the light in the effect to update
  114636. * @returns The spot light
  114637. */
  114638. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114639. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114640. /**
  114641. * Disposes the light and the associated resources.
  114642. */
  114643. dispose(): void;
  114644. /**
  114645. * Prepares the list of defines specific to the light type.
  114646. * @param defines the list of defines
  114647. * @param lightIndex defines the index of the light for the effect
  114648. */
  114649. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114650. }
  114651. }
  114652. declare module BABYLON {
  114653. /**
  114654. * Gizmo that enables viewing a light
  114655. */
  114656. export class LightGizmo extends Gizmo {
  114657. private _lightMesh;
  114658. private _material;
  114659. private cachedPosition;
  114660. private cachedForward;
  114661. /**
  114662. * Creates a LightGizmo
  114663. * @param gizmoLayer The utility layer the gizmo will be added to
  114664. */
  114665. constructor(gizmoLayer?: UtilityLayerRenderer);
  114666. private _light;
  114667. /**
  114668. * The light that the gizmo is attached to
  114669. */
  114670. light: Nullable<Light>;
  114671. /**
  114672. * Gets the material used to render the light gizmo
  114673. */
  114674. readonly material: StandardMaterial;
  114675. /**
  114676. * @hidden
  114677. * Updates the gizmo to match the attached mesh's position/rotation
  114678. */
  114679. protected _update(): void;
  114680. private static _Scale;
  114681. /**
  114682. * Creates the lines for a light mesh
  114683. */
  114684. private static _createLightLines;
  114685. /**
  114686. * Disposes of the light gizmo
  114687. */
  114688. dispose(): void;
  114689. private static _CreateHemisphericLightMesh;
  114690. private static _CreatePointLightMesh;
  114691. private static _CreateSpotLightMesh;
  114692. private static _CreateDirectionalLightMesh;
  114693. }
  114694. }
  114695. declare module BABYLON {
  114696. /** @hidden */
  114697. export var backgroundFragmentDeclaration: {
  114698. name: string;
  114699. shader: string;
  114700. };
  114701. }
  114702. declare module BABYLON {
  114703. /** @hidden */
  114704. export var backgroundUboDeclaration: {
  114705. name: string;
  114706. shader: string;
  114707. };
  114708. }
  114709. declare module BABYLON {
  114710. /** @hidden */
  114711. export var backgroundPixelShader: {
  114712. name: string;
  114713. shader: string;
  114714. };
  114715. }
  114716. declare module BABYLON {
  114717. /** @hidden */
  114718. export var backgroundVertexDeclaration: {
  114719. name: string;
  114720. shader: string;
  114721. };
  114722. }
  114723. declare module BABYLON {
  114724. /** @hidden */
  114725. export var backgroundVertexShader: {
  114726. name: string;
  114727. shader: string;
  114728. };
  114729. }
  114730. declare module BABYLON {
  114731. /**
  114732. * Background material used to create an efficient environement around your scene.
  114733. */
  114734. export class BackgroundMaterial extends PushMaterial {
  114735. /**
  114736. * Standard reflectance value at parallel view angle.
  114737. */
  114738. static StandardReflectance0: number;
  114739. /**
  114740. * Standard reflectance value at grazing angle.
  114741. */
  114742. static StandardReflectance90: number;
  114743. protected _primaryColor: Color3;
  114744. /**
  114745. * Key light Color (multiply against the environement texture)
  114746. */
  114747. primaryColor: Color3;
  114748. protected __perceptualColor: Nullable<Color3>;
  114749. /**
  114750. * Experimental Internal Use Only.
  114751. *
  114752. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  114753. * This acts as a helper to set the primary color to a more "human friendly" value.
  114754. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  114755. * output color as close as possible from the chosen value.
  114756. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  114757. * part of lighting setup.)
  114758. */
  114759. _perceptualColor: Nullable<Color3>;
  114760. protected _primaryColorShadowLevel: float;
  114761. /**
  114762. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  114763. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  114764. */
  114765. primaryColorShadowLevel: float;
  114766. protected _primaryColorHighlightLevel: float;
  114767. /**
  114768. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  114769. * The primary color is used at the level chosen to define what the white area would look.
  114770. */
  114771. primaryColorHighlightLevel: float;
  114772. protected _reflectionTexture: Nullable<BaseTexture>;
  114773. /**
  114774. * Reflection Texture used in the material.
  114775. * Should be author in a specific way for the best result (refer to the documentation).
  114776. */
  114777. reflectionTexture: Nullable<BaseTexture>;
  114778. protected _reflectionBlur: float;
  114779. /**
  114780. * Reflection Texture level of blur.
  114781. *
  114782. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  114783. * texture twice.
  114784. */
  114785. reflectionBlur: float;
  114786. protected _diffuseTexture: Nullable<BaseTexture>;
  114787. /**
  114788. * Diffuse Texture used in the material.
  114789. * Should be author in a specific way for the best result (refer to the documentation).
  114790. */
  114791. diffuseTexture: Nullable<BaseTexture>;
  114792. protected _shadowLights: Nullable<IShadowLight[]>;
  114793. /**
  114794. * Specify the list of lights casting shadow on the material.
  114795. * All scene shadow lights will be included if null.
  114796. */
  114797. shadowLights: Nullable<IShadowLight[]>;
  114798. protected _shadowLevel: float;
  114799. /**
  114800. * Helps adjusting the shadow to a softer level if required.
  114801. * 0 means black shadows and 1 means no shadows.
  114802. */
  114803. shadowLevel: float;
  114804. protected _sceneCenter: Vector3;
  114805. /**
  114806. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  114807. * It is usually zero but might be interesting to modify according to your setup.
  114808. */
  114809. sceneCenter: Vector3;
  114810. protected _opacityFresnel: boolean;
  114811. /**
  114812. * This helps specifying that the material is falling off to the sky box at grazing angle.
  114813. * This helps ensuring a nice transition when the camera goes under the ground.
  114814. */
  114815. opacityFresnel: boolean;
  114816. protected _reflectionFresnel: boolean;
  114817. /**
  114818. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  114819. * This helps adding a mirror texture on the ground.
  114820. */
  114821. reflectionFresnel: boolean;
  114822. protected _reflectionFalloffDistance: number;
  114823. /**
  114824. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  114825. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  114826. */
  114827. reflectionFalloffDistance: number;
  114828. protected _reflectionAmount: number;
  114829. /**
  114830. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  114831. */
  114832. reflectionAmount: number;
  114833. protected _reflectionReflectance0: number;
  114834. /**
  114835. * This specifies the weight of the reflection at grazing angle.
  114836. */
  114837. reflectionReflectance0: number;
  114838. protected _reflectionReflectance90: number;
  114839. /**
  114840. * This specifies the weight of the reflection at a perpendicular point of view.
  114841. */
  114842. reflectionReflectance90: number;
  114843. /**
  114844. * Sets the reflection reflectance fresnel values according to the default standard
  114845. * empirically know to work well :-)
  114846. */
  114847. reflectionStandardFresnelWeight: number;
  114848. protected _useRGBColor: boolean;
  114849. /**
  114850. * Helps to directly use the maps channels instead of their level.
  114851. */
  114852. useRGBColor: boolean;
  114853. protected _enableNoise: boolean;
  114854. /**
  114855. * This helps reducing the banding effect that could occur on the background.
  114856. */
  114857. enableNoise: boolean;
  114858. /**
  114859. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114860. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  114861. * Recommended to be keep at 1.0 except for special cases.
  114862. */
  114863. fovMultiplier: number;
  114864. private _fovMultiplier;
  114865. /**
  114866. * Enable the FOV adjustment feature controlled by fovMultiplier.
  114867. */
  114868. useEquirectangularFOV: boolean;
  114869. private _maxSimultaneousLights;
  114870. /**
  114871. * Number of Simultaneous lights allowed on the material.
  114872. */
  114873. maxSimultaneousLights: int;
  114874. /**
  114875. * Default configuration related to image processing available in the Background Material.
  114876. */
  114877. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114878. /**
  114879. * Keep track of the image processing observer to allow dispose and replace.
  114880. */
  114881. private _imageProcessingObserver;
  114882. /**
  114883. * Attaches a new image processing configuration to the PBR Material.
  114884. * @param configuration (if null the scene configuration will be use)
  114885. */
  114886. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114887. /**
  114888. * Gets the image processing configuration used either in this material.
  114889. */
  114890. /**
  114891. * Sets the Default image processing configuration used either in the this material.
  114892. *
  114893. * If sets to null, the scene one is in use.
  114894. */
  114895. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  114896. /**
  114897. * Gets wether the color curves effect is enabled.
  114898. */
  114899. /**
  114900. * Sets wether the color curves effect is enabled.
  114901. */
  114902. cameraColorCurvesEnabled: boolean;
  114903. /**
  114904. * Gets wether the color grading effect is enabled.
  114905. */
  114906. /**
  114907. * Gets wether the color grading effect is enabled.
  114908. */
  114909. cameraColorGradingEnabled: boolean;
  114910. /**
  114911. * Gets wether tonemapping is enabled or not.
  114912. */
  114913. /**
  114914. * Sets wether tonemapping is enabled or not
  114915. */
  114916. cameraToneMappingEnabled: boolean;
  114917. /**
  114918. * The camera exposure used on this material.
  114919. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114920. * This corresponds to a photographic exposure.
  114921. */
  114922. /**
  114923. * The camera exposure used on this material.
  114924. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114925. * This corresponds to a photographic exposure.
  114926. */
  114927. cameraExposure: float;
  114928. /**
  114929. * Gets The camera contrast used on this material.
  114930. */
  114931. /**
  114932. * Sets The camera contrast used on this material.
  114933. */
  114934. cameraContrast: float;
  114935. /**
  114936. * Gets the Color Grading 2D Lookup Texture.
  114937. */
  114938. /**
  114939. * Sets the Color Grading 2D Lookup Texture.
  114940. */
  114941. cameraColorGradingTexture: Nullable<BaseTexture>;
  114942. /**
  114943. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114944. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114945. * 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;
  114946. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114947. */
  114948. /**
  114949. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114950. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114951. * 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;
  114952. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114953. */
  114954. cameraColorCurves: Nullable<ColorCurves>;
  114955. /**
  114956. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  114957. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  114958. */
  114959. switchToBGR: boolean;
  114960. private _renderTargets;
  114961. private _reflectionControls;
  114962. private _white;
  114963. private _primaryShadowColor;
  114964. private _primaryHighlightColor;
  114965. /**
  114966. * Instantiates a Background Material in the given scene
  114967. * @param name The friendly name of the material
  114968. * @param scene The scene to add the material to
  114969. */
  114970. constructor(name: string, scene: Scene);
  114971. /**
  114972. * Gets a boolean indicating that current material needs to register RTT
  114973. */
  114974. readonly hasRenderTargetTextures: boolean;
  114975. /**
  114976. * The entire material has been created in order to prevent overdraw.
  114977. * @returns false
  114978. */
  114979. needAlphaTesting(): boolean;
  114980. /**
  114981. * The entire material has been created in order to prevent overdraw.
  114982. * @returns true if blending is enable
  114983. */
  114984. needAlphaBlending(): boolean;
  114985. /**
  114986. * Checks wether the material is ready to be rendered for a given mesh.
  114987. * @param mesh The mesh to render
  114988. * @param subMesh The submesh to check against
  114989. * @param useInstances Specify wether or not the material is used with instances
  114990. * @returns true if all the dependencies are ready (Textures, Effects...)
  114991. */
  114992. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114993. /**
  114994. * Compute the primary color according to the chosen perceptual color.
  114995. */
  114996. private _computePrimaryColorFromPerceptualColor;
  114997. /**
  114998. * Compute the highlights and shadow colors according to their chosen levels.
  114999. */
  115000. private _computePrimaryColors;
  115001. /**
  115002. * Build the uniform buffer used in the material.
  115003. */
  115004. buildUniformLayout(): void;
  115005. /**
  115006. * Unbind the material.
  115007. */
  115008. unbind(): void;
  115009. /**
  115010. * Bind only the world matrix to the material.
  115011. * @param world The world matrix to bind.
  115012. */
  115013. bindOnlyWorldMatrix(world: Matrix): void;
  115014. /**
  115015. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  115016. * @param world The world matrix to bind.
  115017. * @param subMesh The submesh to bind for.
  115018. */
  115019. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115020. /**
  115021. * Checks to see if a texture is used in the material.
  115022. * @param texture - Base texture to use.
  115023. * @returns - Boolean specifying if a texture is used in the material.
  115024. */
  115025. hasTexture(texture: BaseTexture): boolean;
  115026. /**
  115027. * Dispose the material.
  115028. * @param forceDisposeEffect Force disposal of the associated effect.
  115029. * @param forceDisposeTextures Force disposal of the associated textures.
  115030. */
  115031. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  115032. /**
  115033. * Clones the material.
  115034. * @param name The cloned name.
  115035. * @returns The cloned material.
  115036. */
  115037. clone(name: string): BackgroundMaterial;
  115038. /**
  115039. * Serializes the current material to its JSON representation.
  115040. * @returns The JSON representation.
  115041. */
  115042. serialize(): any;
  115043. /**
  115044. * Gets the class name of the material
  115045. * @returns "BackgroundMaterial"
  115046. */
  115047. getClassName(): string;
  115048. /**
  115049. * Parse a JSON input to create back a background material.
  115050. * @param source The JSON data to parse
  115051. * @param scene The scene to create the parsed material in
  115052. * @param rootUrl The root url of the assets the material depends upon
  115053. * @returns the instantiated BackgroundMaterial.
  115054. */
  115055. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  115056. }
  115057. }
  115058. declare module BABYLON {
  115059. /**
  115060. * Represents the different options available during the creation of
  115061. * a Environment helper.
  115062. *
  115063. * This can control the default ground, skybox and image processing setup of your scene.
  115064. */
  115065. export interface IEnvironmentHelperOptions {
  115066. /**
  115067. * Specifies wether or not to create a ground.
  115068. * True by default.
  115069. */
  115070. createGround: boolean;
  115071. /**
  115072. * Specifies the ground size.
  115073. * 15 by default.
  115074. */
  115075. groundSize: number;
  115076. /**
  115077. * The texture used on the ground for the main color.
  115078. * Comes from the BabylonJS CDN by default.
  115079. *
  115080. * Remarks: Can be either a texture or a url.
  115081. */
  115082. groundTexture: string | BaseTexture;
  115083. /**
  115084. * The color mixed in the ground texture by default.
  115085. * BabylonJS clearColor by default.
  115086. */
  115087. groundColor: Color3;
  115088. /**
  115089. * Specifies the ground opacity.
  115090. * 1 by default.
  115091. */
  115092. groundOpacity: number;
  115093. /**
  115094. * Enables the ground to receive shadows.
  115095. * True by default.
  115096. */
  115097. enableGroundShadow: boolean;
  115098. /**
  115099. * Helps preventing the shadow to be fully black on the ground.
  115100. * 0.5 by default.
  115101. */
  115102. groundShadowLevel: number;
  115103. /**
  115104. * Creates a mirror texture attach to the ground.
  115105. * false by default.
  115106. */
  115107. enableGroundMirror: boolean;
  115108. /**
  115109. * Specifies the ground mirror size ratio.
  115110. * 0.3 by default as the default kernel is 64.
  115111. */
  115112. groundMirrorSizeRatio: number;
  115113. /**
  115114. * Specifies the ground mirror blur kernel size.
  115115. * 64 by default.
  115116. */
  115117. groundMirrorBlurKernel: number;
  115118. /**
  115119. * Specifies the ground mirror visibility amount.
  115120. * 1 by default
  115121. */
  115122. groundMirrorAmount: number;
  115123. /**
  115124. * Specifies the ground mirror reflectance weight.
  115125. * This uses the standard weight of the background material to setup the fresnel effect
  115126. * of the mirror.
  115127. * 1 by default.
  115128. */
  115129. groundMirrorFresnelWeight: number;
  115130. /**
  115131. * Specifies the ground mirror Falloff distance.
  115132. * This can helps reducing the size of the reflection.
  115133. * 0 by Default.
  115134. */
  115135. groundMirrorFallOffDistance: number;
  115136. /**
  115137. * Specifies the ground mirror texture type.
  115138. * Unsigned Int by Default.
  115139. */
  115140. groundMirrorTextureType: number;
  115141. /**
  115142. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  115143. * the shown objects.
  115144. */
  115145. groundYBias: number;
  115146. /**
  115147. * Specifies wether or not to create a skybox.
  115148. * True by default.
  115149. */
  115150. createSkybox: boolean;
  115151. /**
  115152. * Specifies the skybox size.
  115153. * 20 by default.
  115154. */
  115155. skyboxSize: number;
  115156. /**
  115157. * The texture used on the skybox for the main color.
  115158. * Comes from the BabylonJS CDN by default.
  115159. *
  115160. * Remarks: Can be either a texture or a url.
  115161. */
  115162. skyboxTexture: string | BaseTexture;
  115163. /**
  115164. * The color mixed in the skybox texture by default.
  115165. * BabylonJS clearColor by default.
  115166. */
  115167. skyboxColor: Color3;
  115168. /**
  115169. * The background rotation around the Y axis of the scene.
  115170. * This helps aligning the key lights of your scene with the background.
  115171. * 0 by default.
  115172. */
  115173. backgroundYRotation: number;
  115174. /**
  115175. * Compute automatically the size of the elements to best fit with the scene.
  115176. */
  115177. sizeAuto: boolean;
  115178. /**
  115179. * Default position of the rootMesh if autoSize is not true.
  115180. */
  115181. rootPosition: Vector3;
  115182. /**
  115183. * Sets up the image processing in the scene.
  115184. * true by default.
  115185. */
  115186. setupImageProcessing: boolean;
  115187. /**
  115188. * The texture used as your environment texture in the scene.
  115189. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  115190. *
  115191. * Remarks: Can be either a texture or a url.
  115192. */
  115193. environmentTexture: string | BaseTexture;
  115194. /**
  115195. * The value of the exposure to apply to the scene.
  115196. * 0.6 by default if setupImageProcessing is true.
  115197. */
  115198. cameraExposure: number;
  115199. /**
  115200. * The value of the contrast to apply to the scene.
  115201. * 1.6 by default if setupImageProcessing is true.
  115202. */
  115203. cameraContrast: number;
  115204. /**
  115205. * Specifies wether or not tonemapping should be enabled in the scene.
  115206. * true by default if setupImageProcessing is true.
  115207. */
  115208. toneMappingEnabled: boolean;
  115209. }
  115210. /**
  115211. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  115212. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  115213. * It also helps with the default setup of your imageProcessing configuration.
  115214. */
  115215. export class EnvironmentHelper {
  115216. /**
  115217. * Default ground texture URL.
  115218. */
  115219. private static _groundTextureCDNUrl;
  115220. /**
  115221. * Default skybox texture URL.
  115222. */
  115223. private static _skyboxTextureCDNUrl;
  115224. /**
  115225. * Default environment texture URL.
  115226. */
  115227. private static _environmentTextureCDNUrl;
  115228. /**
  115229. * Creates the default options for the helper.
  115230. */
  115231. private static _getDefaultOptions;
  115232. private _rootMesh;
  115233. /**
  115234. * Gets the root mesh created by the helper.
  115235. */
  115236. readonly rootMesh: Mesh;
  115237. private _skybox;
  115238. /**
  115239. * Gets the skybox created by the helper.
  115240. */
  115241. readonly skybox: Nullable<Mesh>;
  115242. private _skyboxTexture;
  115243. /**
  115244. * Gets the skybox texture created by the helper.
  115245. */
  115246. readonly skyboxTexture: Nullable<BaseTexture>;
  115247. private _skyboxMaterial;
  115248. /**
  115249. * Gets the skybox material created by the helper.
  115250. */
  115251. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  115252. private _ground;
  115253. /**
  115254. * Gets the ground mesh created by the helper.
  115255. */
  115256. readonly ground: Nullable<Mesh>;
  115257. private _groundTexture;
  115258. /**
  115259. * Gets the ground texture created by the helper.
  115260. */
  115261. readonly groundTexture: Nullable<BaseTexture>;
  115262. private _groundMirror;
  115263. /**
  115264. * Gets the ground mirror created by the helper.
  115265. */
  115266. readonly groundMirror: Nullable<MirrorTexture>;
  115267. /**
  115268. * Gets the ground mirror render list to helps pushing the meshes
  115269. * you wish in the ground reflection.
  115270. */
  115271. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  115272. private _groundMaterial;
  115273. /**
  115274. * Gets the ground material created by the helper.
  115275. */
  115276. readonly groundMaterial: Nullable<BackgroundMaterial>;
  115277. /**
  115278. * Stores the creation options.
  115279. */
  115280. private readonly _scene;
  115281. private _options;
  115282. /**
  115283. * This observable will be notified with any error during the creation of the environment,
  115284. * mainly texture creation errors.
  115285. */
  115286. onErrorObservable: Observable<{
  115287. message?: string;
  115288. exception?: any;
  115289. }>;
  115290. /**
  115291. * constructor
  115292. * @param options Defines the options we want to customize the helper
  115293. * @param scene The scene to add the material to
  115294. */
  115295. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  115296. /**
  115297. * Updates the background according to the new options
  115298. * @param options
  115299. */
  115300. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  115301. /**
  115302. * Sets the primary color of all the available elements.
  115303. * @param color the main color to affect to the ground and the background
  115304. */
  115305. setMainColor(color: Color3): void;
  115306. /**
  115307. * Setup the image processing according to the specified options.
  115308. */
  115309. private _setupImageProcessing;
  115310. /**
  115311. * Setup the environment texture according to the specified options.
  115312. */
  115313. private _setupEnvironmentTexture;
  115314. /**
  115315. * Setup the background according to the specified options.
  115316. */
  115317. private _setupBackground;
  115318. /**
  115319. * Get the scene sizes according to the setup.
  115320. */
  115321. private _getSceneSize;
  115322. /**
  115323. * Setup the ground according to the specified options.
  115324. */
  115325. private _setupGround;
  115326. /**
  115327. * Setup the ground material according to the specified options.
  115328. */
  115329. private _setupGroundMaterial;
  115330. /**
  115331. * Setup the ground diffuse texture according to the specified options.
  115332. */
  115333. private _setupGroundDiffuseTexture;
  115334. /**
  115335. * Setup the ground mirror texture according to the specified options.
  115336. */
  115337. private _setupGroundMirrorTexture;
  115338. /**
  115339. * Setup the ground to receive the mirror texture.
  115340. */
  115341. private _setupMirrorInGroundMaterial;
  115342. /**
  115343. * Setup the skybox according to the specified options.
  115344. */
  115345. private _setupSkybox;
  115346. /**
  115347. * Setup the skybox material according to the specified options.
  115348. */
  115349. private _setupSkyboxMaterial;
  115350. /**
  115351. * Setup the skybox reflection texture according to the specified options.
  115352. */
  115353. private _setupSkyboxReflectionTexture;
  115354. private _errorHandler;
  115355. /**
  115356. * Dispose all the elements created by the Helper.
  115357. */
  115358. dispose(): void;
  115359. }
  115360. }
  115361. declare module BABYLON {
  115362. /**
  115363. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  115364. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  115365. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  115366. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  115367. */
  115368. export class PhotoDome extends TransformNode {
  115369. /**
  115370. * Define the image as a Monoscopic panoramic 360 image.
  115371. */
  115372. static readonly MODE_MONOSCOPIC: number;
  115373. /**
  115374. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115375. */
  115376. static readonly MODE_TOPBOTTOM: number;
  115377. /**
  115378. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115379. */
  115380. static readonly MODE_SIDEBYSIDE: number;
  115381. private _useDirectMapping;
  115382. /**
  115383. * The texture being displayed on the sphere
  115384. */
  115385. protected _photoTexture: Texture;
  115386. /**
  115387. * Gets or sets the texture being displayed on the sphere
  115388. */
  115389. photoTexture: Texture;
  115390. /**
  115391. * Observable raised when an error occured while loading the 360 image
  115392. */
  115393. onLoadErrorObservable: Observable<string>;
  115394. /**
  115395. * The skybox material
  115396. */
  115397. protected _material: BackgroundMaterial;
  115398. /**
  115399. * The surface used for the skybox
  115400. */
  115401. protected _mesh: Mesh;
  115402. /**
  115403. * Gets the mesh used for the skybox.
  115404. */
  115405. readonly mesh: Mesh;
  115406. /**
  115407. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  115408. * Also see the options.resolution property.
  115409. */
  115410. fovMultiplier: number;
  115411. private _imageMode;
  115412. /**
  115413. * Gets or set the current video mode for the video. It can be:
  115414. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  115415. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  115416. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  115417. */
  115418. imageMode: number;
  115419. /**
  115420. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  115421. * @param name Element's name, child elements will append suffixes for their own names.
  115422. * @param urlsOfPhoto defines the url of the photo to display
  115423. * @param options defines an object containing optional or exposed sub element properties
  115424. * @param onError defines a callback called when an error occured while loading the texture
  115425. */
  115426. constructor(name: string, urlOfPhoto: string, options: {
  115427. resolution?: number;
  115428. size?: number;
  115429. useDirectMapping?: boolean;
  115430. faceForward?: boolean;
  115431. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115432. private _onBeforeCameraRenderObserver;
  115433. private _changeImageMode;
  115434. /**
  115435. * Releases resources associated with this node.
  115436. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115437. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115438. */
  115439. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115440. }
  115441. }
  115442. declare module BABYLON {
  115443. /**
  115444. * Class used to host RGBD texture specific utilities
  115445. */
  115446. export class RGBDTextureTools {
  115447. /**
  115448. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115449. * @param texture the texture to expand.
  115450. */
  115451. static ExpandRGBDTexture(texture: Texture): void;
  115452. }
  115453. }
  115454. declare module BABYLON {
  115455. /**
  115456. * Class used to host texture specific utilities
  115457. */
  115458. export class BRDFTextureTools {
  115459. /**
  115460. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115461. * @param scene defines the hosting scene
  115462. * @returns the environment BRDF texture
  115463. */
  115464. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115465. private static _environmentBRDFBase64Texture;
  115466. }
  115467. }
  115468. declare module BABYLON {
  115469. /**
  115470. * @hidden
  115471. */
  115472. export interface IMaterialClearCoatDefines {
  115473. CLEARCOAT: boolean;
  115474. CLEARCOAT_DEFAULTIOR: boolean;
  115475. CLEARCOAT_TEXTURE: boolean;
  115476. CLEARCOAT_TEXTUREDIRECTUV: number;
  115477. CLEARCOAT_BUMP: boolean;
  115478. CLEARCOAT_BUMPDIRECTUV: number;
  115479. CLEARCOAT_TINT: boolean;
  115480. CLEARCOAT_TINT_TEXTURE: boolean;
  115481. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115482. /** @hidden */
  115483. _areTexturesDirty: boolean;
  115484. }
  115485. /**
  115486. * Define the code related to the clear coat parameters of the pbr material.
  115487. */
  115488. export class PBRClearCoatConfiguration {
  115489. /**
  115490. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115491. * The default fits with a polyurethane material.
  115492. */
  115493. private static readonly _DefaultIndexOfRefraction;
  115494. private _isEnabled;
  115495. /**
  115496. * Defines if the clear coat is enabled in the material.
  115497. */
  115498. isEnabled: boolean;
  115499. /**
  115500. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115501. */
  115502. intensity: number;
  115503. /**
  115504. * Defines the clear coat layer roughness.
  115505. */
  115506. roughness: number;
  115507. private _indexOfRefraction;
  115508. /**
  115509. * Defines the index of refraction of the clear coat.
  115510. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115511. * The default fits with a polyurethane material.
  115512. * Changing the default value is more performance intensive.
  115513. */
  115514. indexOfRefraction: number;
  115515. private _texture;
  115516. /**
  115517. * Stores the clear coat values in a texture.
  115518. */
  115519. texture: Nullable<BaseTexture>;
  115520. private _bumpTexture;
  115521. /**
  115522. * Define the clear coat specific bump texture.
  115523. */
  115524. bumpTexture: Nullable<BaseTexture>;
  115525. private _isTintEnabled;
  115526. /**
  115527. * Defines if the clear coat tint is enabled in the material.
  115528. */
  115529. isTintEnabled: boolean;
  115530. /**
  115531. * Defines the clear coat tint of the material.
  115532. * This is only use if tint is enabled
  115533. */
  115534. tintColor: Color3;
  115535. /**
  115536. * Defines the distance at which the tint color should be found in the
  115537. * clear coat media.
  115538. * This is only use if tint is enabled
  115539. */
  115540. tintColorAtDistance: number;
  115541. /**
  115542. * Defines the clear coat layer thickness.
  115543. * This is only use if tint is enabled
  115544. */
  115545. tintThickness: number;
  115546. private _tintTexture;
  115547. /**
  115548. * Stores the clear tint values in a texture.
  115549. * rgb is tint
  115550. * a is a thickness factor
  115551. */
  115552. tintTexture: Nullable<BaseTexture>;
  115553. /** @hidden */
  115554. private _internalMarkAllSubMeshesAsTexturesDirty;
  115555. /** @hidden */
  115556. _markAllSubMeshesAsTexturesDirty(): void;
  115557. /**
  115558. * Instantiate a new istance of clear coat configuration.
  115559. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115560. */
  115561. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115562. /**
  115563. * Gets wehter the submesh is ready to be used or not.
  115564. * @param defines the list of "defines" to update.
  115565. * @param scene defines the scene the material belongs to.
  115566. * @param engine defines the engine the material belongs to.
  115567. * @param disableBumpMap defines wether the material disables bump or not.
  115568. * @returns - boolean indicating that the submesh is ready or not.
  115569. */
  115570. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115571. /**
  115572. * Checks to see if a texture is used in the material.
  115573. * @param defines the list of "defines" to update.
  115574. * @param scene defines the scene to the material belongs to.
  115575. */
  115576. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115577. /**
  115578. * Binds the material data.
  115579. * @param uniformBuffer defines the Uniform buffer to fill in.
  115580. * @param scene defines the scene the material belongs to.
  115581. * @param engine defines the engine the material belongs to.
  115582. * @param disableBumpMap defines wether the material disables bump or not.
  115583. * @param isFrozen defines wether the material is frozen or not.
  115584. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115585. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115586. */
  115587. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115588. /**
  115589. * Checks to see if a texture is used in the material.
  115590. * @param texture - Base texture to use.
  115591. * @returns - Boolean specifying if a texture is used in the material.
  115592. */
  115593. hasTexture(texture: BaseTexture): boolean;
  115594. /**
  115595. * Returns an array of the actively used textures.
  115596. * @param activeTextures Array of BaseTextures
  115597. */
  115598. getActiveTextures(activeTextures: BaseTexture[]): void;
  115599. /**
  115600. * Returns the animatable textures.
  115601. * @param animatables Array of animatable textures.
  115602. */
  115603. getAnimatables(animatables: IAnimatable[]): void;
  115604. /**
  115605. * Disposes the resources of the material.
  115606. * @param forceDisposeTextures - Forces the disposal of all textures.
  115607. */
  115608. dispose(forceDisposeTextures?: boolean): void;
  115609. /**
  115610. * Get the current class name of the texture useful for serialization or dynamic coding.
  115611. * @returns "PBRClearCoatConfiguration"
  115612. */
  115613. getClassName(): string;
  115614. /**
  115615. * Add fallbacks to the effect fallbacks list.
  115616. * @param defines defines the Base texture to use.
  115617. * @param fallbacks defines the current fallback list.
  115618. * @param currentRank defines the current fallback rank.
  115619. * @returns the new fallback rank.
  115620. */
  115621. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115622. /**
  115623. * Add the required uniforms to the current list.
  115624. * @param uniforms defines the current uniform list.
  115625. */
  115626. static AddUniforms(uniforms: string[]): void;
  115627. /**
  115628. * Add the required samplers to the current list.
  115629. * @param samplers defines the current sampler list.
  115630. */
  115631. static AddSamplers(samplers: string[]): void;
  115632. /**
  115633. * Add the required uniforms to the current buffer.
  115634. * @param uniformBuffer defines the current uniform buffer.
  115635. */
  115636. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115637. /**
  115638. * Makes a duplicate of the current configuration into another one.
  115639. * @param clearCoatConfiguration define the config where to copy the info
  115640. */
  115641. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115642. /**
  115643. * Serializes this clear coat configuration.
  115644. * @returns - An object with the serialized config.
  115645. */
  115646. serialize(): any;
  115647. /**
  115648. * Parses a anisotropy Configuration from a serialized object.
  115649. * @param source - Serialized object.
  115650. * @param scene Defines the scene we are parsing for
  115651. * @param rootUrl Defines the rootUrl to load from
  115652. */
  115653. parse(source: any, scene: Scene, rootUrl: string): void;
  115654. }
  115655. }
  115656. declare module BABYLON {
  115657. /**
  115658. * @hidden
  115659. */
  115660. export interface IMaterialAnisotropicDefines {
  115661. ANISOTROPIC: boolean;
  115662. ANISOTROPIC_TEXTURE: boolean;
  115663. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115664. MAINUV1: boolean;
  115665. _areTexturesDirty: boolean;
  115666. _needUVs: boolean;
  115667. }
  115668. /**
  115669. * Define the code related to the anisotropic parameters of the pbr material.
  115670. */
  115671. export class PBRAnisotropicConfiguration {
  115672. private _isEnabled;
  115673. /**
  115674. * Defines if the anisotropy is enabled in the material.
  115675. */
  115676. isEnabled: boolean;
  115677. /**
  115678. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115679. */
  115680. intensity: number;
  115681. /**
  115682. * Defines if the effect is along the tangents, bitangents or in between.
  115683. * By default, the effect is "strectching" the highlights along the tangents.
  115684. */
  115685. direction: Vector2;
  115686. private _texture;
  115687. /**
  115688. * Stores the anisotropy values in a texture.
  115689. * rg is direction (like normal from -1 to 1)
  115690. * b is a intensity
  115691. */
  115692. texture: Nullable<BaseTexture>;
  115693. /** @hidden */
  115694. private _internalMarkAllSubMeshesAsTexturesDirty;
  115695. /** @hidden */
  115696. _markAllSubMeshesAsTexturesDirty(): void;
  115697. /**
  115698. * Instantiate a new istance of anisotropy configuration.
  115699. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115700. */
  115701. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115702. /**
  115703. * Specifies that the submesh is ready to be used.
  115704. * @param defines the list of "defines" to update.
  115705. * @param scene defines the scene the material belongs to.
  115706. * @returns - boolean indicating that the submesh is ready or not.
  115707. */
  115708. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115709. /**
  115710. * Checks to see if a texture is used in the material.
  115711. * @param defines the list of "defines" to update.
  115712. * @param mesh the mesh we are preparing the defines for.
  115713. * @param scene defines the scene the material belongs to.
  115714. */
  115715. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115716. /**
  115717. * Binds the material data.
  115718. * @param uniformBuffer defines the Uniform buffer to fill in.
  115719. * @param scene defines the scene the material belongs to.
  115720. * @param isFrozen defines wether the material is frozen or not.
  115721. */
  115722. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115723. /**
  115724. * Checks to see if a texture is used in the material.
  115725. * @param texture - Base texture to use.
  115726. * @returns - Boolean specifying if a texture is used in the material.
  115727. */
  115728. hasTexture(texture: BaseTexture): boolean;
  115729. /**
  115730. * Returns an array of the actively used textures.
  115731. * @param activeTextures Array of BaseTextures
  115732. */
  115733. getActiveTextures(activeTextures: BaseTexture[]): void;
  115734. /**
  115735. * Returns the animatable textures.
  115736. * @param animatables Array of animatable textures.
  115737. */
  115738. getAnimatables(animatables: IAnimatable[]): void;
  115739. /**
  115740. * Disposes the resources of the material.
  115741. * @param forceDisposeTextures - Forces the disposal of all textures.
  115742. */
  115743. dispose(forceDisposeTextures?: boolean): void;
  115744. /**
  115745. * Get the current class name of the texture useful for serialization or dynamic coding.
  115746. * @returns "PBRAnisotropicConfiguration"
  115747. */
  115748. getClassName(): string;
  115749. /**
  115750. * Add fallbacks to the effect fallbacks list.
  115751. * @param defines defines the Base texture to use.
  115752. * @param fallbacks defines the current fallback list.
  115753. * @param currentRank defines the current fallback rank.
  115754. * @returns the new fallback rank.
  115755. */
  115756. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115757. /**
  115758. * Add the required uniforms to the current list.
  115759. * @param uniforms defines the current uniform list.
  115760. */
  115761. static AddUniforms(uniforms: string[]): void;
  115762. /**
  115763. * Add the required uniforms to the current buffer.
  115764. * @param uniformBuffer defines the current uniform buffer.
  115765. */
  115766. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115767. /**
  115768. * Add the required samplers to the current list.
  115769. * @param samplers defines the current sampler list.
  115770. */
  115771. static AddSamplers(samplers: string[]): void;
  115772. /**
  115773. * Makes a duplicate of the current configuration into another one.
  115774. * @param anisotropicConfiguration define the config where to copy the info
  115775. */
  115776. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  115777. /**
  115778. * Serializes this anisotropy configuration.
  115779. * @returns - An object with the serialized config.
  115780. */
  115781. serialize(): any;
  115782. /**
  115783. * Parses a anisotropy Configuration from a serialized object.
  115784. * @param source - Serialized object.
  115785. * @param scene Defines the scene we are parsing for
  115786. * @param rootUrl Defines the rootUrl to load from
  115787. */
  115788. parse(source: any, scene: Scene, rootUrl: string): void;
  115789. }
  115790. }
  115791. declare module BABYLON {
  115792. /**
  115793. * @hidden
  115794. */
  115795. export interface IMaterialBRDFDefines {
  115796. BRDF_V_HEIGHT_CORRELATED: boolean;
  115797. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115798. SPHERICAL_HARMONICS: boolean;
  115799. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115800. /** @hidden */
  115801. _areMiscDirty: boolean;
  115802. }
  115803. /**
  115804. * Define the code related to the BRDF parameters of the pbr material.
  115805. */
  115806. export class PBRBRDFConfiguration {
  115807. /**
  115808. * Default value used for the energy conservation.
  115809. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115810. */
  115811. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  115812. /**
  115813. * Default value used for the Smith Visibility Height Correlated mode.
  115814. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115815. */
  115816. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  115817. /**
  115818. * Default value used for the IBL diffuse part.
  115819. * This can help switching back to the polynomials mode globally which is a tiny bit
  115820. * less GPU intensive at the drawback of a lower quality.
  115821. */
  115822. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  115823. /**
  115824. * Default value used for activating energy conservation for the specular workflow.
  115825. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115826. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115827. */
  115828. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  115829. private _useEnergyConservation;
  115830. /**
  115831. * Defines if the material uses energy conservation.
  115832. */
  115833. useEnergyConservation: boolean;
  115834. private _useSmithVisibilityHeightCorrelated;
  115835. /**
  115836. * LEGACY Mode set to false
  115837. * Defines if the material uses height smith correlated visibility term.
  115838. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  115839. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  115840. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  115841. * Not relying on height correlated will also disable energy conservation.
  115842. */
  115843. useSmithVisibilityHeightCorrelated: boolean;
  115844. private _useSphericalHarmonics;
  115845. /**
  115846. * LEGACY Mode set to false
  115847. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  115848. * diffuse part of the IBL.
  115849. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  115850. * to the ground truth.
  115851. */
  115852. useSphericalHarmonics: boolean;
  115853. private _useSpecularGlossinessInputEnergyConservation;
  115854. /**
  115855. * Defines if the material uses energy conservation, when the specular workflow is active.
  115856. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115857. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115858. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  115859. */
  115860. useSpecularGlossinessInputEnergyConservation: boolean;
  115861. /** @hidden */
  115862. private _internalMarkAllSubMeshesAsMiscDirty;
  115863. /** @hidden */
  115864. _markAllSubMeshesAsMiscDirty(): void;
  115865. /**
  115866. * Instantiate a new istance of clear coat configuration.
  115867. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  115868. */
  115869. constructor(markAllSubMeshesAsMiscDirty: () => void);
  115870. /**
  115871. * Checks to see if a texture is used in the material.
  115872. * @param defines the list of "defines" to update.
  115873. */
  115874. prepareDefines(defines: IMaterialBRDFDefines): void;
  115875. /**
  115876. * Get the current class name of the texture useful for serialization or dynamic coding.
  115877. * @returns "PBRClearCoatConfiguration"
  115878. */
  115879. getClassName(): string;
  115880. /**
  115881. * Makes a duplicate of the current configuration into another one.
  115882. * @param brdfConfiguration define the config where to copy the info
  115883. */
  115884. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  115885. /**
  115886. * Serializes this BRDF configuration.
  115887. * @returns - An object with the serialized config.
  115888. */
  115889. serialize(): any;
  115890. /**
  115891. * Parses a anisotropy Configuration from a serialized object.
  115892. * @param source - Serialized object.
  115893. * @param scene Defines the scene we are parsing for
  115894. * @param rootUrl Defines the rootUrl to load from
  115895. */
  115896. parse(source: any, scene: Scene, rootUrl: string): void;
  115897. }
  115898. }
  115899. declare module BABYLON {
  115900. /**
  115901. * @hidden
  115902. */
  115903. export interface IMaterialSheenDefines {
  115904. SHEEN: boolean;
  115905. SHEEN_TEXTURE: boolean;
  115906. SHEEN_TEXTUREDIRECTUV: number;
  115907. SHEEN_LINKWITHALBEDO: boolean;
  115908. /** @hidden */
  115909. _areTexturesDirty: boolean;
  115910. }
  115911. /**
  115912. * Define the code related to the Sheen parameters of the pbr material.
  115913. */
  115914. export class PBRSheenConfiguration {
  115915. private _isEnabled;
  115916. /**
  115917. * Defines if the material uses sheen.
  115918. */
  115919. isEnabled: boolean;
  115920. private _linkSheenWithAlbedo;
  115921. /**
  115922. * Defines if the sheen is linked to the sheen color.
  115923. */
  115924. linkSheenWithAlbedo: boolean;
  115925. /**
  115926. * Defines the sheen intensity.
  115927. */
  115928. intensity: number;
  115929. /**
  115930. * Defines the sheen color.
  115931. */
  115932. color: Color3;
  115933. private _texture;
  115934. /**
  115935. * Stores the sheen tint values in a texture.
  115936. * rgb is tint
  115937. * a is a intensity
  115938. */
  115939. texture: Nullable<BaseTexture>;
  115940. /** @hidden */
  115941. private _internalMarkAllSubMeshesAsTexturesDirty;
  115942. /** @hidden */
  115943. _markAllSubMeshesAsTexturesDirty(): void;
  115944. /**
  115945. * Instantiate a new istance of clear coat configuration.
  115946. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115947. */
  115948. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115949. /**
  115950. * Specifies that the submesh is ready to be used.
  115951. * @param defines the list of "defines" to update.
  115952. * @param scene defines the scene the material belongs to.
  115953. * @returns - boolean indicating that the submesh is ready or not.
  115954. */
  115955. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  115956. /**
  115957. * Checks to see if a texture is used in the material.
  115958. * @param defines the list of "defines" to update.
  115959. * @param scene defines the scene the material belongs to.
  115960. */
  115961. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  115962. /**
  115963. * Binds the material data.
  115964. * @param uniformBuffer defines the Uniform buffer to fill in.
  115965. * @param scene defines the scene the material belongs to.
  115966. * @param isFrozen defines wether the material is frozen or not.
  115967. */
  115968. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115969. /**
  115970. * Checks to see if a texture is used in the material.
  115971. * @param texture - Base texture to use.
  115972. * @returns - Boolean specifying if a texture is used in the material.
  115973. */
  115974. hasTexture(texture: BaseTexture): boolean;
  115975. /**
  115976. * Returns an array of the actively used textures.
  115977. * @param activeTextures Array of BaseTextures
  115978. */
  115979. getActiveTextures(activeTextures: BaseTexture[]): void;
  115980. /**
  115981. * Returns the animatable textures.
  115982. * @param animatables Array of animatable textures.
  115983. */
  115984. getAnimatables(animatables: IAnimatable[]): void;
  115985. /**
  115986. * Disposes the resources of the material.
  115987. * @param forceDisposeTextures - Forces the disposal of all textures.
  115988. */
  115989. dispose(forceDisposeTextures?: boolean): void;
  115990. /**
  115991. * Get the current class name of the texture useful for serialization or dynamic coding.
  115992. * @returns "PBRSheenConfiguration"
  115993. */
  115994. getClassName(): string;
  115995. /**
  115996. * Add fallbacks to the effect fallbacks list.
  115997. * @param defines defines the Base texture to use.
  115998. * @param fallbacks defines the current fallback list.
  115999. * @param currentRank defines the current fallback rank.
  116000. * @returns the new fallback rank.
  116001. */
  116002. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116003. /**
  116004. * Add the required uniforms to the current list.
  116005. * @param uniforms defines the current uniform list.
  116006. */
  116007. static AddUniforms(uniforms: string[]): void;
  116008. /**
  116009. * Add the required uniforms to the current buffer.
  116010. * @param uniformBuffer defines the current uniform buffer.
  116011. */
  116012. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116013. /**
  116014. * Add the required samplers to the current list.
  116015. * @param samplers defines the current sampler list.
  116016. */
  116017. static AddSamplers(samplers: string[]): void;
  116018. /**
  116019. * Makes a duplicate of the current configuration into another one.
  116020. * @param sheenConfiguration define the config where to copy the info
  116021. */
  116022. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  116023. /**
  116024. * Serializes this BRDF configuration.
  116025. * @returns - An object with the serialized config.
  116026. */
  116027. serialize(): any;
  116028. /**
  116029. * Parses a anisotropy Configuration from a serialized object.
  116030. * @param source - Serialized object.
  116031. * @param scene Defines the scene we are parsing for
  116032. * @param rootUrl Defines the rootUrl to load from
  116033. */
  116034. parse(source: any, scene: Scene, rootUrl: string): void;
  116035. }
  116036. }
  116037. declare module BABYLON {
  116038. /**
  116039. * @hidden
  116040. */
  116041. export interface IMaterialSubSurfaceDefines {
  116042. SUBSURFACE: boolean;
  116043. SS_REFRACTION: boolean;
  116044. SS_TRANSLUCENCY: boolean;
  116045. SS_SCATERRING: boolean;
  116046. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116047. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116048. SS_REFRACTIONMAP_3D: boolean;
  116049. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116050. SS_LODINREFRACTIONALPHA: boolean;
  116051. SS_GAMMAREFRACTION: boolean;
  116052. SS_RGBDREFRACTION: boolean;
  116053. SS_LINEARSPECULARREFRACTION: boolean;
  116054. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116055. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116056. /** @hidden */
  116057. _areTexturesDirty: boolean;
  116058. }
  116059. /**
  116060. * Define the code related to the sub surface parameters of the pbr material.
  116061. */
  116062. export class PBRSubSurfaceConfiguration {
  116063. private _isRefractionEnabled;
  116064. /**
  116065. * Defines if the refraction is enabled in the material.
  116066. */
  116067. isRefractionEnabled: boolean;
  116068. private _isTranslucencyEnabled;
  116069. /**
  116070. * Defines if the translucency is enabled in the material.
  116071. */
  116072. isTranslucencyEnabled: boolean;
  116073. private _isScatteringEnabled;
  116074. /**
  116075. * Defines the refraction intensity of the material.
  116076. * The refraction when enabled replaces the Diffuse part of the material.
  116077. * The intensity helps transitionning between diffuse and refraction.
  116078. */
  116079. refractionIntensity: number;
  116080. /**
  116081. * Defines the translucency intensity of the material.
  116082. * When translucency has been enabled, this defines how much of the "translucency"
  116083. * is addded to the diffuse part of the material.
  116084. */
  116085. translucencyIntensity: number;
  116086. /**
  116087. * Defines the scattering intensity of the material.
  116088. * When scattering has been enabled, this defines how much of the "scattered light"
  116089. * is addded to the diffuse part of the material.
  116090. */
  116091. scatteringIntensity: number;
  116092. private _thicknessTexture;
  116093. /**
  116094. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  116095. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  116096. * 0 would mean minimumThickness
  116097. * 1 would mean maximumThickness
  116098. * The other channels might be use as a mask to vary the different effects intensity.
  116099. */
  116100. thicknessTexture: Nullable<BaseTexture>;
  116101. private _refractionTexture;
  116102. /**
  116103. * Defines the texture to use for refraction.
  116104. */
  116105. refractionTexture: Nullable<BaseTexture>;
  116106. private _indexOfRefraction;
  116107. /**
  116108. * Defines the index of refraction used in the material.
  116109. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  116110. */
  116111. indexOfRefraction: number;
  116112. private _invertRefractionY;
  116113. /**
  116114. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116115. */
  116116. invertRefractionY: boolean;
  116117. private _linkRefractionWithTransparency;
  116118. /**
  116119. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116120. * Materials half opaque for instance using refraction could benefit from this control.
  116121. */
  116122. linkRefractionWithTransparency: boolean;
  116123. /**
  116124. * Defines the minimum thickness stored in the thickness map.
  116125. * If no thickness map is defined, this value will be used to simulate thickness.
  116126. */
  116127. minimumThickness: number;
  116128. /**
  116129. * Defines the maximum thickness stored in the thickness map.
  116130. */
  116131. maximumThickness: number;
  116132. /**
  116133. * Defines the volume tint of the material.
  116134. * This is used for both translucency and scattering.
  116135. */
  116136. tintColor: Color3;
  116137. /**
  116138. * Defines the distance at which the tint color should be found in the media.
  116139. * This is used for refraction only.
  116140. */
  116141. tintColorAtDistance: number;
  116142. /**
  116143. * Defines how far each channel transmit through the media.
  116144. * It is defined as a color to simplify it selection.
  116145. */
  116146. diffusionDistance: Color3;
  116147. private _useMaskFromThicknessTexture;
  116148. /**
  116149. * Stores the intensity of the different subsurface effects in the thickness texture.
  116150. * * the green channel is the translucency intensity.
  116151. * * the blue channel is the scattering intensity.
  116152. * * the alpha channel is the refraction intensity.
  116153. */
  116154. useMaskFromThicknessTexture: boolean;
  116155. /** @hidden */
  116156. private _internalMarkAllSubMeshesAsTexturesDirty;
  116157. /** @hidden */
  116158. _markAllSubMeshesAsTexturesDirty(): void;
  116159. /**
  116160. * Instantiate a new istance of sub surface configuration.
  116161. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  116162. */
  116163. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  116164. /**
  116165. * Gets wehter the submesh is ready to be used or not.
  116166. * @param defines the list of "defines" to update.
  116167. * @param scene defines the scene the material belongs to.
  116168. * @returns - boolean indicating that the submesh is ready or not.
  116169. */
  116170. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  116171. /**
  116172. * Checks to see if a texture is used in the material.
  116173. * @param defines the list of "defines" to update.
  116174. * @param scene defines the scene to the material belongs to.
  116175. */
  116176. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  116177. /**
  116178. * Binds the material data.
  116179. * @param uniformBuffer defines the Uniform buffer to fill in.
  116180. * @param scene defines the scene the material belongs to.
  116181. * @param engine defines the engine the material belongs to.
  116182. * @param isFrozen defines wether the material is frozen or not.
  116183. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  116184. */
  116185. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  116186. /**
  116187. * Unbinds the material from the mesh.
  116188. * @param activeEffect defines the effect that should be unbound from.
  116189. * @returns true if unbound, otherwise false
  116190. */
  116191. unbind(activeEffect: Effect): boolean;
  116192. /**
  116193. * Returns the texture used for refraction or null if none is used.
  116194. * @param scene defines the scene the material belongs to.
  116195. * @returns - Refraction texture if present. If no refraction texture and refraction
  116196. * is linked with transparency, returns environment texture. Otherwise, returns null.
  116197. */
  116198. private _getRefractionTexture;
  116199. /**
  116200. * Returns true if alpha blending should be disabled.
  116201. */
  116202. readonly disableAlphaBlending: boolean;
  116203. /**
  116204. * Fills the list of render target textures.
  116205. * @param renderTargets the list of render targets to update
  116206. */
  116207. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  116208. /**
  116209. * Checks to see if a texture is used in the material.
  116210. * @param texture - Base texture to use.
  116211. * @returns - Boolean specifying if a texture is used in the material.
  116212. */
  116213. hasTexture(texture: BaseTexture): boolean;
  116214. /**
  116215. * Gets a boolean indicating that current material needs to register RTT
  116216. * @returns true if this uses a render target otherwise false.
  116217. */
  116218. hasRenderTargetTextures(): boolean;
  116219. /**
  116220. * Returns an array of the actively used textures.
  116221. * @param activeTextures Array of BaseTextures
  116222. */
  116223. getActiveTextures(activeTextures: BaseTexture[]): void;
  116224. /**
  116225. * Returns the animatable textures.
  116226. * @param animatables Array of animatable textures.
  116227. */
  116228. getAnimatables(animatables: IAnimatable[]): void;
  116229. /**
  116230. * Disposes the resources of the material.
  116231. * @param forceDisposeTextures - Forces the disposal of all textures.
  116232. */
  116233. dispose(forceDisposeTextures?: boolean): void;
  116234. /**
  116235. * Get the current class name of the texture useful for serialization or dynamic coding.
  116236. * @returns "PBRSubSurfaceConfiguration"
  116237. */
  116238. getClassName(): string;
  116239. /**
  116240. * Add fallbacks to the effect fallbacks list.
  116241. * @param defines defines the Base texture to use.
  116242. * @param fallbacks defines the current fallback list.
  116243. * @param currentRank defines the current fallback rank.
  116244. * @returns the new fallback rank.
  116245. */
  116246. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  116247. /**
  116248. * Add the required uniforms to the current list.
  116249. * @param uniforms defines the current uniform list.
  116250. */
  116251. static AddUniforms(uniforms: string[]): void;
  116252. /**
  116253. * Add the required samplers to the current list.
  116254. * @param samplers defines the current sampler list.
  116255. */
  116256. static AddSamplers(samplers: string[]): void;
  116257. /**
  116258. * Add the required uniforms to the current buffer.
  116259. * @param uniformBuffer defines the current uniform buffer.
  116260. */
  116261. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  116262. /**
  116263. * Makes a duplicate of the current configuration into another one.
  116264. * @param configuration define the config where to copy the info
  116265. */
  116266. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  116267. /**
  116268. * Serializes this Sub Surface configuration.
  116269. * @returns - An object with the serialized config.
  116270. */
  116271. serialize(): any;
  116272. /**
  116273. * Parses a anisotropy Configuration from a serialized object.
  116274. * @param source - Serialized object.
  116275. * @param scene Defines the scene we are parsing for
  116276. * @param rootUrl Defines the rootUrl to load from
  116277. */
  116278. parse(source: any, scene: Scene, rootUrl: string): void;
  116279. }
  116280. }
  116281. declare module BABYLON {
  116282. /** @hidden */
  116283. export var pbrFragmentDeclaration: {
  116284. name: string;
  116285. shader: string;
  116286. };
  116287. }
  116288. declare module BABYLON {
  116289. /** @hidden */
  116290. export var pbrUboDeclaration: {
  116291. name: string;
  116292. shader: string;
  116293. };
  116294. }
  116295. declare module BABYLON {
  116296. /** @hidden */
  116297. export var pbrFragmentExtraDeclaration: {
  116298. name: string;
  116299. shader: string;
  116300. };
  116301. }
  116302. declare module BABYLON {
  116303. /** @hidden */
  116304. export var pbrFragmentSamplersDeclaration: {
  116305. name: string;
  116306. shader: string;
  116307. };
  116308. }
  116309. declare module BABYLON {
  116310. /** @hidden */
  116311. export var pbrHelperFunctions: {
  116312. name: string;
  116313. shader: string;
  116314. };
  116315. }
  116316. declare module BABYLON {
  116317. /** @hidden */
  116318. export var harmonicsFunctions: {
  116319. name: string;
  116320. shader: string;
  116321. };
  116322. }
  116323. declare module BABYLON {
  116324. /** @hidden */
  116325. export var pbrDirectLightingSetupFunctions: {
  116326. name: string;
  116327. shader: string;
  116328. };
  116329. }
  116330. declare module BABYLON {
  116331. /** @hidden */
  116332. export var pbrDirectLightingFalloffFunctions: {
  116333. name: string;
  116334. shader: string;
  116335. };
  116336. }
  116337. declare module BABYLON {
  116338. /** @hidden */
  116339. export var pbrBRDFFunctions: {
  116340. name: string;
  116341. shader: string;
  116342. };
  116343. }
  116344. declare module BABYLON {
  116345. /** @hidden */
  116346. export var pbrDirectLightingFunctions: {
  116347. name: string;
  116348. shader: string;
  116349. };
  116350. }
  116351. declare module BABYLON {
  116352. /** @hidden */
  116353. export var pbrIBLFunctions: {
  116354. name: string;
  116355. shader: string;
  116356. };
  116357. }
  116358. declare module BABYLON {
  116359. /** @hidden */
  116360. export var pbrDebug: {
  116361. name: string;
  116362. shader: string;
  116363. };
  116364. }
  116365. declare module BABYLON {
  116366. /** @hidden */
  116367. export var pbrPixelShader: {
  116368. name: string;
  116369. shader: string;
  116370. };
  116371. }
  116372. declare module BABYLON {
  116373. /** @hidden */
  116374. export var pbrVertexDeclaration: {
  116375. name: string;
  116376. shader: string;
  116377. };
  116378. }
  116379. declare module BABYLON {
  116380. /** @hidden */
  116381. export var pbrVertexShader: {
  116382. name: string;
  116383. shader: string;
  116384. };
  116385. }
  116386. declare module BABYLON {
  116387. /**
  116388. * Manages the defines for the PBR Material.
  116389. * @hidden
  116390. */
  116391. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  116392. PBR: boolean;
  116393. MAINUV1: boolean;
  116394. MAINUV2: boolean;
  116395. UV1: boolean;
  116396. UV2: boolean;
  116397. ALBEDO: boolean;
  116398. ALBEDODIRECTUV: number;
  116399. VERTEXCOLOR: boolean;
  116400. AMBIENT: boolean;
  116401. AMBIENTDIRECTUV: number;
  116402. AMBIENTINGRAYSCALE: boolean;
  116403. OPACITY: boolean;
  116404. VERTEXALPHA: boolean;
  116405. OPACITYDIRECTUV: number;
  116406. OPACITYRGB: boolean;
  116407. ALPHATEST: boolean;
  116408. DEPTHPREPASS: boolean;
  116409. ALPHABLEND: boolean;
  116410. ALPHAFROMALBEDO: boolean;
  116411. ALPHATESTVALUE: string;
  116412. SPECULAROVERALPHA: boolean;
  116413. RADIANCEOVERALPHA: boolean;
  116414. ALPHAFRESNEL: boolean;
  116415. LINEARALPHAFRESNEL: boolean;
  116416. PREMULTIPLYALPHA: boolean;
  116417. EMISSIVE: boolean;
  116418. EMISSIVEDIRECTUV: number;
  116419. REFLECTIVITY: boolean;
  116420. REFLECTIVITYDIRECTUV: number;
  116421. SPECULARTERM: boolean;
  116422. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116423. MICROSURFACEAUTOMATIC: boolean;
  116424. LODBASEDMICROSFURACE: boolean;
  116425. MICROSURFACEMAP: boolean;
  116426. MICROSURFACEMAPDIRECTUV: number;
  116427. METALLICWORKFLOW: boolean;
  116428. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116429. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116430. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116431. AOSTOREINMETALMAPRED: boolean;
  116432. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116433. ENVIRONMENTBRDF: boolean;
  116434. ENVIRONMENTBRDF_RGBD: boolean;
  116435. NORMAL: boolean;
  116436. TANGENT: boolean;
  116437. BUMP: boolean;
  116438. BUMPDIRECTUV: number;
  116439. OBJECTSPACE_NORMALMAP: boolean;
  116440. PARALLAX: boolean;
  116441. PARALLAXOCCLUSION: boolean;
  116442. NORMALXYSCALE: boolean;
  116443. LIGHTMAP: boolean;
  116444. LIGHTMAPDIRECTUV: number;
  116445. USELIGHTMAPASSHADOWMAP: boolean;
  116446. GAMMALIGHTMAP: boolean;
  116447. RGBDLIGHTMAP: boolean;
  116448. REFLECTION: boolean;
  116449. REFLECTIONMAP_3D: boolean;
  116450. REFLECTIONMAP_SPHERICAL: boolean;
  116451. REFLECTIONMAP_PLANAR: boolean;
  116452. REFLECTIONMAP_CUBIC: boolean;
  116453. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116454. REFLECTIONMAP_PROJECTION: boolean;
  116455. REFLECTIONMAP_SKYBOX: boolean;
  116456. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116457. REFLECTIONMAP_EXPLICIT: boolean;
  116458. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116459. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116460. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116461. INVERTCUBICMAP: boolean;
  116462. USESPHERICALFROMREFLECTIONMAP: boolean;
  116463. USEIRRADIANCEMAP: boolean;
  116464. SPHERICAL_HARMONICS: boolean;
  116465. USESPHERICALINVERTEX: boolean;
  116466. REFLECTIONMAP_OPPOSITEZ: boolean;
  116467. LODINREFLECTIONALPHA: boolean;
  116468. GAMMAREFLECTION: boolean;
  116469. RGBDREFLECTION: boolean;
  116470. LINEARSPECULARREFLECTION: boolean;
  116471. RADIANCEOCCLUSION: boolean;
  116472. HORIZONOCCLUSION: boolean;
  116473. INSTANCES: boolean;
  116474. NUM_BONE_INFLUENCERS: number;
  116475. BonesPerMesh: number;
  116476. BONETEXTURE: boolean;
  116477. NONUNIFORMSCALING: boolean;
  116478. MORPHTARGETS: boolean;
  116479. MORPHTARGETS_NORMAL: boolean;
  116480. MORPHTARGETS_TANGENT: boolean;
  116481. MORPHTARGETS_UV: boolean;
  116482. NUM_MORPH_INFLUENCERS: number;
  116483. IMAGEPROCESSING: boolean;
  116484. VIGNETTE: boolean;
  116485. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116486. VIGNETTEBLENDMODEOPAQUE: boolean;
  116487. TONEMAPPING: boolean;
  116488. TONEMAPPING_ACES: boolean;
  116489. CONTRAST: boolean;
  116490. COLORCURVES: boolean;
  116491. COLORGRADING: boolean;
  116492. COLORGRADING3D: boolean;
  116493. SAMPLER3DGREENDEPTH: boolean;
  116494. SAMPLER3DBGRMAP: boolean;
  116495. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116496. EXPOSURE: boolean;
  116497. MULTIVIEW: boolean;
  116498. USEPHYSICALLIGHTFALLOFF: boolean;
  116499. USEGLTFLIGHTFALLOFF: boolean;
  116500. TWOSIDEDLIGHTING: boolean;
  116501. SHADOWFLOAT: boolean;
  116502. CLIPPLANE: boolean;
  116503. CLIPPLANE2: boolean;
  116504. CLIPPLANE3: boolean;
  116505. CLIPPLANE4: boolean;
  116506. POINTSIZE: boolean;
  116507. FOG: boolean;
  116508. LOGARITHMICDEPTH: boolean;
  116509. FORCENORMALFORWARD: boolean;
  116510. SPECULARAA: boolean;
  116511. CLEARCOAT: boolean;
  116512. CLEARCOAT_DEFAULTIOR: boolean;
  116513. CLEARCOAT_TEXTURE: boolean;
  116514. CLEARCOAT_TEXTUREDIRECTUV: number;
  116515. CLEARCOAT_BUMP: boolean;
  116516. CLEARCOAT_BUMPDIRECTUV: number;
  116517. CLEARCOAT_TINT: boolean;
  116518. CLEARCOAT_TINT_TEXTURE: boolean;
  116519. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116520. ANISOTROPIC: boolean;
  116521. ANISOTROPIC_TEXTURE: boolean;
  116522. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116523. BRDF_V_HEIGHT_CORRELATED: boolean;
  116524. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116525. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116526. SHEEN: boolean;
  116527. SHEEN_TEXTURE: boolean;
  116528. SHEEN_TEXTUREDIRECTUV: number;
  116529. SHEEN_LINKWITHALBEDO: boolean;
  116530. SUBSURFACE: boolean;
  116531. SS_REFRACTION: boolean;
  116532. SS_TRANSLUCENCY: boolean;
  116533. SS_SCATERRING: boolean;
  116534. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116535. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116536. SS_REFRACTIONMAP_3D: boolean;
  116537. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116538. SS_LODINREFRACTIONALPHA: boolean;
  116539. SS_GAMMAREFRACTION: boolean;
  116540. SS_RGBDREFRACTION: boolean;
  116541. SS_LINEARSPECULARREFRACTION: boolean;
  116542. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116543. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116544. UNLIT: boolean;
  116545. DEBUGMODE: number;
  116546. /**
  116547. * Initializes the PBR Material defines.
  116548. */
  116549. constructor();
  116550. /**
  116551. * Resets the PBR Material defines.
  116552. */
  116553. reset(): void;
  116554. }
  116555. /**
  116556. * The Physically based material base class of BJS.
  116557. *
  116558. * This offers the main features of a standard PBR material.
  116559. * For more information, please refer to the documentation :
  116560. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116561. */
  116562. export abstract class PBRBaseMaterial extends PushMaterial {
  116563. /**
  116564. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116565. */
  116566. static readonly PBRMATERIAL_OPAQUE: number;
  116567. /**
  116568. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116569. */
  116570. static readonly PBRMATERIAL_ALPHATEST: number;
  116571. /**
  116572. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116573. */
  116574. static readonly PBRMATERIAL_ALPHABLEND: number;
  116575. /**
  116576. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116577. * They are also discarded below the alpha cutoff threshold to improve performances.
  116578. */
  116579. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116580. /**
  116581. * Defines the default value of how much AO map is occluding the analytical lights
  116582. * (point spot...).
  116583. */
  116584. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116585. /**
  116586. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116587. */
  116588. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116589. /**
  116590. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116591. * to enhance interoperability with other engines.
  116592. */
  116593. static readonly LIGHTFALLOFF_GLTF: number;
  116594. /**
  116595. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116596. * to enhance interoperability with other materials.
  116597. */
  116598. static readonly LIGHTFALLOFF_STANDARD: number;
  116599. /**
  116600. * Intensity of the direct lights e.g. the four lights available in your scene.
  116601. * This impacts both the direct diffuse and specular highlights.
  116602. */
  116603. protected _directIntensity: number;
  116604. /**
  116605. * Intensity of the emissive part of the material.
  116606. * This helps controlling the emissive effect without modifying the emissive color.
  116607. */
  116608. protected _emissiveIntensity: number;
  116609. /**
  116610. * Intensity of the environment e.g. how much the environment will light the object
  116611. * either through harmonics for rough material or through the refelction for shiny ones.
  116612. */
  116613. protected _environmentIntensity: number;
  116614. /**
  116615. * This is a special control allowing the reduction of the specular highlights coming from the
  116616. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116617. */
  116618. protected _specularIntensity: number;
  116619. /**
  116620. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116621. */
  116622. private _lightingInfos;
  116623. /**
  116624. * Debug Control allowing disabling the bump map on this material.
  116625. */
  116626. protected _disableBumpMap: boolean;
  116627. /**
  116628. * AKA Diffuse Texture in standard nomenclature.
  116629. */
  116630. protected _albedoTexture: Nullable<BaseTexture>;
  116631. /**
  116632. * AKA Occlusion Texture in other nomenclature.
  116633. */
  116634. protected _ambientTexture: Nullable<BaseTexture>;
  116635. /**
  116636. * AKA Occlusion Texture Intensity in other nomenclature.
  116637. */
  116638. protected _ambientTextureStrength: number;
  116639. /**
  116640. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116641. * 1 means it completely occludes it
  116642. * 0 mean it has no impact
  116643. */
  116644. protected _ambientTextureImpactOnAnalyticalLights: number;
  116645. /**
  116646. * Stores the alpha values in a texture.
  116647. */
  116648. protected _opacityTexture: Nullable<BaseTexture>;
  116649. /**
  116650. * Stores the reflection values in a texture.
  116651. */
  116652. protected _reflectionTexture: Nullable<BaseTexture>;
  116653. /**
  116654. * Stores the emissive values in a texture.
  116655. */
  116656. protected _emissiveTexture: Nullable<BaseTexture>;
  116657. /**
  116658. * AKA Specular texture in other nomenclature.
  116659. */
  116660. protected _reflectivityTexture: Nullable<BaseTexture>;
  116661. /**
  116662. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116663. */
  116664. protected _metallicTexture: Nullable<BaseTexture>;
  116665. /**
  116666. * Specifies the metallic scalar of the metallic/roughness workflow.
  116667. * Can also be used to scale the metalness values of the metallic texture.
  116668. */
  116669. protected _metallic: Nullable<number>;
  116670. /**
  116671. * Specifies the roughness scalar of the metallic/roughness workflow.
  116672. * Can also be used to scale the roughness values of the metallic texture.
  116673. */
  116674. protected _roughness: Nullable<number>;
  116675. /**
  116676. * Specifies the an F0 factor to help configuring the material F0.
  116677. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116678. * to 0.5 the previously hard coded value stays the same.
  116679. * Can also be used to scale the F0 values of the metallic texture.
  116680. */
  116681. protected _metallicF0Factor: number;
  116682. /**
  116683. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116684. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116685. * your expectation as it multiplies with the texture data.
  116686. */
  116687. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116688. /**
  116689. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116690. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116691. */
  116692. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116693. /**
  116694. * Stores surface normal data used to displace a mesh in a texture.
  116695. */
  116696. protected _bumpTexture: Nullable<BaseTexture>;
  116697. /**
  116698. * Stores the pre-calculated light information of a mesh in a texture.
  116699. */
  116700. protected _lightmapTexture: Nullable<BaseTexture>;
  116701. /**
  116702. * The color of a material in ambient lighting.
  116703. */
  116704. protected _ambientColor: Color3;
  116705. /**
  116706. * AKA Diffuse Color in other nomenclature.
  116707. */
  116708. protected _albedoColor: Color3;
  116709. /**
  116710. * AKA Specular Color in other nomenclature.
  116711. */
  116712. protected _reflectivityColor: Color3;
  116713. /**
  116714. * The color applied when light is reflected from a material.
  116715. */
  116716. protected _reflectionColor: Color3;
  116717. /**
  116718. * The color applied when light is emitted from a material.
  116719. */
  116720. protected _emissiveColor: Color3;
  116721. /**
  116722. * AKA Glossiness in other nomenclature.
  116723. */
  116724. protected _microSurface: number;
  116725. /**
  116726. * Specifies that the material will use the light map as a show map.
  116727. */
  116728. protected _useLightmapAsShadowmap: boolean;
  116729. /**
  116730. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116731. * makes the reflect vector face the model (under horizon).
  116732. */
  116733. protected _useHorizonOcclusion: boolean;
  116734. /**
  116735. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116736. * too much the area relying on ambient texture to define their ambient occlusion.
  116737. */
  116738. protected _useRadianceOcclusion: boolean;
  116739. /**
  116740. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116741. */
  116742. protected _useAlphaFromAlbedoTexture: boolean;
  116743. /**
  116744. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  116745. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116746. */
  116747. protected _useSpecularOverAlpha: boolean;
  116748. /**
  116749. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116750. */
  116751. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116752. /**
  116753. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116754. */
  116755. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  116756. /**
  116757. * Specifies if the metallic texture contains the roughness information in its green channel.
  116758. */
  116759. protected _useRoughnessFromMetallicTextureGreen: boolean;
  116760. /**
  116761. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116762. */
  116763. protected _useMetallnessFromMetallicTextureBlue: boolean;
  116764. /**
  116765. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116766. */
  116767. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  116768. /**
  116769. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116770. */
  116771. protected _useAmbientInGrayScale: boolean;
  116772. /**
  116773. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116774. * The material will try to infer what glossiness each pixel should be.
  116775. */
  116776. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  116777. /**
  116778. * Defines the falloff type used in this material.
  116779. * It by default is Physical.
  116780. */
  116781. protected _lightFalloff: number;
  116782. /**
  116783. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116784. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116785. */
  116786. protected _useRadianceOverAlpha: boolean;
  116787. /**
  116788. * Allows using an object space normal map (instead of tangent space).
  116789. */
  116790. protected _useObjectSpaceNormalMap: boolean;
  116791. /**
  116792. * Allows using the bump map in parallax mode.
  116793. */
  116794. protected _useParallax: boolean;
  116795. /**
  116796. * Allows using the bump map in parallax occlusion mode.
  116797. */
  116798. protected _useParallaxOcclusion: boolean;
  116799. /**
  116800. * Controls the scale bias of the parallax mode.
  116801. */
  116802. protected _parallaxScaleBias: number;
  116803. /**
  116804. * If sets to true, disables all the lights affecting the material.
  116805. */
  116806. protected _disableLighting: boolean;
  116807. /**
  116808. * Number of Simultaneous lights allowed on the material.
  116809. */
  116810. protected _maxSimultaneousLights: number;
  116811. /**
  116812. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116813. */
  116814. protected _invertNormalMapX: boolean;
  116815. /**
  116816. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116817. */
  116818. protected _invertNormalMapY: boolean;
  116819. /**
  116820. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116821. */
  116822. protected _twoSidedLighting: boolean;
  116823. /**
  116824. * Defines the alpha limits in alpha test mode.
  116825. */
  116826. protected _alphaCutOff: number;
  116827. /**
  116828. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116829. */
  116830. protected _forceAlphaTest: boolean;
  116831. /**
  116832. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116833. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116834. */
  116835. protected _useAlphaFresnel: boolean;
  116836. /**
  116837. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116838. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116839. */
  116840. protected _useLinearAlphaFresnel: boolean;
  116841. /**
  116842. * The transparency mode of the material.
  116843. */
  116844. protected _transparencyMode: Nullable<number>;
  116845. /**
  116846. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  116847. * from cos thetav and roughness:
  116848. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  116849. */
  116850. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  116851. /**
  116852. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116853. */
  116854. protected _forceIrradianceInFragment: boolean;
  116855. /**
  116856. * Force normal to face away from face.
  116857. */
  116858. protected _forceNormalForward: boolean;
  116859. /**
  116860. * Enables specular anti aliasing in the PBR shader.
  116861. * It will both interacts on the Geometry for analytical and IBL lighting.
  116862. * It also prefilter the roughness map based on the bump values.
  116863. */
  116864. protected _enableSpecularAntiAliasing: boolean;
  116865. /**
  116866. * Default configuration related to image processing available in the PBR Material.
  116867. */
  116868. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116869. /**
  116870. * Keep track of the image processing observer to allow dispose and replace.
  116871. */
  116872. private _imageProcessingObserver;
  116873. /**
  116874. * Attaches a new image processing configuration to the PBR Material.
  116875. * @param configuration
  116876. */
  116877. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116878. /**
  116879. * Stores the available render targets.
  116880. */
  116881. private _renderTargets;
  116882. /**
  116883. * Sets the global ambient color for the material used in lighting calculations.
  116884. */
  116885. private _globalAmbientColor;
  116886. /**
  116887. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  116888. */
  116889. private _useLogarithmicDepth;
  116890. /**
  116891. * If set to true, no lighting calculations will be applied.
  116892. */
  116893. private _unlit;
  116894. private _debugMode;
  116895. /**
  116896. * @hidden
  116897. * This is reserved for the inspector.
  116898. * Defines the material debug mode.
  116899. * It helps seeing only some components of the material while troubleshooting.
  116900. */
  116901. debugMode: number;
  116902. /**
  116903. * @hidden
  116904. * This is reserved for the inspector.
  116905. * Specify from where on screen the debug mode should start.
  116906. * The value goes from -1 (full screen) to 1 (not visible)
  116907. * It helps with side by side comparison against the final render
  116908. * This defaults to -1
  116909. */
  116910. private debugLimit;
  116911. /**
  116912. * @hidden
  116913. * This is reserved for the inspector.
  116914. * As the default viewing range might not be enough (if the ambient is really small for instance)
  116915. * You can use the factor to better multiply the final value.
  116916. */
  116917. private debugFactor;
  116918. /**
  116919. * Defines the clear coat layer parameters for the material.
  116920. */
  116921. readonly clearCoat: PBRClearCoatConfiguration;
  116922. /**
  116923. * Defines the anisotropic parameters for the material.
  116924. */
  116925. readonly anisotropy: PBRAnisotropicConfiguration;
  116926. /**
  116927. * Defines the BRDF parameters for the material.
  116928. */
  116929. readonly brdf: PBRBRDFConfiguration;
  116930. /**
  116931. * Defines the Sheen parameters for the material.
  116932. */
  116933. readonly sheen: PBRSheenConfiguration;
  116934. /**
  116935. * Defines the SubSurface parameters for the material.
  116936. */
  116937. readonly subSurface: PBRSubSurfaceConfiguration;
  116938. /**
  116939. * Custom callback helping to override the default shader used in the material.
  116940. */
  116941. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  116942. protected _rebuildInParallel: boolean;
  116943. /**
  116944. * Instantiates a new PBRMaterial instance.
  116945. *
  116946. * @param name The material name
  116947. * @param scene The scene the material will be use in.
  116948. */
  116949. constructor(name: string, scene: Scene);
  116950. /**
  116951. * Gets a boolean indicating that current material needs to register RTT
  116952. */
  116953. readonly hasRenderTargetTextures: boolean;
  116954. /**
  116955. * Gets the name of the material class.
  116956. */
  116957. getClassName(): string;
  116958. /**
  116959. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116960. */
  116961. /**
  116962. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116963. */
  116964. useLogarithmicDepth: boolean;
  116965. /**
  116966. * Gets the current transparency mode.
  116967. */
  116968. /**
  116969. * Sets the transparency mode of the material.
  116970. *
  116971. * | Value | Type | Description |
  116972. * | ----- | ----------------------------------- | ----------- |
  116973. * | 0 | OPAQUE | |
  116974. * | 1 | ALPHATEST | |
  116975. * | 2 | ALPHABLEND | |
  116976. * | 3 | ALPHATESTANDBLEND | |
  116977. *
  116978. */
  116979. transparencyMode: Nullable<number>;
  116980. /**
  116981. * Returns true if alpha blending should be disabled.
  116982. */
  116983. private readonly _disableAlphaBlending;
  116984. /**
  116985. * Specifies whether or not this material should be rendered in alpha blend mode.
  116986. */
  116987. needAlphaBlending(): boolean;
  116988. /**
  116989. * Specifies if the mesh will require alpha blending.
  116990. * @param mesh - BJS mesh.
  116991. */
  116992. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116993. /**
  116994. * Specifies whether or not this material should be rendered in alpha test mode.
  116995. */
  116996. needAlphaTesting(): boolean;
  116997. /**
  116998. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  116999. */
  117000. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  117001. /**
  117002. * Gets the texture used for the alpha test.
  117003. */
  117004. getAlphaTestTexture(): Nullable<BaseTexture>;
  117005. /**
  117006. * Specifies that the submesh is ready to be used.
  117007. * @param mesh - BJS mesh.
  117008. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  117009. * @param useInstances - Specifies that instances should be used.
  117010. * @returns - boolean indicating that the submesh is ready or not.
  117011. */
  117012. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117013. /**
  117014. * Specifies if the material uses metallic roughness workflow.
  117015. * @returns boolean specifiying if the material uses metallic roughness workflow.
  117016. */
  117017. isMetallicWorkflow(): boolean;
  117018. private _prepareEffect;
  117019. private _prepareDefines;
  117020. /**
  117021. * Force shader compilation
  117022. */
  117023. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  117024. /**
  117025. * Initializes the uniform buffer layout for the shader.
  117026. */
  117027. buildUniformLayout(): void;
  117028. /**
  117029. * Unbinds the material from the mesh
  117030. */
  117031. unbind(): void;
  117032. /**
  117033. * Binds the submesh data.
  117034. * @param world - The world matrix.
  117035. * @param mesh - The BJS mesh.
  117036. * @param subMesh - A submesh of the BJS mesh.
  117037. */
  117038. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117039. /**
  117040. * Returns the animatable textures.
  117041. * @returns - Array of animatable textures.
  117042. */
  117043. getAnimatables(): IAnimatable[];
  117044. /**
  117045. * Returns the texture used for reflections.
  117046. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  117047. */
  117048. private _getReflectionTexture;
  117049. /**
  117050. * Returns an array of the actively used textures.
  117051. * @returns - Array of BaseTextures
  117052. */
  117053. getActiveTextures(): BaseTexture[];
  117054. /**
  117055. * Checks to see if a texture is used in the material.
  117056. * @param texture - Base texture to use.
  117057. * @returns - Boolean specifying if a texture is used in the material.
  117058. */
  117059. hasTexture(texture: BaseTexture): boolean;
  117060. /**
  117061. * Disposes the resources of the material.
  117062. * @param forceDisposeEffect - Forces the disposal of effects.
  117063. * @param forceDisposeTextures - Forces the disposal of all textures.
  117064. */
  117065. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  117066. }
  117067. }
  117068. declare module BABYLON {
  117069. /**
  117070. * The Physically based material of BJS.
  117071. *
  117072. * This offers the main features of a standard PBR material.
  117073. * For more information, please refer to the documentation :
  117074. * https://doc.babylonjs.com/how_to/physically_based_rendering
  117075. */
  117076. export class PBRMaterial extends PBRBaseMaterial {
  117077. /**
  117078. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  117079. */
  117080. static readonly PBRMATERIAL_OPAQUE: number;
  117081. /**
  117082. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  117083. */
  117084. static readonly PBRMATERIAL_ALPHATEST: number;
  117085. /**
  117086. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117087. */
  117088. static readonly PBRMATERIAL_ALPHABLEND: number;
  117089. /**
  117090. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  117091. * They are also discarded below the alpha cutoff threshold to improve performances.
  117092. */
  117093. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  117094. /**
  117095. * Defines the default value of how much AO map is occluding the analytical lights
  117096. * (point spot...).
  117097. */
  117098. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  117099. /**
  117100. * Intensity of the direct lights e.g. the four lights available in your scene.
  117101. * This impacts both the direct diffuse and specular highlights.
  117102. */
  117103. directIntensity: number;
  117104. /**
  117105. * Intensity of the emissive part of the material.
  117106. * This helps controlling the emissive effect without modifying the emissive color.
  117107. */
  117108. emissiveIntensity: number;
  117109. /**
  117110. * Intensity of the environment e.g. how much the environment will light the object
  117111. * either through harmonics for rough material or through the refelction for shiny ones.
  117112. */
  117113. environmentIntensity: number;
  117114. /**
  117115. * This is a special control allowing the reduction of the specular highlights coming from the
  117116. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  117117. */
  117118. specularIntensity: number;
  117119. /**
  117120. * Debug Control allowing disabling the bump map on this material.
  117121. */
  117122. disableBumpMap: boolean;
  117123. /**
  117124. * AKA Diffuse Texture in standard nomenclature.
  117125. */
  117126. albedoTexture: BaseTexture;
  117127. /**
  117128. * AKA Occlusion Texture in other nomenclature.
  117129. */
  117130. ambientTexture: BaseTexture;
  117131. /**
  117132. * AKA Occlusion Texture Intensity in other nomenclature.
  117133. */
  117134. ambientTextureStrength: number;
  117135. /**
  117136. * Defines how much the AO map is occluding the analytical lights (point spot...).
  117137. * 1 means it completely occludes it
  117138. * 0 mean it has no impact
  117139. */
  117140. ambientTextureImpactOnAnalyticalLights: number;
  117141. /**
  117142. * Stores the alpha values in a texture.
  117143. */
  117144. opacityTexture: BaseTexture;
  117145. /**
  117146. * Stores the reflection values in a texture.
  117147. */
  117148. reflectionTexture: Nullable<BaseTexture>;
  117149. /**
  117150. * Stores the emissive values in a texture.
  117151. */
  117152. emissiveTexture: BaseTexture;
  117153. /**
  117154. * AKA Specular texture in other nomenclature.
  117155. */
  117156. reflectivityTexture: BaseTexture;
  117157. /**
  117158. * Used to switch from specular/glossiness to metallic/roughness workflow.
  117159. */
  117160. metallicTexture: BaseTexture;
  117161. /**
  117162. * Specifies the metallic scalar of the metallic/roughness workflow.
  117163. * Can also be used to scale the metalness values of the metallic texture.
  117164. */
  117165. metallic: Nullable<number>;
  117166. /**
  117167. * Specifies the roughness scalar of the metallic/roughness workflow.
  117168. * Can also be used to scale the roughness values of the metallic texture.
  117169. */
  117170. roughness: Nullable<number>;
  117171. /**
  117172. * Specifies the an F0 factor to help configuring the material F0.
  117173. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  117174. * to 0.5 the previously hard coded value stays the same.
  117175. * Can also be used to scale the F0 values of the metallic texture.
  117176. */
  117177. metallicF0Factor: number;
  117178. /**
  117179. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  117180. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  117181. * your expectation as it multiplies with the texture data.
  117182. */
  117183. useMetallicF0FactorFromMetallicTexture: boolean;
  117184. /**
  117185. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  117186. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  117187. */
  117188. microSurfaceTexture: BaseTexture;
  117189. /**
  117190. * Stores surface normal data used to displace a mesh in a texture.
  117191. */
  117192. bumpTexture: BaseTexture;
  117193. /**
  117194. * Stores the pre-calculated light information of a mesh in a texture.
  117195. */
  117196. lightmapTexture: BaseTexture;
  117197. /**
  117198. * Stores the refracted light information in a texture.
  117199. */
  117200. refractionTexture: Nullable<BaseTexture>;
  117201. /**
  117202. * The color of a material in ambient lighting.
  117203. */
  117204. ambientColor: Color3;
  117205. /**
  117206. * AKA Diffuse Color in other nomenclature.
  117207. */
  117208. albedoColor: Color3;
  117209. /**
  117210. * AKA Specular Color in other nomenclature.
  117211. */
  117212. reflectivityColor: Color3;
  117213. /**
  117214. * The color reflected from the material.
  117215. */
  117216. reflectionColor: Color3;
  117217. /**
  117218. * The color emitted from the material.
  117219. */
  117220. emissiveColor: Color3;
  117221. /**
  117222. * AKA Glossiness in other nomenclature.
  117223. */
  117224. microSurface: number;
  117225. /**
  117226. * source material index of refraction (IOR)' / 'destination material IOR.
  117227. */
  117228. indexOfRefraction: number;
  117229. /**
  117230. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  117231. */
  117232. invertRefractionY: boolean;
  117233. /**
  117234. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  117235. * Materials half opaque for instance using refraction could benefit from this control.
  117236. */
  117237. linkRefractionWithTransparency: boolean;
  117238. /**
  117239. * If true, the light map contains occlusion information instead of lighting info.
  117240. */
  117241. useLightmapAsShadowmap: boolean;
  117242. /**
  117243. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  117244. */
  117245. useAlphaFromAlbedoTexture: boolean;
  117246. /**
  117247. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  117248. */
  117249. forceAlphaTest: boolean;
  117250. /**
  117251. * Defines the alpha limits in alpha test mode.
  117252. */
  117253. alphaCutOff: number;
  117254. /**
  117255. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  117256. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  117257. */
  117258. useSpecularOverAlpha: boolean;
  117259. /**
  117260. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  117261. */
  117262. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  117263. /**
  117264. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  117265. */
  117266. useRoughnessFromMetallicTextureAlpha: boolean;
  117267. /**
  117268. * Specifies if the metallic texture contains the roughness information in its green channel.
  117269. */
  117270. useRoughnessFromMetallicTextureGreen: boolean;
  117271. /**
  117272. * Specifies if the metallic texture contains the metallness information in its blue channel.
  117273. */
  117274. useMetallnessFromMetallicTextureBlue: boolean;
  117275. /**
  117276. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  117277. */
  117278. useAmbientOcclusionFromMetallicTextureRed: boolean;
  117279. /**
  117280. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  117281. */
  117282. useAmbientInGrayScale: boolean;
  117283. /**
  117284. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  117285. * The material will try to infer what glossiness each pixel should be.
  117286. */
  117287. useAutoMicroSurfaceFromReflectivityMap: boolean;
  117288. /**
  117289. * BJS is using an harcoded light falloff based on a manually sets up range.
  117290. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117291. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117292. */
  117293. /**
  117294. * BJS is using an harcoded light falloff based on a manually sets up range.
  117295. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  117296. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  117297. */
  117298. usePhysicalLightFalloff: boolean;
  117299. /**
  117300. * In order to support the falloff compatibility with gltf, a special mode has been added
  117301. * to reproduce the gltf light falloff.
  117302. */
  117303. /**
  117304. * In order to support the falloff compatibility with gltf, a special mode has been added
  117305. * to reproduce the gltf light falloff.
  117306. */
  117307. useGLTFLightFalloff: boolean;
  117308. /**
  117309. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  117310. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  117311. */
  117312. useRadianceOverAlpha: boolean;
  117313. /**
  117314. * Allows using an object space normal map (instead of tangent space).
  117315. */
  117316. useObjectSpaceNormalMap: boolean;
  117317. /**
  117318. * Allows using the bump map in parallax mode.
  117319. */
  117320. useParallax: boolean;
  117321. /**
  117322. * Allows using the bump map in parallax occlusion mode.
  117323. */
  117324. useParallaxOcclusion: boolean;
  117325. /**
  117326. * Controls the scale bias of the parallax mode.
  117327. */
  117328. parallaxScaleBias: number;
  117329. /**
  117330. * If sets to true, disables all the lights affecting the material.
  117331. */
  117332. disableLighting: boolean;
  117333. /**
  117334. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  117335. */
  117336. forceIrradianceInFragment: boolean;
  117337. /**
  117338. * Number of Simultaneous lights allowed on the material.
  117339. */
  117340. maxSimultaneousLights: number;
  117341. /**
  117342. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  117343. */
  117344. invertNormalMapX: boolean;
  117345. /**
  117346. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  117347. */
  117348. invertNormalMapY: boolean;
  117349. /**
  117350. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  117351. */
  117352. twoSidedLighting: boolean;
  117353. /**
  117354. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117355. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  117356. */
  117357. useAlphaFresnel: boolean;
  117358. /**
  117359. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  117360. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  117361. */
  117362. useLinearAlphaFresnel: boolean;
  117363. /**
  117364. * Let user defines the brdf lookup texture used for IBL.
  117365. * A default 8bit version is embedded but you could point at :
  117366. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  117367. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  117368. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  117369. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  117370. */
  117371. environmentBRDFTexture: Nullable<BaseTexture>;
  117372. /**
  117373. * Force normal to face away from face.
  117374. */
  117375. forceNormalForward: boolean;
  117376. /**
  117377. * Enables specular anti aliasing in the PBR shader.
  117378. * It will both interacts on the Geometry for analytical and IBL lighting.
  117379. * It also prefilter the roughness map based on the bump values.
  117380. */
  117381. enableSpecularAntiAliasing: boolean;
  117382. /**
  117383. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  117384. * makes the reflect vector face the model (under horizon).
  117385. */
  117386. useHorizonOcclusion: boolean;
  117387. /**
  117388. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  117389. * too much the area relying on ambient texture to define their ambient occlusion.
  117390. */
  117391. useRadianceOcclusion: boolean;
  117392. /**
  117393. * If set to true, no lighting calculations will be applied.
  117394. */
  117395. unlit: boolean;
  117396. /**
  117397. * Gets the image processing configuration used either in this material.
  117398. */
  117399. /**
  117400. * Sets the Default image processing configuration used either in the this material.
  117401. *
  117402. * If sets to null, the scene one is in use.
  117403. */
  117404. imageProcessingConfiguration: ImageProcessingConfiguration;
  117405. /**
  117406. * Gets wether the color curves effect is enabled.
  117407. */
  117408. /**
  117409. * Sets wether the color curves effect is enabled.
  117410. */
  117411. cameraColorCurvesEnabled: boolean;
  117412. /**
  117413. * Gets wether the color grading effect is enabled.
  117414. */
  117415. /**
  117416. * Gets wether the color grading effect is enabled.
  117417. */
  117418. cameraColorGradingEnabled: boolean;
  117419. /**
  117420. * Gets wether tonemapping is enabled or not.
  117421. */
  117422. /**
  117423. * Sets wether tonemapping is enabled or not
  117424. */
  117425. cameraToneMappingEnabled: boolean;
  117426. /**
  117427. * The camera exposure used on this material.
  117428. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117429. * This corresponds to a photographic exposure.
  117430. */
  117431. /**
  117432. * The camera exposure used on this material.
  117433. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117434. * This corresponds to a photographic exposure.
  117435. */
  117436. cameraExposure: number;
  117437. /**
  117438. * Gets The camera contrast used on this material.
  117439. */
  117440. /**
  117441. * Sets The camera contrast used on this material.
  117442. */
  117443. cameraContrast: number;
  117444. /**
  117445. * Gets the Color Grading 2D Lookup Texture.
  117446. */
  117447. /**
  117448. * Sets the Color Grading 2D Lookup Texture.
  117449. */
  117450. cameraColorGradingTexture: Nullable<BaseTexture>;
  117451. /**
  117452. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117453. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117454. * 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;
  117455. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117456. */
  117457. /**
  117458. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117459. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117460. * 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;
  117461. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117462. */
  117463. cameraColorCurves: Nullable<ColorCurves>;
  117464. /**
  117465. * Instantiates a new PBRMaterial instance.
  117466. *
  117467. * @param name The material name
  117468. * @param scene The scene the material will be use in.
  117469. */
  117470. constructor(name: string, scene: Scene);
  117471. /**
  117472. * Returns the name of this material class.
  117473. */
  117474. getClassName(): string;
  117475. /**
  117476. * Makes a duplicate of the current material.
  117477. * @param name - name to use for the new material.
  117478. */
  117479. clone(name: string): PBRMaterial;
  117480. /**
  117481. * Serializes this PBR Material.
  117482. * @returns - An object with the serialized material.
  117483. */
  117484. serialize(): any;
  117485. /**
  117486. * Parses a PBR Material from a serialized object.
  117487. * @param source - Serialized object.
  117488. * @param scene - BJS scene instance.
  117489. * @param rootUrl - url for the scene object
  117490. * @returns - PBRMaterial
  117491. */
  117492. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117493. }
  117494. }
  117495. declare module BABYLON {
  117496. /**
  117497. * Direct draw surface info
  117498. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117499. */
  117500. export interface DDSInfo {
  117501. /**
  117502. * Width of the texture
  117503. */
  117504. width: number;
  117505. /**
  117506. * Width of the texture
  117507. */
  117508. height: number;
  117509. /**
  117510. * Number of Mipmaps for the texture
  117511. * @see https://en.wikipedia.org/wiki/Mipmap
  117512. */
  117513. mipmapCount: number;
  117514. /**
  117515. * If the textures format is a known fourCC format
  117516. * @see https://www.fourcc.org/
  117517. */
  117518. isFourCC: boolean;
  117519. /**
  117520. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117521. */
  117522. isRGB: boolean;
  117523. /**
  117524. * If the texture is a lumincance format
  117525. */
  117526. isLuminance: boolean;
  117527. /**
  117528. * If this is a cube texture
  117529. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117530. */
  117531. isCube: boolean;
  117532. /**
  117533. * If the texture is a compressed format eg. FOURCC_DXT1
  117534. */
  117535. isCompressed: boolean;
  117536. /**
  117537. * The dxgiFormat of the texture
  117538. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117539. */
  117540. dxgiFormat: number;
  117541. /**
  117542. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117543. */
  117544. textureType: number;
  117545. /**
  117546. * Sphericle polynomial created for the dds texture
  117547. */
  117548. sphericalPolynomial?: SphericalPolynomial;
  117549. }
  117550. /**
  117551. * Class used to provide DDS decompression tools
  117552. */
  117553. export class DDSTools {
  117554. /**
  117555. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117556. */
  117557. static StoreLODInAlphaChannel: boolean;
  117558. /**
  117559. * Gets DDS information from an array buffer
  117560. * @param arrayBuffer defines the array buffer to read data from
  117561. * @returns the DDS information
  117562. */
  117563. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117564. private static _FloatView;
  117565. private static _Int32View;
  117566. private static _ToHalfFloat;
  117567. private static _FromHalfFloat;
  117568. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117569. private static _GetHalfFloatRGBAArrayBuffer;
  117570. private static _GetFloatRGBAArrayBuffer;
  117571. private static _GetFloatAsUIntRGBAArrayBuffer;
  117572. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117573. private static _GetRGBAArrayBuffer;
  117574. private static _ExtractLongWordOrder;
  117575. private static _GetRGBArrayBuffer;
  117576. private static _GetLuminanceArrayBuffer;
  117577. /**
  117578. * Uploads DDS Levels to a Babylon Texture
  117579. * @hidden
  117580. */
  117581. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117582. }
  117583. interface ThinEngine {
  117584. /**
  117585. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117586. * @param rootUrl defines the url where the file to load is located
  117587. * @param scene defines the current scene
  117588. * @param lodScale defines scale to apply to the mip map selection
  117589. * @param lodOffset defines offset to apply to the mip map selection
  117590. * @param onLoad defines an optional callback raised when the texture is loaded
  117591. * @param onError defines an optional callback raised if there is an issue to load the texture
  117592. * @param format defines the format of the data
  117593. * @param forcedExtension defines the extension to use to pick the right loader
  117594. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117595. * @returns the cube texture as an InternalTexture
  117596. */
  117597. 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;
  117598. }
  117599. }
  117600. declare module BABYLON {
  117601. /**
  117602. * Implementation of the DDS Texture Loader.
  117603. * @hidden
  117604. */
  117605. export class _DDSTextureLoader implements IInternalTextureLoader {
  117606. /**
  117607. * Defines wether the loader supports cascade loading the different faces.
  117608. */
  117609. readonly supportCascades: boolean;
  117610. /**
  117611. * This returns if the loader support the current file information.
  117612. * @param extension defines the file extension of the file being loaded
  117613. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117614. * @param fallback defines the fallback internal texture if any
  117615. * @param isBase64 defines whether the texture is encoded as a base64
  117616. * @param isBuffer defines whether the texture data are stored as a buffer
  117617. * @returns true if the loader can load the specified file
  117618. */
  117619. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117620. /**
  117621. * Transform the url before loading if required.
  117622. * @param rootUrl the url of the texture
  117623. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117624. * @returns the transformed texture
  117625. */
  117626. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117627. /**
  117628. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117629. * @param rootUrl the url of the texture
  117630. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117631. * @returns the fallback texture
  117632. */
  117633. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117634. /**
  117635. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117636. * @param data contains the texture data
  117637. * @param texture defines the BabylonJS internal texture
  117638. * @param createPolynomials will be true if polynomials have been requested
  117639. * @param onLoad defines the callback to trigger once the texture is ready
  117640. * @param onError defines the callback to trigger in case of error
  117641. */
  117642. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117643. /**
  117644. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117645. * @param data contains the texture data
  117646. * @param texture defines the BabylonJS internal texture
  117647. * @param callback defines the method to call once ready to upload
  117648. */
  117649. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117650. }
  117651. }
  117652. declare module BABYLON {
  117653. /**
  117654. * Implementation of the ENV Texture Loader.
  117655. * @hidden
  117656. */
  117657. export class _ENVTextureLoader implements IInternalTextureLoader {
  117658. /**
  117659. * Defines wether the loader supports cascade loading the different faces.
  117660. */
  117661. readonly supportCascades: boolean;
  117662. /**
  117663. * This returns if the loader support the current file information.
  117664. * @param extension defines the file extension of the file being loaded
  117665. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117666. * @param fallback defines the fallback internal texture if any
  117667. * @param isBase64 defines whether the texture is encoded as a base64
  117668. * @param isBuffer defines whether the texture data are stored as a buffer
  117669. * @returns true if the loader can load the specified file
  117670. */
  117671. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117672. /**
  117673. * Transform the url before loading if required.
  117674. * @param rootUrl the url of the texture
  117675. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117676. * @returns the transformed texture
  117677. */
  117678. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117679. /**
  117680. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117681. * @param rootUrl the url of the texture
  117682. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117683. * @returns the fallback texture
  117684. */
  117685. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117686. /**
  117687. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117688. * @param data contains the texture data
  117689. * @param texture defines the BabylonJS internal texture
  117690. * @param createPolynomials will be true if polynomials have been requested
  117691. * @param onLoad defines the callback to trigger once the texture is ready
  117692. * @param onError defines the callback to trigger in case of error
  117693. */
  117694. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117695. /**
  117696. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117697. * @param data contains the texture data
  117698. * @param texture defines the BabylonJS internal texture
  117699. * @param callback defines the method to call once ready to upload
  117700. */
  117701. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117702. }
  117703. }
  117704. declare module BABYLON {
  117705. /**
  117706. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117707. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117708. */
  117709. export class KhronosTextureContainer {
  117710. /** contents of the KTX container file */
  117711. arrayBuffer: any;
  117712. private static HEADER_LEN;
  117713. private static COMPRESSED_2D;
  117714. private static COMPRESSED_3D;
  117715. private static TEX_2D;
  117716. private static TEX_3D;
  117717. /**
  117718. * Gets the openGL type
  117719. */
  117720. glType: number;
  117721. /**
  117722. * Gets the openGL type size
  117723. */
  117724. glTypeSize: number;
  117725. /**
  117726. * Gets the openGL format
  117727. */
  117728. glFormat: number;
  117729. /**
  117730. * Gets the openGL internal format
  117731. */
  117732. glInternalFormat: number;
  117733. /**
  117734. * Gets the base internal format
  117735. */
  117736. glBaseInternalFormat: number;
  117737. /**
  117738. * Gets image width in pixel
  117739. */
  117740. pixelWidth: number;
  117741. /**
  117742. * Gets image height in pixel
  117743. */
  117744. pixelHeight: number;
  117745. /**
  117746. * Gets image depth in pixels
  117747. */
  117748. pixelDepth: number;
  117749. /**
  117750. * Gets the number of array elements
  117751. */
  117752. numberOfArrayElements: number;
  117753. /**
  117754. * Gets the number of faces
  117755. */
  117756. numberOfFaces: number;
  117757. /**
  117758. * Gets the number of mipmap levels
  117759. */
  117760. numberOfMipmapLevels: number;
  117761. /**
  117762. * Gets the bytes of key value data
  117763. */
  117764. bytesOfKeyValueData: number;
  117765. /**
  117766. * Gets the load type
  117767. */
  117768. loadType: number;
  117769. /**
  117770. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  117771. */
  117772. isInvalid: boolean;
  117773. /**
  117774. * Creates a new KhronosTextureContainer
  117775. * @param arrayBuffer contents of the KTX container file
  117776. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  117777. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  117778. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  117779. */
  117780. constructor(
  117781. /** contents of the KTX container file */
  117782. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  117783. /**
  117784. * Uploads KTX content to a Babylon Texture.
  117785. * It is assumed that the texture has already been created & is currently bound
  117786. * @hidden
  117787. */
  117788. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  117789. private _upload2DCompressedLevels;
  117790. }
  117791. }
  117792. declare module BABYLON {
  117793. /**
  117794. * Implementation of the KTX Texture Loader.
  117795. * @hidden
  117796. */
  117797. export class _KTXTextureLoader implements IInternalTextureLoader {
  117798. /**
  117799. * Defines wether the loader supports cascade loading the different faces.
  117800. */
  117801. readonly supportCascades: boolean;
  117802. /**
  117803. * This returns if the loader support the current file information.
  117804. * @param extension defines the file extension of the file being loaded
  117805. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117806. * @param fallback defines the fallback internal texture if any
  117807. * @param isBase64 defines whether the texture is encoded as a base64
  117808. * @param isBuffer defines whether the texture data are stored as a buffer
  117809. * @returns true if the loader can load the specified file
  117810. */
  117811. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117812. /**
  117813. * Transform the url before loading if required.
  117814. * @param rootUrl the url of the texture
  117815. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117816. * @returns the transformed texture
  117817. */
  117818. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117819. /**
  117820. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117821. * @param rootUrl the url of the texture
  117822. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117823. * @returns the fallback texture
  117824. */
  117825. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117826. /**
  117827. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117828. * @param data contains the texture data
  117829. * @param texture defines the BabylonJS internal texture
  117830. * @param createPolynomials will be true if polynomials have been requested
  117831. * @param onLoad defines the callback to trigger once the texture is ready
  117832. * @param onError defines the callback to trigger in case of error
  117833. */
  117834. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117835. /**
  117836. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117837. * @param data contains the texture data
  117838. * @param texture defines the BabylonJS internal texture
  117839. * @param callback defines the method to call once ready to upload
  117840. */
  117841. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  117842. }
  117843. }
  117844. declare module BABYLON {
  117845. /** @hidden */
  117846. export var _forceSceneHelpersToBundle: boolean;
  117847. interface Scene {
  117848. /**
  117849. * Creates a default light for the scene.
  117850. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117851. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117852. */
  117853. createDefaultLight(replace?: boolean): void;
  117854. /**
  117855. * Creates a default camera for the scene.
  117856. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117857. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117858. * @param replace has default false, when true replaces the active camera in the scene
  117859. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117860. */
  117861. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117862. /**
  117863. * Creates a default camera and a default light.
  117864. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117865. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117866. * @param replace has the default false, when true replaces the active camera/light in the scene
  117867. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117868. */
  117869. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117870. /**
  117871. * Creates a new sky box
  117872. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117873. * @param environmentTexture defines the texture to use as environment texture
  117874. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117875. * @param scale defines the overall scale of the skybox
  117876. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117877. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117878. * @returns a new mesh holding the sky box
  117879. */
  117880. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117881. /**
  117882. * Creates a new environment
  117883. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117884. * @param options defines the options you can use to configure the environment
  117885. * @returns the new EnvironmentHelper
  117886. */
  117887. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117888. /**
  117889. * Creates a new VREXperienceHelper
  117890. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117891. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117892. * @returns a new VREXperienceHelper
  117893. */
  117894. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117895. /**
  117896. * Creates a new WebXRDefaultExperience
  117897. * @see http://doc.babylonjs.com/how_to/webxr
  117898. * @param options experience options
  117899. * @returns a promise for a new WebXRDefaultExperience
  117900. */
  117901. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117902. }
  117903. }
  117904. declare module BABYLON {
  117905. /**
  117906. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117907. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117908. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117909. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117910. */
  117911. export class VideoDome extends TransformNode {
  117912. /**
  117913. * Define the video source as a Monoscopic panoramic 360 video.
  117914. */
  117915. static readonly MODE_MONOSCOPIC: number;
  117916. /**
  117917. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117918. */
  117919. static readonly MODE_TOPBOTTOM: number;
  117920. /**
  117921. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117922. */
  117923. static readonly MODE_SIDEBYSIDE: number;
  117924. private _halfDome;
  117925. private _useDirectMapping;
  117926. /**
  117927. * The video texture being displayed on the sphere
  117928. */
  117929. protected _videoTexture: VideoTexture;
  117930. /**
  117931. * Gets the video texture being displayed on the sphere
  117932. */
  117933. readonly videoTexture: VideoTexture;
  117934. /**
  117935. * The skybox material
  117936. */
  117937. protected _material: BackgroundMaterial;
  117938. /**
  117939. * The surface used for the skybox
  117940. */
  117941. protected _mesh: Mesh;
  117942. /**
  117943. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117944. */
  117945. private _halfDomeMask;
  117946. /**
  117947. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117948. * Also see the options.resolution property.
  117949. */
  117950. fovMultiplier: number;
  117951. private _videoMode;
  117952. /**
  117953. * Gets or set the current video mode for the video. It can be:
  117954. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117955. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117956. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117957. */
  117958. videoMode: number;
  117959. /**
  117960. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117961. *
  117962. */
  117963. /**
  117964. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117965. */
  117966. halfDome: boolean;
  117967. /**
  117968. * Oberserver used in Stereoscopic VR Mode.
  117969. */
  117970. private _onBeforeCameraRenderObserver;
  117971. /**
  117972. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117973. * @param name Element's name, child elements will append suffixes for their own names.
  117974. * @param urlsOrVideo defines the url(s) or the video element to use
  117975. * @param options An object containing optional or exposed sub element properties
  117976. */
  117977. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117978. resolution?: number;
  117979. clickToPlay?: boolean;
  117980. autoPlay?: boolean;
  117981. loop?: boolean;
  117982. size?: number;
  117983. poster?: string;
  117984. faceForward?: boolean;
  117985. useDirectMapping?: boolean;
  117986. halfDomeMode?: boolean;
  117987. }, scene: Scene);
  117988. private _changeVideoMode;
  117989. /**
  117990. * Releases resources associated with this node.
  117991. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117992. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117993. */
  117994. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117995. }
  117996. }
  117997. declare module BABYLON {
  117998. /**
  117999. * This class can be used to get instrumentation data from a Babylon engine
  118000. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118001. */
  118002. export class EngineInstrumentation implements IDisposable {
  118003. /**
  118004. * Define the instrumented engine.
  118005. */
  118006. engine: Engine;
  118007. private _captureGPUFrameTime;
  118008. private _gpuFrameTimeToken;
  118009. private _gpuFrameTime;
  118010. private _captureShaderCompilationTime;
  118011. private _shaderCompilationTime;
  118012. private _onBeginFrameObserver;
  118013. private _onEndFrameObserver;
  118014. private _onBeforeShaderCompilationObserver;
  118015. private _onAfterShaderCompilationObserver;
  118016. /**
  118017. * Gets the perf counter used for GPU frame time
  118018. */
  118019. readonly gpuFrameTimeCounter: PerfCounter;
  118020. /**
  118021. * Gets the GPU frame time capture status
  118022. */
  118023. /**
  118024. * Enable or disable the GPU frame time capture
  118025. */
  118026. captureGPUFrameTime: boolean;
  118027. /**
  118028. * Gets the perf counter used for shader compilation time
  118029. */
  118030. readonly shaderCompilationTimeCounter: PerfCounter;
  118031. /**
  118032. * Gets the shader compilation time capture status
  118033. */
  118034. /**
  118035. * Enable or disable the shader compilation time capture
  118036. */
  118037. captureShaderCompilationTime: boolean;
  118038. /**
  118039. * Instantiates a new engine instrumentation.
  118040. * This class can be used to get instrumentation data from a Babylon engine
  118041. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  118042. * @param engine Defines the engine to instrument
  118043. */
  118044. constructor(
  118045. /**
  118046. * Define the instrumented engine.
  118047. */
  118048. engine: Engine);
  118049. /**
  118050. * Dispose and release associated resources.
  118051. */
  118052. dispose(): void;
  118053. }
  118054. }
  118055. declare module BABYLON {
  118056. /**
  118057. * This class can be used to get instrumentation data from a Babylon engine
  118058. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118059. */
  118060. export class SceneInstrumentation implements IDisposable {
  118061. /**
  118062. * Defines the scene to instrument
  118063. */
  118064. scene: Scene;
  118065. private _captureActiveMeshesEvaluationTime;
  118066. private _activeMeshesEvaluationTime;
  118067. private _captureRenderTargetsRenderTime;
  118068. private _renderTargetsRenderTime;
  118069. private _captureFrameTime;
  118070. private _frameTime;
  118071. private _captureRenderTime;
  118072. private _renderTime;
  118073. private _captureInterFrameTime;
  118074. private _interFrameTime;
  118075. private _captureParticlesRenderTime;
  118076. private _particlesRenderTime;
  118077. private _captureSpritesRenderTime;
  118078. private _spritesRenderTime;
  118079. private _capturePhysicsTime;
  118080. private _physicsTime;
  118081. private _captureAnimationsTime;
  118082. private _animationsTime;
  118083. private _captureCameraRenderTime;
  118084. private _cameraRenderTime;
  118085. private _onBeforeActiveMeshesEvaluationObserver;
  118086. private _onAfterActiveMeshesEvaluationObserver;
  118087. private _onBeforeRenderTargetsRenderObserver;
  118088. private _onAfterRenderTargetsRenderObserver;
  118089. private _onAfterRenderObserver;
  118090. private _onBeforeDrawPhaseObserver;
  118091. private _onAfterDrawPhaseObserver;
  118092. private _onBeforeAnimationsObserver;
  118093. private _onBeforeParticlesRenderingObserver;
  118094. private _onAfterParticlesRenderingObserver;
  118095. private _onBeforeSpritesRenderingObserver;
  118096. private _onAfterSpritesRenderingObserver;
  118097. private _onBeforePhysicsObserver;
  118098. private _onAfterPhysicsObserver;
  118099. private _onAfterAnimationsObserver;
  118100. private _onBeforeCameraRenderObserver;
  118101. private _onAfterCameraRenderObserver;
  118102. /**
  118103. * Gets the perf counter used for active meshes evaluation time
  118104. */
  118105. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  118106. /**
  118107. * Gets the active meshes evaluation time capture status
  118108. */
  118109. /**
  118110. * Enable or disable the active meshes evaluation time capture
  118111. */
  118112. captureActiveMeshesEvaluationTime: boolean;
  118113. /**
  118114. * Gets the perf counter used for render targets render time
  118115. */
  118116. readonly renderTargetsRenderTimeCounter: PerfCounter;
  118117. /**
  118118. * Gets the render targets render time capture status
  118119. */
  118120. /**
  118121. * Enable or disable the render targets render time capture
  118122. */
  118123. captureRenderTargetsRenderTime: boolean;
  118124. /**
  118125. * Gets the perf counter used for particles render time
  118126. */
  118127. readonly particlesRenderTimeCounter: PerfCounter;
  118128. /**
  118129. * Gets the particles render time capture status
  118130. */
  118131. /**
  118132. * Enable or disable the particles render time capture
  118133. */
  118134. captureParticlesRenderTime: boolean;
  118135. /**
  118136. * Gets the perf counter used for sprites render time
  118137. */
  118138. readonly spritesRenderTimeCounter: PerfCounter;
  118139. /**
  118140. * Gets the sprites render time capture status
  118141. */
  118142. /**
  118143. * Enable or disable the sprites render time capture
  118144. */
  118145. captureSpritesRenderTime: boolean;
  118146. /**
  118147. * Gets the perf counter used for physics time
  118148. */
  118149. readonly physicsTimeCounter: PerfCounter;
  118150. /**
  118151. * Gets the physics time capture status
  118152. */
  118153. /**
  118154. * Enable or disable the physics time capture
  118155. */
  118156. capturePhysicsTime: boolean;
  118157. /**
  118158. * Gets the perf counter used for animations time
  118159. */
  118160. readonly animationsTimeCounter: PerfCounter;
  118161. /**
  118162. * Gets the animations time capture status
  118163. */
  118164. /**
  118165. * Enable or disable the animations time capture
  118166. */
  118167. captureAnimationsTime: boolean;
  118168. /**
  118169. * Gets the perf counter used for frame time capture
  118170. */
  118171. readonly frameTimeCounter: PerfCounter;
  118172. /**
  118173. * Gets the frame time capture status
  118174. */
  118175. /**
  118176. * Enable or disable the frame time capture
  118177. */
  118178. captureFrameTime: boolean;
  118179. /**
  118180. * Gets the perf counter used for inter-frames time capture
  118181. */
  118182. readonly interFrameTimeCounter: PerfCounter;
  118183. /**
  118184. * Gets the inter-frames time capture status
  118185. */
  118186. /**
  118187. * Enable or disable the inter-frames time capture
  118188. */
  118189. captureInterFrameTime: boolean;
  118190. /**
  118191. * Gets the perf counter used for render time capture
  118192. */
  118193. readonly renderTimeCounter: PerfCounter;
  118194. /**
  118195. * Gets the render time capture status
  118196. */
  118197. /**
  118198. * Enable or disable the render time capture
  118199. */
  118200. captureRenderTime: boolean;
  118201. /**
  118202. * Gets the perf counter used for camera render time capture
  118203. */
  118204. readonly cameraRenderTimeCounter: PerfCounter;
  118205. /**
  118206. * Gets the camera render time capture status
  118207. */
  118208. /**
  118209. * Enable or disable the camera render time capture
  118210. */
  118211. captureCameraRenderTime: boolean;
  118212. /**
  118213. * Gets the perf counter used for draw calls
  118214. */
  118215. readonly drawCallsCounter: PerfCounter;
  118216. /**
  118217. * Instantiates a new scene instrumentation.
  118218. * This class can be used to get instrumentation data from a Babylon engine
  118219. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  118220. * @param scene Defines the scene to instrument
  118221. */
  118222. constructor(
  118223. /**
  118224. * Defines the scene to instrument
  118225. */
  118226. scene: Scene);
  118227. /**
  118228. * Dispose and release associated resources.
  118229. */
  118230. dispose(): void;
  118231. }
  118232. }
  118233. declare module BABYLON {
  118234. /** @hidden */
  118235. export var glowMapGenerationPixelShader: {
  118236. name: string;
  118237. shader: string;
  118238. };
  118239. }
  118240. declare module BABYLON {
  118241. /** @hidden */
  118242. export var glowMapGenerationVertexShader: {
  118243. name: string;
  118244. shader: string;
  118245. };
  118246. }
  118247. declare module BABYLON {
  118248. /**
  118249. * Effect layer options. This helps customizing the behaviour
  118250. * of the effect layer.
  118251. */
  118252. export interface IEffectLayerOptions {
  118253. /**
  118254. * Multiplication factor apply to the canvas size to compute the render target size
  118255. * used to generated the objects (the smaller the faster).
  118256. */
  118257. mainTextureRatio: number;
  118258. /**
  118259. * Enforces a fixed size texture to ensure effect stability across devices.
  118260. */
  118261. mainTextureFixedSize?: number;
  118262. /**
  118263. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  118264. */
  118265. alphaBlendingMode: number;
  118266. /**
  118267. * The camera attached to the layer.
  118268. */
  118269. camera: Nullable<Camera>;
  118270. /**
  118271. * The rendering group to draw the layer in.
  118272. */
  118273. renderingGroupId: number;
  118274. }
  118275. /**
  118276. * The effect layer Helps adding post process effect blended with the main pass.
  118277. *
  118278. * This can be for instance use to generate glow or higlight effects on the scene.
  118279. *
  118280. * The effect layer class can not be used directly and is intented to inherited from to be
  118281. * customized per effects.
  118282. */
  118283. export abstract class EffectLayer {
  118284. private _vertexBuffers;
  118285. private _indexBuffer;
  118286. private _cachedDefines;
  118287. private _effectLayerMapGenerationEffect;
  118288. private _effectLayerOptions;
  118289. private _mergeEffect;
  118290. protected _scene: Scene;
  118291. protected _engine: Engine;
  118292. protected _maxSize: number;
  118293. protected _mainTextureDesiredSize: ISize;
  118294. protected _mainTexture: RenderTargetTexture;
  118295. protected _shouldRender: boolean;
  118296. protected _postProcesses: PostProcess[];
  118297. protected _textures: BaseTexture[];
  118298. protected _emissiveTextureAndColor: {
  118299. texture: Nullable<BaseTexture>;
  118300. color: Color4;
  118301. };
  118302. /**
  118303. * The name of the layer
  118304. */
  118305. name: string;
  118306. /**
  118307. * The clear color of the texture used to generate the glow map.
  118308. */
  118309. neutralColor: Color4;
  118310. /**
  118311. * Specifies wether the highlight layer is enabled or not.
  118312. */
  118313. isEnabled: boolean;
  118314. /**
  118315. * Gets the camera attached to the layer.
  118316. */
  118317. readonly camera: Nullable<Camera>;
  118318. /**
  118319. * Gets the rendering group id the layer should render in.
  118320. */
  118321. renderingGroupId: number;
  118322. /**
  118323. * An event triggered when the effect layer has been disposed.
  118324. */
  118325. onDisposeObservable: Observable<EffectLayer>;
  118326. /**
  118327. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  118328. */
  118329. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  118330. /**
  118331. * An event triggered when the generated texture is being merged in the scene.
  118332. */
  118333. onBeforeComposeObservable: Observable<EffectLayer>;
  118334. /**
  118335. * An event triggered when the mesh is rendered into the effect render target.
  118336. */
  118337. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  118338. /**
  118339. * An event triggered after the mesh has been rendered into the effect render target.
  118340. */
  118341. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  118342. /**
  118343. * An event triggered when the generated texture has been merged in the scene.
  118344. */
  118345. onAfterComposeObservable: Observable<EffectLayer>;
  118346. /**
  118347. * An event triggered when the efffect layer changes its size.
  118348. */
  118349. onSizeChangedObservable: Observable<EffectLayer>;
  118350. /** @hidden */
  118351. static _SceneComponentInitialization: (scene: Scene) => void;
  118352. /**
  118353. * Instantiates a new effect Layer and references it in the scene.
  118354. * @param name The name of the layer
  118355. * @param scene The scene to use the layer in
  118356. */
  118357. constructor(
  118358. /** The Friendly of the effect in the scene */
  118359. name: string, scene: Scene);
  118360. /**
  118361. * Get the effect name of the layer.
  118362. * @return The effect name
  118363. */
  118364. abstract getEffectName(): string;
  118365. /**
  118366. * Checks for the readiness of the element composing the layer.
  118367. * @param subMesh the mesh to check for
  118368. * @param useInstances specify wether or not to use instances to render the mesh
  118369. * @return true if ready otherwise, false
  118370. */
  118371. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118372. /**
  118373. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118374. * @returns true if the effect requires stencil during the main canvas render pass.
  118375. */
  118376. abstract needStencil(): boolean;
  118377. /**
  118378. * Create the merge effect. This is the shader use to blit the information back
  118379. * to the main canvas at the end of the scene rendering.
  118380. * @returns The effect containing the shader used to merge the effect on the main canvas
  118381. */
  118382. protected abstract _createMergeEffect(): Effect;
  118383. /**
  118384. * Creates the render target textures and post processes used in the effect layer.
  118385. */
  118386. protected abstract _createTextureAndPostProcesses(): void;
  118387. /**
  118388. * Implementation specific of rendering the generating effect on the main canvas.
  118389. * @param effect The effect used to render through
  118390. */
  118391. protected abstract _internalRender(effect: Effect): void;
  118392. /**
  118393. * Sets the required values for both the emissive texture and and the main color.
  118394. */
  118395. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118396. /**
  118397. * Free any resources and references associated to a mesh.
  118398. * Internal use
  118399. * @param mesh The mesh to free.
  118400. */
  118401. abstract _disposeMesh(mesh: Mesh): void;
  118402. /**
  118403. * Serializes this layer (Glow or Highlight for example)
  118404. * @returns a serialized layer object
  118405. */
  118406. abstract serialize?(): any;
  118407. /**
  118408. * Initializes the effect layer with the required options.
  118409. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118410. */
  118411. protected _init(options: Partial<IEffectLayerOptions>): void;
  118412. /**
  118413. * Generates the index buffer of the full screen quad blending to the main canvas.
  118414. */
  118415. private _generateIndexBuffer;
  118416. /**
  118417. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118418. */
  118419. private _generateVertexBuffer;
  118420. /**
  118421. * Sets the main texture desired size which is the closest power of two
  118422. * of the engine canvas size.
  118423. */
  118424. private _setMainTextureSize;
  118425. /**
  118426. * Creates the main texture for the effect layer.
  118427. */
  118428. protected _createMainTexture(): void;
  118429. /**
  118430. * Adds specific effects defines.
  118431. * @param defines The defines to add specifics to.
  118432. */
  118433. protected _addCustomEffectDefines(defines: string[]): void;
  118434. /**
  118435. * Checks for the readiness of the element composing the layer.
  118436. * @param subMesh the mesh to check for
  118437. * @param useInstances specify wether or not to use instances to render the mesh
  118438. * @param emissiveTexture the associated emissive texture used to generate the glow
  118439. * @return true if ready otherwise, false
  118440. */
  118441. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118442. /**
  118443. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118444. */
  118445. render(): void;
  118446. /**
  118447. * Determine if a given mesh will be used in the current effect.
  118448. * @param mesh mesh to test
  118449. * @returns true if the mesh will be used
  118450. */
  118451. hasMesh(mesh: AbstractMesh): boolean;
  118452. /**
  118453. * Returns true if the layer contains information to display, otherwise false.
  118454. * @returns true if the glow layer should be rendered
  118455. */
  118456. shouldRender(): boolean;
  118457. /**
  118458. * Returns true if the mesh should render, otherwise false.
  118459. * @param mesh The mesh to render
  118460. * @returns true if it should render otherwise false
  118461. */
  118462. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118463. /**
  118464. * Returns true if the mesh can be rendered, otherwise false.
  118465. * @param mesh The mesh to render
  118466. * @param material The material used on the mesh
  118467. * @returns true if it can be rendered otherwise false
  118468. */
  118469. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118470. /**
  118471. * Returns true if the mesh should render, otherwise false.
  118472. * @param mesh The mesh to render
  118473. * @returns true if it should render otherwise false
  118474. */
  118475. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118476. /**
  118477. * Renders the submesh passed in parameter to the generation map.
  118478. */
  118479. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118480. /**
  118481. * Defines wether the current material of the mesh should be use to render the effect.
  118482. * @param mesh defines the current mesh to render
  118483. */
  118484. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118485. /**
  118486. * Rebuild the required buffers.
  118487. * @hidden Internal use only.
  118488. */
  118489. _rebuild(): void;
  118490. /**
  118491. * Dispose only the render target textures and post process.
  118492. */
  118493. private _disposeTextureAndPostProcesses;
  118494. /**
  118495. * Dispose the highlight layer and free resources.
  118496. */
  118497. dispose(): void;
  118498. /**
  118499. * Gets the class name of the effect layer
  118500. * @returns the string with the class name of the effect layer
  118501. */
  118502. getClassName(): string;
  118503. /**
  118504. * Creates an effect layer from parsed effect layer data
  118505. * @param parsedEffectLayer defines effect layer data
  118506. * @param scene defines the current scene
  118507. * @param rootUrl defines the root URL containing the effect layer information
  118508. * @returns a parsed effect Layer
  118509. */
  118510. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118511. }
  118512. }
  118513. declare module BABYLON {
  118514. interface AbstractScene {
  118515. /**
  118516. * The list of effect layers (highlights/glow) added to the scene
  118517. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118518. * @see http://doc.babylonjs.com/how_to/glow_layer
  118519. */
  118520. effectLayers: Array<EffectLayer>;
  118521. /**
  118522. * Removes the given effect layer from this scene.
  118523. * @param toRemove defines the effect layer to remove
  118524. * @returns the index of the removed effect layer
  118525. */
  118526. removeEffectLayer(toRemove: EffectLayer): number;
  118527. /**
  118528. * Adds the given effect layer to this scene
  118529. * @param newEffectLayer defines the effect layer to add
  118530. */
  118531. addEffectLayer(newEffectLayer: EffectLayer): void;
  118532. }
  118533. /**
  118534. * Defines the layer scene component responsible to manage any effect layers
  118535. * in a given scene.
  118536. */
  118537. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118538. /**
  118539. * The component name helpfull to identify the component in the list of scene components.
  118540. */
  118541. readonly name: string;
  118542. /**
  118543. * The scene the component belongs to.
  118544. */
  118545. scene: Scene;
  118546. private _engine;
  118547. private _renderEffects;
  118548. private _needStencil;
  118549. private _previousStencilState;
  118550. /**
  118551. * Creates a new instance of the component for the given scene
  118552. * @param scene Defines the scene to register the component in
  118553. */
  118554. constructor(scene: Scene);
  118555. /**
  118556. * Registers the component in a given scene
  118557. */
  118558. register(): void;
  118559. /**
  118560. * Rebuilds the elements related to this component in case of
  118561. * context lost for instance.
  118562. */
  118563. rebuild(): void;
  118564. /**
  118565. * Serializes the component data to the specified json object
  118566. * @param serializationObject The object to serialize to
  118567. */
  118568. serialize(serializationObject: any): void;
  118569. /**
  118570. * Adds all the elements from the container to the scene
  118571. * @param container the container holding the elements
  118572. */
  118573. addFromContainer(container: AbstractScene): void;
  118574. /**
  118575. * Removes all the elements in the container from the scene
  118576. * @param container contains the elements to remove
  118577. * @param dispose if the removed element should be disposed (default: false)
  118578. */
  118579. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118580. /**
  118581. * Disposes the component and the associated ressources.
  118582. */
  118583. dispose(): void;
  118584. private _isReadyForMesh;
  118585. private _renderMainTexture;
  118586. private _setStencil;
  118587. private _setStencilBack;
  118588. private _draw;
  118589. private _drawCamera;
  118590. private _drawRenderingGroup;
  118591. }
  118592. }
  118593. declare module BABYLON {
  118594. /** @hidden */
  118595. export var glowMapMergePixelShader: {
  118596. name: string;
  118597. shader: string;
  118598. };
  118599. }
  118600. declare module BABYLON {
  118601. /** @hidden */
  118602. export var glowMapMergeVertexShader: {
  118603. name: string;
  118604. shader: string;
  118605. };
  118606. }
  118607. declare module BABYLON {
  118608. interface AbstractScene {
  118609. /**
  118610. * Return a the first highlight layer of the scene with a given name.
  118611. * @param name The name of the highlight layer to look for.
  118612. * @return The highlight layer if found otherwise null.
  118613. */
  118614. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118615. }
  118616. /**
  118617. * Glow layer options. This helps customizing the behaviour
  118618. * of the glow layer.
  118619. */
  118620. export interface IGlowLayerOptions {
  118621. /**
  118622. * Multiplication factor apply to the canvas size to compute the render target size
  118623. * used to generated the glowing objects (the smaller the faster).
  118624. */
  118625. mainTextureRatio: number;
  118626. /**
  118627. * Enforces a fixed size texture to ensure resize independant blur.
  118628. */
  118629. mainTextureFixedSize?: number;
  118630. /**
  118631. * How big is the kernel of the blur texture.
  118632. */
  118633. blurKernelSize: number;
  118634. /**
  118635. * The camera attached to the layer.
  118636. */
  118637. camera: Nullable<Camera>;
  118638. /**
  118639. * Enable MSAA by chosing the number of samples.
  118640. */
  118641. mainTextureSamples?: number;
  118642. /**
  118643. * The rendering group to draw the layer in.
  118644. */
  118645. renderingGroupId: number;
  118646. }
  118647. /**
  118648. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118649. *
  118650. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118651. *
  118652. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118653. */
  118654. export class GlowLayer extends EffectLayer {
  118655. /**
  118656. * Effect Name of the layer.
  118657. */
  118658. static readonly EffectName: string;
  118659. /**
  118660. * The default blur kernel size used for the glow.
  118661. */
  118662. static DefaultBlurKernelSize: number;
  118663. /**
  118664. * The default texture size ratio used for the glow.
  118665. */
  118666. static DefaultTextureRatio: number;
  118667. /**
  118668. * Sets the kernel size of the blur.
  118669. */
  118670. /**
  118671. * Gets the kernel size of the blur.
  118672. */
  118673. blurKernelSize: number;
  118674. /**
  118675. * Sets the glow intensity.
  118676. */
  118677. /**
  118678. * Gets the glow intensity.
  118679. */
  118680. intensity: number;
  118681. private _options;
  118682. private _intensity;
  118683. private _horizontalBlurPostprocess1;
  118684. private _verticalBlurPostprocess1;
  118685. private _horizontalBlurPostprocess2;
  118686. private _verticalBlurPostprocess2;
  118687. private _blurTexture1;
  118688. private _blurTexture2;
  118689. private _postProcesses1;
  118690. private _postProcesses2;
  118691. private _includedOnlyMeshes;
  118692. private _excludedMeshes;
  118693. private _meshesUsingTheirOwnMaterials;
  118694. /**
  118695. * Callback used to let the user override the color selection on a per mesh basis
  118696. */
  118697. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118698. /**
  118699. * Callback used to let the user override the texture selection on a per mesh basis
  118700. */
  118701. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118702. /**
  118703. * Instantiates a new glow Layer and references it to the scene.
  118704. * @param name The name of the layer
  118705. * @param scene The scene to use the layer in
  118706. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118707. */
  118708. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118709. /**
  118710. * Get the effect name of the layer.
  118711. * @return The effect name
  118712. */
  118713. getEffectName(): string;
  118714. /**
  118715. * Create the merge effect. This is the shader use to blit the information back
  118716. * to the main canvas at the end of the scene rendering.
  118717. */
  118718. protected _createMergeEffect(): Effect;
  118719. /**
  118720. * Creates the render target textures and post processes used in the glow layer.
  118721. */
  118722. protected _createTextureAndPostProcesses(): void;
  118723. /**
  118724. * Checks for the readiness of the element composing the layer.
  118725. * @param subMesh the mesh to check for
  118726. * @param useInstances specify wether or not to use instances to render the mesh
  118727. * @param emissiveTexture the associated emissive texture used to generate the glow
  118728. * @return true if ready otherwise, false
  118729. */
  118730. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118731. /**
  118732. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118733. */
  118734. needStencil(): boolean;
  118735. /**
  118736. * Returns true if the mesh can be rendered, otherwise false.
  118737. * @param mesh The mesh to render
  118738. * @param material The material used on the mesh
  118739. * @returns true if it can be rendered otherwise false
  118740. */
  118741. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118742. /**
  118743. * Implementation specific of rendering the generating effect on the main canvas.
  118744. * @param effect The effect used to render through
  118745. */
  118746. protected _internalRender(effect: Effect): void;
  118747. /**
  118748. * Sets the required values for both the emissive texture and and the main color.
  118749. */
  118750. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118751. /**
  118752. * Returns true if the mesh should render, otherwise false.
  118753. * @param mesh The mesh to render
  118754. * @returns true if it should render otherwise false
  118755. */
  118756. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118757. /**
  118758. * Adds specific effects defines.
  118759. * @param defines The defines to add specifics to.
  118760. */
  118761. protected _addCustomEffectDefines(defines: string[]): void;
  118762. /**
  118763. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  118764. * @param mesh The mesh to exclude from the glow layer
  118765. */
  118766. addExcludedMesh(mesh: Mesh): void;
  118767. /**
  118768. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  118769. * @param mesh The mesh to remove
  118770. */
  118771. removeExcludedMesh(mesh: Mesh): void;
  118772. /**
  118773. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  118774. * @param mesh The mesh to include in the glow layer
  118775. */
  118776. addIncludedOnlyMesh(mesh: Mesh): void;
  118777. /**
  118778. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  118779. * @param mesh The mesh to remove
  118780. */
  118781. removeIncludedOnlyMesh(mesh: Mesh): void;
  118782. /**
  118783. * Determine if a given mesh will be used in the glow layer
  118784. * @param mesh The mesh to test
  118785. * @returns true if the mesh will be highlighted by the current glow layer
  118786. */
  118787. hasMesh(mesh: AbstractMesh): boolean;
  118788. /**
  118789. * Defines wether the current material of the mesh should be use to render the effect.
  118790. * @param mesh defines the current mesh to render
  118791. */
  118792. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118793. /**
  118794. * Add a mesh to be rendered through its own material and not with emissive only.
  118795. * @param mesh The mesh for which we need to use its material
  118796. */
  118797. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  118798. /**
  118799. * Remove a mesh from being rendered through its own material and not with emissive only.
  118800. * @param mesh The mesh for which we need to not use its material
  118801. */
  118802. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  118803. /**
  118804. * Free any resources and references associated to a mesh.
  118805. * Internal use
  118806. * @param mesh The mesh to free.
  118807. * @hidden
  118808. */
  118809. _disposeMesh(mesh: Mesh): void;
  118810. /**
  118811. * Gets the class name of the effect layer
  118812. * @returns the string with the class name of the effect layer
  118813. */
  118814. getClassName(): string;
  118815. /**
  118816. * Serializes this glow layer
  118817. * @returns a serialized glow layer object
  118818. */
  118819. serialize(): any;
  118820. /**
  118821. * Creates a Glow Layer from parsed glow layer data
  118822. * @param parsedGlowLayer defines glow layer data
  118823. * @param scene defines the current scene
  118824. * @param rootUrl defines the root URL containing the glow layer information
  118825. * @returns a parsed Glow Layer
  118826. */
  118827. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  118828. }
  118829. }
  118830. declare module BABYLON {
  118831. /** @hidden */
  118832. export var glowBlurPostProcessPixelShader: {
  118833. name: string;
  118834. shader: string;
  118835. };
  118836. }
  118837. declare module BABYLON {
  118838. interface AbstractScene {
  118839. /**
  118840. * Return a the first highlight layer of the scene with a given name.
  118841. * @param name The name of the highlight layer to look for.
  118842. * @return The highlight layer if found otherwise null.
  118843. */
  118844. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  118845. }
  118846. /**
  118847. * Highlight layer options. This helps customizing the behaviour
  118848. * of the highlight layer.
  118849. */
  118850. export interface IHighlightLayerOptions {
  118851. /**
  118852. * Multiplication factor apply to the canvas size to compute the render target size
  118853. * used to generated the glowing objects (the smaller the faster).
  118854. */
  118855. mainTextureRatio: number;
  118856. /**
  118857. * Enforces a fixed size texture to ensure resize independant blur.
  118858. */
  118859. mainTextureFixedSize?: number;
  118860. /**
  118861. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118862. * of the picture to blur (the smaller the faster).
  118863. */
  118864. blurTextureSizeRatio: number;
  118865. /**
  118866. * How big in texel of the blur texture is the vertical blur.
  118867. */
  118868. blurVerticalSize: number;
  118869. /**
  118870. * How big in texel of the blur texture is the horizontal blur.
  118871. */
  118872. blurHorizontalSize: number;
  118873. /**
  118874. * Alpha blending mode used to apply the blur. Default is combine.
  118875. */
  118876. alphaBlendingMode: number;
  118877. /**
  118878. * The camera attached to the layer.
  118879. */
  118880. camera: Nullable<Camera>;
  118881. /**
  118882. * Should we display highlight as a solid stroke?
  118883. */
  118884. isStroke?: boolean;
  118885. /**
  118886. * The rendering group to draw the layer in.
  118887. */
  118888. renderingGroupId: number;
  118889. }
  118890. /**
  118891. * The highlight layer Helps adding a glow effect around a mesh.
  118892. *
  118893. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118894. * glowy meshes to your scene.
  118895. *
  118896. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118897. */
  118898. export class HighlightLayer extends EffectLayer {
  118899. name: string;
  118900. /**
  118901. * Effect Name of the highlight layer.
  118902. */
  118903. static readonly EffectName: string;
  118904. /**
  118905. * The neutral color used during the preparation of the glow effect.
  118906. * This is black by default as the blend operation is a blend operation.
  118907. */
  118908. static NeutralColor: Color4;
  118909. /**
  118910. * Stencil value used for glowing meshes.
  118911. */
  118912. static GlowingMeshStencilReference: number;
  118913. /**
  118914. * Stencil value used for the other meshes in the scene.
  118915. */
  118916. static NormalMeshStencilReference: number;
  118917. /**
  118918. * Specifies whether or not the inner glow is ACTIVE in the layer.
  118919. */
  118920. innerGlow: boolean;
  118921. /**
  118922. * Specifies whether or not the outer glow is ACTIVE in the layer.
  118923. */
  118924. outerGlow: boolean;
  118925. /**
  118926. * Specifies the horizontal size of the blur.
  118927. */
  118928. /**
  118929. * Gets the horizontal size of the blur.
  118930. */
  118931. blurHorizontalSize: number;
  118932. /**
  118933. * Specifies the vertical size of the blur.
  118934. */
  118935. /**
  118936. * Gets the vertical size of the blur.
  118937. */
  118938. blurVerticalSize: number;
  118939. /**
  118940. * An event triggered when the highlight layer is being blurred.
  118941. */
  118942. onBeforeBlurObservable: Observable<HighlightLayer>;
  118943. /**
  118944. * An event triggered when the highlight layer has been blurred.
  118945. */
  118946. onAfterBlurObservable: Observable<HighlightLayer>;
  118947. private _instanceGlowingMeshStencilReference;
  118948. private _options;
  118949. private _downSamplePostprocess;
  118950. private _horizontalBlurPostprocess;
  118951. private _verticalBlurPostprocess;
  118952. private _blurTexture;
  118953. private _meshes;
  118954. private _excludedMeshes;
  118955. /**
  118956. * Instantiates a new highlight Layer and references it to the scene..
  118957. * @param name The name of the layer
  118958. * @param scene The scene to use the layer in
  118959. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118960. */
  118961. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118962. /**
  118963. * Get the effect name of the layer.
  118964. * @return The effect name
  118965. */
  118966. getEffectName(): string;
  118967. /**
  118968. * Create the merge effect. This is the shader use to blit the information back
  118969. * to the main canvas at the end of the scene rendering.
  118970. */
  118971. protected _createMergeEffect(): Effect;
  118972. /**
  118973. * Creates the render target textures and post processes used in the highlight layer.
  118974. */
  118975. protected _createTextureAndPostProcesses(): void;
  118976. /**
  118977. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118978. */
  118979. needStencil(): boolean;
  118980. /**
  118981. * Checks for the readiness of the element composing the layer.
  118982. * @param subMesh the mesh to check for
  118983. * @param useInstances specify wether or not to use instances to render the mesh
  118984. * @param emissiveTexture the associated emissive texture used to generate the glow
  118985. * @return true if ready otherwise, false
  118986. */
  118987. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118988. /**
  118989. * Implementation specific of rendering the generating effect on the main canvas.
  118990. * @param effect The effect used to render through
  118991. */
  118992. protected _internalRender(effect: Effect): void;
  118993. /**
  118994. * Returns true if the layer contains information to display, otherwise false.
  118995. */
  118996. shouldRender(): boolean;
  118997. /**
  118998. * Returns true if the mesh should render, otherwise false.
  118999. * @param mesh The mesh to render
  119000. * @returns true if it should render otherwise false
  119001. */
  119002. protected _shouldRenderMesh(mesh: Mesh): boolean;
  119003. /**
  119004. * Sets the required values for both the emissive texture and and the main color.
  119005. */
  119006. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  119007. /**
  119008. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  119009. * @param mesh The mesh to exclude from the highlight layer
  119010. */
  119011. addExcludedMesh(mesh: Mesh): void;
  119012. /**
  119013. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  119014. * @param mesh The mesh to highlight
  119015. */
  119016. removeExcludedMesh(mesh: Mesh): void;
  119017. /**
  119018. * Determine if a given mesh will be highlighted by the current HighlightLayer
  119019. * @param mesh mesh to test
  119020. * @returns true if the mesh will be highlighted by the current HighlightLayer
  119021. */
  119022. hasMesh(mesh: AbstractMesh): boolean;
  119023. /**
  119024. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  119025. * @param mesh The mesh to highlight
  119026. * @param color The color of the highlight
  119027. * @param glowEmissiveOnly Extract the glow from the emissive texture
  119028. */
  119029. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  119030. /**
  119031. * Remove a mesh from the highlight layer in order to make it stop glowing.
  119032. * @param mesh The mesh to highlight
  119033. */
  119034. removeMesh(mesh: Mesh): void;
  119035. /**
  119036. * Force the stencil to the normal expected value for none glowing parts
  119037. */
  119038. private _defaultStencilReference;
  119039. /**
  119040. * Free any resources and references associated to a mesh.
  119041. * Internal use
  119042. * @param mesh The mesh to free.
  119043. * @hidden
  119044. */
  119045. _disposeMesh(mesh: Mesh): void;
  119046. /**
  119047. * Dispose the highlight layer and free resources.
  119048. */
  119049. dispose(): void;
  119050. /**
  119051. * Gets the class name of the effect layer
  119052. * @returns the string with the class name of the effect layer
  119053. */
  119054. getClassName(): string;
  119055. /**
  119056. * Serializes this Highlight layer
  119057. * @returns a serialized Highlight layer object
  119058. */
  119059. serialize(): any;
  119060. /**
  119061. * Creates a Highlight layer from parsed Highlight layer data
  119062. * @param parsedHightlightLayer defines the Highlight layer data
  119063. * @param scene defines the current scene
  119064. * @param rootUrl defines the root URL containing the Highlight layer information
  119065. * @returns a parsed Highlight layer
  119066. */
  119067. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  119068. }
  119069. }
  119070. declare module BABYLON {
  119071. interface AbstractScene {
  119072. /**
  119073. * The list of layers (background and foreground) of the scene
  119074. */
  119075. layers: Array<Layer>;
  119076. }
  119077. /**
  119078. * Defines the layer scene component responsible to manage any layers
  119079. * in a given scene.
  119080. */
  119081. export class LayerSceneComponent implements ISceneComponent {
  119082. /**
  119083. * The component name helpfull to identify the component in the list of scene components.
  119084. */
  119085. readonly name: string;
  119086. /**
  119087. * The scene the component belongs to.
  119088. */
  119089. scene: Scene;
  119090. private _engine;
  119091. /**
  119092. * Creates a new instance of the component for the given scene
  119093. * @param scene Defines the scene to register the component in
  119094. */
  119095. constructor(scene: Scene);
  119096. /**
  119097. * Registers the component in a given scene
  119098. */
  119099. register(): void;
  119100. /**
  119101. * Rebuilds the elements related to this component in case of
  119102. * context lost for instance.
  119103. */
  119104. rebuild(): void;
  119105. /**
  119106. * Disposes the component and the associated ressources.
  119107. */
  119108. dispose(): void;
  119109. private _draw;
  119110. private _drawCameraPredicate;
  119111. private _drawCameraBackground;
  119112. private _drawCameraForeground;
  119113. private _drawRenderTargetPredicate;
  119114. private _drawRenderTargetBackground;
  119115. private _drawRenderTargetForeground;
  119116. /**
  119117. * Adds all the elements from the container to the scene
  119118. * @param container the container holding the elements
  119119. */
  119120. addFromContainer(container: AbstractScene): void;
  119121. /**
  119122. * Removes all the elements in the container from the scene
  119123. * @param container contains the elements to remove
  119124. * @param dispose if the removed element should be disposed (default: false)
  119125. */
  119126. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119127. }
  119128. }
  119129. declare module BABYLON {
  119130. /** @hidden */
  119131. export var layerPixelShader: {
  119132. name: string;
  119133. shader: string;
  119134. };
  119135. }
  119136. declare module BABYLON {
  119137. /** @hidden */
  119138. export var layerVertexShader: {
  119139. name: string;
  119140. shader: string;
  119141. };
  119142. }
  119143. declare module BABYLON {
  119144. /**
  119145. * This represents a full screen 2d layer.
  119146. * This can be useful to display a picture in the background of your scene for instance.
  119147. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119148. */
  119149. export class Layer {
  119150. /**
  119151. * Define the name of the layer.
  119152. */
  119153. name: string;
  119154. /**
  119155. * Define the texture the layer should display.
  119156. */
  119157. texture: Nullable<Texture>;
  119158. /**
  119159. * Is the layer in background or foreground.
  119160. */
  119161. isBackground: boolean;
  119162. /**
  119163. * Define the color of the layer (instead of texture).
  119164. */
  119165. color: Color4;
  119166. /**
  119167. * Define the scale of the layer in order to zoom in out of the texture.
  119168. */
  119169. scale: Vector2;
  119170. /**
  119171. * Define an offset for the layer in order to shift the texture.
  119172. */
  119173. offset: Vector2;
  119174. /**
  119175. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  119176. */
  119177. alphaBlendingMode: number;
  119178. /**
  119179. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  119180. * Alpha test will not mix with the background color in case of transparency.
  119181. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  119182. */
  119183. alphaTest: boolean;
  119184. /**
  119185. * Define a mask to restrict the layer to only some of the scene cameras.
  119186. */
  119187. layerMask: number;
  119188. /**
  119189. * Define the list of render target the layer is visible into.
  119190. */
  119191. renderTargetTextures: RenderTargetTexture[];
  119192. /**
  119193. * Define if the layer is only used in renderTarget or if it also
  119194. * renders in the main frame buffer of the canvas.
  119195. */
  119196. renderOnlyInRenderTargetTextures: boolean;
  119197. private _scene;
  119198. private _vertexBuffers;
  119199. private _indexBuffer;
  119200. private _effect;
  119201. private _alphaTestEffect;
  119202. /**
  119203. * An event triggered when the layer is disposed.
  119204. */
  119205. onDisposeObservable: Observable<Layer>;
  119206. private _onDisposeObserver;
  119207. /**
  119208. * Back compatibility with callback before the onDisposeObservable existed.
  119209. * The set callback will be triggered when the layer has been disposed.
  119210. */
  119211. onDispose: () => void;
  119212. /**
  119213. * An event triggered before rendering the scene
  119214. */
  119215. onBeforeRenderObservable: Observable<Layer>;
  119216. private _onBeforeRenderObserver;
  119217. /**
  119218. * Back compatibility with callback before the onBeforeRenderObservable existed.
  119219. * The set callback will be triggered just before rendering the layer.
  119220. */
  119221. onBeforeRender: () => void;
  119222. /**
  119223. * An event triggered after rendering the scene
  119224. */
  119225. onAfterRenderObservable: Observable<Layer>;
  119226. private _onAfterRenderObserver;
  119227. /**
  119228. * Back compatibility with callback before the onAfterRenderObservable existed.
  119229. * The set callback will be triggered just after rendering the layer.
  119230. */
  119231. onAfterRender: () => void;
  119232. /**
  119233. * Instantiates a new layer.
  119234. * This represents a full screen 2d layer.
  119235. * This can be useful to display a picture in the background of your scene for instance.
  119236. * @see https://www.babylonjs-playground.com/#08A2BS#1
  119237. * @param name Define the name of the layer in the scene
  119238. * @param imgUrl Define the url of the texture to display in the layer
  119239. * @param scene Define the scene the layer belongs to
  119240. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  119241. * @param color Defines a color for the layer
  119242. */
  119243. constructor(
  119244. /**
  119245. * Define the name of the layer.
  119246. */
  119247. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  119248. private _createIndexBuffer;
  119249. /** @hidden */
  119250. _rebuild(): void;
  119251. /**
  119252. * Renders the layer in the scene.
  119253. */
  119254. render(): void;
  119255. /**
  119256. * Disposes and releases the associated ressources.
  119257. */
  119258. dispose(): void;
  119259. }
  119260. }
  119261. declare module BABYLON {
  119262. /** @hidden */
  119263. export var lensFlarePixelShader: {
  119264. name: string;
  119265. shader: string;
  119266. };
  119267. }
  119268. declare module BABYLON {
  119269. /** @hidden */
  119270. export var lensFlareVertexShader: {
  119271. name: string;
  119272. shader: string;
  119273. };
  119274. }
  119275. declare module BABYLON {
  119276. /**
  119277. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119278. * It is usually composed of several `lensFlare`.
  119279. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119280. */
  119281. export class LensFlareSystem {
  119282. /**
  119283. * Define the name of the lens flare system
  119284. */
  119285. name: string;
  119286. /**
  119287. * List of lens flares used in this system.
  119288. */
  119289. lensFlares: LensFlare[];
  119290. /**
  119291. * Define a limit from the border the lens flare can be visible.
  119292. */
  119293. borderLimit: number;
  119294. /**
  119295. * Define a viewport border we do not want to see the lens flare in.
  119296. */
  119297. viewportBorder: number;
  119298. /**
  119299. * Define a predicate which could limit the list of meshes able to occlude the effect.
  119300. */
  119301. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  119302. /**
  119303. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  119304. */
  119305. layerMask: number;
  119306. /**
  119307. * Define the id of the lens flare system in the scene.
  119308. * (equal to name by default)
  119309. */
  119310. id: string;
  119311. private _scene;
  119312. private _emitter;
  119313. private _vertexBuffers;
  119314. private _indexBuffer;
  119315. private _effect;
  119316. private _positionX;
  119317. private _positionY;
  119318. private _isEnabled;
  119319. /** @hidden */
  119320. static _SceneComponentInitialization: (scene: Scene) => void;
  119321. /**
  119322. * Instantiates a lens flare system.
  119323. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  119324. * It is usually composed of several `lensFlare`.
  119325. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119326. * @param name Define the name of the lens flare system in the scene
  119327. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  119328. * @param scene Define the scene the lens flare system belongs to
  119329. */
  119330. constructor(
  119331. /**
  119332. * Define the name of the lens flare system
  119333. */
  119334. name: string, emitter: any, scene: Scene);
  119335. /**
  119336. * Define if the lens flare system is enabled.
  119337. */
  119338. isEnabled: boolean;
  119339. /**
  119340. * Get the scene the effects belongs to.
  119341. * @returns the scene holding the lens flare system
  119342. */
  119343. getScene(): Scene;
  119344. /**
  119345. * Get the emitter of the lens flare system.
  119346. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119347. * @returns the emitter of the lens flare system
  119348. */
  119349. getEmitter(): any;
  119350. /**
  119351. * Set the emitter of the lens flare system.
  119352. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  119353. * @param newEmitter Define the new emitter of the system
  119354. */
  119355. setEmitter(newEmitter: any): void;
  119356. /**
  119357. * Get the lens flare system emitter position.
  119358. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  119359. * @returns the position
  119360. */
  119361. getEmitterPosition(): Vector3;
  119362. /**
  119363. * @hidden
  119364. */
  119365. computeEffectivePosition(globalViewport: Viewport): boolean;
  119366. /** @hidden */
  119367. _isVisible(): boolean;
  119368. /**
  119369. * @hidden
  119370. */
  119371. render(): boolean;
  119372. /**
  119373. * Dispose and release the lens flare with its associated resources.
  119374. */
  119375. dispose(): void;
  119376. /**
  119377. * Parse a lens flare system from a JSON repressentation
  119378. * @param parsedLensFlareSystem Define the JSON to parse
  119379. * @param scene Define the scene the parsed system should be instantiated in
  119380. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119381. * @returns the parsed system
  119382. */
  119383. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119384. /**
  119385. * Serialize the current Lens Flare System into a JSON representation.
  119386. * @returns the serialized JSON
  119387. */
  119388. serialize(): any;
  119389. }
  119390. }
  119391. declare module BABYLON {
  119392. /**
  119393. * This represents one of the lens effect in a `lensFlareSystem`.
  119394. * It controls one of the indiviual texture used in the effect.
  119395. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119396. */
  119397. export class LensFlare {
  119398. /**
  119399. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119400. */
  119401. size: number;
  119402. /**
  119403. * 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.
  119404. */
  119405. position: number;
  119406. /**
  119407. * Define the lens color.
  119408. */
  119409. color: Color3;
  119410. /**
  119411. * Define the lens texture.
  119412. */
  119413. texture: Nullable<Texture>;
  119414. /**
  119415. * Define the alpha mode to render this particular lens.
  119416. */
  119417. alphaMode: number;
  119418. private _system;
  119419. /**
  119420. * Creates a new Lens Flare.
  119421. * This represents one of the lens effect in a `lensFlareSystem`.
  119422. * It controls one of the indiviual texture used in the effect.
  119423. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119424. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119425. * @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.
  119426. * @param color Define the lens color
  119427. * @param imgUrl Define the lens texture url
  119428. * @param system Define the `lensFlareSystem` this flare is part of
  119429. * @returns The newly created Lens Flare
  119430. */
  119431. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119432. /**
  119433. * Instantiates a new Lens Flare.
  119434. * This represents one of the lens effect in a `lensFlareSystem`.
  119435. * It controls one of the indiviual texture used in the effect.
  119436. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119437. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119438. * @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.
  119439. * @param color Define the lens color
  119440. * @param imgUrl Define the lens texture url
  119441. * @param system Define the `lensFlareSystem` this flare is part of
  119442. */
  119443. constructor(
  119444. /**
  119445. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119446. */
  119447. size: number,
  119448. /**
  119449. * 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.
  119450. */
  119451. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119452. /**
  119453. * Dispose and release the lens flare with its associated resources.
  119454. */
  119455. dispose(): void;
  119456. }
  119457. }
  119458. declare module BABYLON {
  119459. interface AbstractScene {
  119460. /**
  119461. * The list of lens flare system added to the scene
  119462. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119463. */
  119464. lensFlareSystems: Array<LensFlareSystem>;
  119465. /**
  119466. * Removes the given lens flare system from this scene.
  119467. * @param toRemove The lens flare system to remove
  119468. * @returns The index of the removed lens flare system
  119469. */
  119470. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119471. /**
  119472. * Adds the given lens flare system to this scene
  119473. * @param newLensFlareSystem The lens flare system to add
  119474. */
  119475. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119476. /**
  119477. * Gets a lens flare system using its name
  119478. * @param name defines the name to look for
  119479. * @returns the lens flare system or null if not found
  119480. */
  119481. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119482. /**
  119483. * Gets a lens flare system using its id
  119484. * @param id defines the id to look for
  119485. * @returns the lens flare system or null if not found
  119486. */
  119487. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119488. }
  119489. /**
  119490. * Defines the lens flare scene component responsible to manage any lens flares
  119491. * in a given scene.
  119492. */
  119493. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119494. /**
  119495. * The component name helpfull to identify the component in the list of scene components.
  119496. */
  119497. readonly name: string;
  119498. /**
  119499. * The scene the component belongs to.
  119500. */
  119501. scene: Scene;
  119502. /**
  119503. * Creates a new instance of the component for the given scene
  119504. * @param scene Defines the scene to register the component in
  119505. */
  119506. constructor(scene: Scene);
  119507. /**
  119508. * Registers the component in a given scene
  119509. */
  119510. register(): void;
  119511. /**
  119512. * Rebuilds the elements related to this component in case of
  119513. * context lost for instance.
  119514. */
  119515. rebuild(): void;
  119516. /**
  119517. * Adds all the elements from the container to the scene
  119518. * @param container the container holding the elements
  119519. */
  119520. addFromContainer(container: AbstractScene): void;
  119521. /**
  119522. * Removes all the elements in the container from the scene
  119523. * @param container contains the elements to remove
  119524. * @param dispose if the removed element should be disposed (default: false)
  119525. */
  119526. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119527. /**
  119528. * Serializes the component data to the specified json object
  119529. * @param serializationObject The object to serialize to
  119530. */
  119531. serialize(serializationObject: any): void;
  119532. /**
  119533. * Disposes the component and the associated ressources.
  119534. */
  119535. dispose(): void;
  119536. private _draw;
  119537. }
  119538. }
  119539. declare module BABYLON {
  119540. /**
  119541. * Defines the shadow generator component responsible to manage any shadow generators
  119542. * in a given scene.
  119543. */
  119544. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119545. /**
  119546. * The component name helpfull to identify the component in the list of scene components.
  119547. */
  119548. readonly name: string;
  119549. /**
  119550. * The scene the component belongs to.
  119551. */
  119552. scene: Scene;
  119553. /**
  119554. * Creates a new instance of the component for the given scene
  119555. * @param scene Defines the scene to register the component in
  119556. */
  119557. constructor(scene: Scene);
  119558. /**
  119559. * Registers the component in a given scene
  119560. */
  119561. register(): void;
  119562. /**
  119563. * Rebuilds the elements related to this component in case of
  119564. * context lost for instance.
  119565. */
  119566. rebuild(): void;
  119567. /**
  119568. * Serializes the component data to the specified json object
  119569. * @param serializationObject The object to serialize to
  119570. */
  119571. serialize(serializationObject: any): void;
  119572. /**
  119573. * Adds all the elements from the container to the scene
  119574. * @param container the container holding the elements
  119575. */
  119576. addFromContainer(container: AbstractScene): void;
  119577. /**
  119578. * Removes all the elements in the container from the scene
  119579. * @param container contains the elements to remove
  119580. * @param dispose if the removed element should be disposed (default: false)
  119581. */
  119582. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119583. /**
  119584. * Rebuilds the elements related to this component in case of
  119585. * context lost for instance.
  119586. */
  119587. dispose(): void;
  119588. private _gatherRenderTargets;
  119589. }
  119590. }
  119591. declare module BABYLON {
  119592. /**
  119593. * A point light is a light defined by an unique point in world space.
  119594. * The light is emitted in every direction from this point.
  119595. * A good example of a point light is a standard light bulb.
  119596. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119597. */
  119598. export class PointLight extends ShadowLight {
  119599. private _shadowAngle;
  119600. /**
  119601. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119602. * This specifies what angle the shadow will use to be created.
  119603. *
  119604. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119605. */
  119606. /**
  119607. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119608. * This specifies what angle the shadow will use to be created.
  119609. *
  119610. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119611. */
  119612. shadowAngle: number;
  119613. /**
  119614. * Gets the direction if it has been set.
  119615. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119616. */
  119617. /**
  119618. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119619. */
  119620. direction: Vector3;
  119621. /**
  119622. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119623. * A PointLight emits the light in every direction.
  119624. * It can cast shadows.
  119625. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119626. * ```javascript
  119627. * var pointLight = new PointLight("pl", camera.position, scene);
  119628. * ```
  119629. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119630. * @param name The light friendly name
  119631. * @param position The position of the point light in the scene
  119632. * @param scene The scene the lights belongs to
  119633. */
  119634. constructor(name: string, position: Vector3, scene: Scene);
  119635. /**
  119636. * Returns the string "PointLight"
  119637. * @returns the class name
  119638. */
  119639. getClassName(): string;
  119640. /**
  119641. * Returns the integer 0.
  119642. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119643. */
  119644. getTypeID(): number;
  119645. /**
  119646. * Specifies wether or not the shadowmap should be a cube texture.
  119647. * @returns true if the shadowmap needs to be a cube texture.
  119648. */
  119649. needCube(): boolean;
  119650. /**
  119651. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119652. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119653. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119654. */
  119655. getShadowDirection(faceIndex?: number): Vector3;
  119656. /**
  119657. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119658. * - fov = PI / 2
  119659. * - aspect ratio : 1.0
  119660. * - z-near and far equal to the active camera minZ and maxZ.
  119661. * Returns the PointLight.
  119662. */
  119663. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119664. protected _buildUniformLayout(): void;
  119665. /**
  119666. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119667. * @param effect The effect to update
  119668. * @param lightIndex The index of the light in the effect to update
  119669. * @returns The point light
  119670. */
  119671. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119672. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119673. /**
  119674. * Prepares the list of defines specific to the light type.
  119675. * @param defines the list of defines
  119676. * @param lightIndex defines the index of the light for the effect
  119677. */
  119678. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119679. }
  119680. }
  119681. declare module BABYLON {
  119682. /**
  119683. * Header information of HDR texture files.
  119684. */
  119685. export interface HDRInfo {
  119686. /**
  119687. * The height of the texture in pixels.
  119688. */
  119689. height: number;
  119690. /**
  119691. * The width of the texture in pixels.
  119692. */
  119693. width: number;
  119694. /**
  119695. * The index of the beginning of the data in the binary file.
  119696. */
  119697. dataPosition: number;
  119698. }
  119699. /**
  119700. * This groups tools to convert HDR texture to native colors array.
  119701. */
  119702. export class HDRTools {
  119703. private static Ldexp;
  119704. private static Rgbe2float;
  119705. private static readStringLine;
  119706. /**
  119707. * Reads header information from an RGBE texture stored in a native array.
  119708. * More information on this format are available here:
  119709. * https://en.wikipedia.org/wiki/RGBE_image_format
  119710. *
  119711. * @param uint8array The binary file stored in native array.
  119712. * @return The header information.
  119713. */
  119714. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119715. /**
  119716. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119717. * This RGBE texture needs to store the information as a panorama.
  119718. *
  119719. * More information on this format are available here:
  119720. * https://en.wikipedia.org/wiki/RGBE_image_format
  119721. *
  119722. * @param buffer The binary file stored in an array buffer.
  119723. * @param size The expected size of the extracted cubemap.
  119724. * @return The Cube Map information.
  119725. */
  119726. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  119727. /**
  119728. * Returns the pixels data extracted from an RGBE texture.
  119729. * This pixels will be stored left to right up to down in the R G B order in one array.
  119730. *
  119731. * More information on this format are available here:
  119732. * https://en.wikipedia.org/wiki/RGBE_image_format
  119733. *
  119734. * @param uint8array The binary file stored in an array buffer.
  119735. * @param hdrInfo The header information of the file.
  119736. * @return The pixels data in RGB right to left up to down order.
  119737. */
  119738. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  119739. private static RGBE_ReadPixels_RLE;
  119740. }
  119741. }
  119742. declare module BABYLON {
  119743. /**
  119744. * This represents a texture coming from an HDR input.
  119745. *
  119746. * The only supported format is currently panorama picture stored in RGBE format.
  119747. * Example of such files can be found on HDRLib: http://hdrlib.com/
  119748. */
  119749. export class HDRCubeTexture extends BaseTexture {
  119750. private static _facesMapping;
  119751. private _generateHarmonics;
  119752. private _noMipmap;
  119753. private _textureMatrix;
  119754. private _size;
  119755. private _onLoad;
  119756. private _onError;
  119757. /**
  119758. * The texture URL.
  119759. */
  119760. url: string;
  119761. /**
  119762. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  119763. */
  119764. coordinatesMode: number;
  119765. protected _isBlocking: boolean;
  119766. /**
  119767. * Sets wether or not the texture is blocking during loading.
  119768. */
  119769. /**
  119770. * Gets wether or not the texture is blocking during loading.
  119771. */
  119772. isBlocking: boolean;
  119773. protected _rotationY: number;
  119774. /**
  119775. * Sets texture matrix rotation angle around Y axis in radians.
  119776. */
  119777. /**
  119778. * Gets texture matrix rotation angle around Y axis radians.
  119779. */
  119780. rotationY: number;
  119781. /**
  119782. * Gets or sets the center of the bounding box associated with the cube texture
  119783. * It must define where the camera used to render the texture was set
  119784. */
  119785. boundingBoxPosition: Vector3;
  119786. private _boundingBoxSize;
  119787. /**
  119788. * Gets or sets the size of the bounding box associated with the cube texture
  119789. * When defined, the cubemap will switch to local mode
  119790. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  119791. * @example https://www.babylonjs-playground.com/#RNASML
  119792. */
  119793. boundingBoxSize: Vector3;
  119794. /**
  119795. * Instantiates an HDRTexture from the following parameters.
  119796. *
  119797. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  119798. * @param scene The scene the texture will be used in
  119799. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119800. * @param noMipmap Forces to not generate the mipmap if true
  119801. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  119802. * @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)
  119803. * @param reserved Reserved flag for internal use.
  119804. */
  119805. 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>);
  119806. /**
  119807. * Get the current class name of the texture useful for serialization or dynamic coding.
  119808. * @returns "HDRCubeTexture"
  119809. */
  119810. getClassName(): string;
  119811. /**
  119812. * Occurs when the file is raw .hdr file.
  119813. */
  119814. private loadTexture;
  119815. clone(): HDRCubeTexture;
  119816. delayLoad(): void;
  119817. /**
  119818. * Get the texture reflection matrix used to rotate/transform the reflection.
  119819. * @returns the reflection matrix
  119820. */
  119821. getReflectionTextureMatrix(): Matrix;
  119822. /**
  119823. * Set the texture reflection matrix used to rotate/transform the reflection.
  119824. * @param value Define the reflection matrix to set
  119825. */
  119826. setReflectionTextureMatrix(value: Matrix): void;
  119827. /**
  119828. * Parses a JSON representation of an HDR Texture in order to create the texture
  119829. * @param parsedTexture Define the JSON representation
  119830. * @param scene Define the scene the texture should be created in
  119831. * @param rootUrl Define the root url in case we need to load relative dependencies
  119832. * @returns the newly created texture after parsing
  119833. */
  119834. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  119835. serialize(): any;
  119836. }
  119837. }
  119838. declare module BABYLON {
  119839. /**
  119840. * Class used to control physics engine
  119841. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119842. */
  119843. export class PhysicsEngine implements IPhysicsEngine {
  119844. private _physicsPlugin;
  119845. /**
  119846. * Global value used to control the smallest number supported by the simulation
  119847. */
  119848. static Epsilon: number;
  119849. private _impostors;
  119850. private _joints;
  119851. /**
  119852. * Gets the gravity vector used by the simulation
  119853. */
  119854. gravity: Vector3;
  119855. /**
  119856. * Factory used to create the default physics plugin.
  119857. * @returns The default physics plugin
  119858. */
  119859. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119860. /**
  119861. * Creates a new Physics Engine
  119862. * @param gravity defines the gravity vector used by the simulation
  119863. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119864. */
  119865. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119866. /**
  119867. * Sets the gravity vector used by the simulation
  119868. * @param gravity defines the gravity vector to use
  119869. */
  119870. setGravity(gravity: Vector3): void;
  119871. /**
  119872. * Set the time step of the physics engine.
  119873. * Default is 1/60.
  119874. * To slow it down, enter 1/600 for example.
  119875. * To speed it up, 1/30
  119876. * @param newTimeStep defines the new timestep to apply to this world.
  119877. */
  119878. setTimeStep(newTimeStep?: number): void;
  119879. /**
  119880. * Get the time step of the physics engine.
  119881. * @returns the current time step
  119882. */
  119883. getTimeStep(): number;
  119884. /**
  119885. * Release all resources
  119886. */
  119887. dispose(): void;
  119888. /**
  119889. * Gets the name of the current physics plugin
  119890. * @returns the name of the plugin
  119891. */
  119892. getPhysicsPluginName(): string;
  119893. /**
  119894. * Adding a new impostor for the impostor tracking.
  119895. * This will be done by the impostor itself.
  119896. * @param impostor the impostor to add
  119897. */
  119898. addImpostor(impostor: PhysicsImpostor): void;
  119899. /**
  119900. * Remove an impostor from the engine.
  119901. * This impostor and its mesh will not longer be updated by the physics engine.
  119902. * @param impostor the impostor to remove
  119903. */
  119904. removeImpostor(impostor: PhysicsImpostor): void;
  119905. /**
  119906. * Add a joint to the physics engine
  119907. * @param mainImpostor defines the main impostor to which the joint is added.
  119908. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  119909. * @param joint defines the joint that will connect both impostors.
  119910. */
  119911. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119912. /**
  119913. * Removes a joint from the simulation
  119914. * @param mainImpostor defines the impostor used with the joint
  119915. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  119916. * @param joint defines the joint to remove
  119917. */
  119918. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119919. /**
  119920. * Called by the scene. No need to call it.
  119921. * @param delta defines the timespam between frames
  119922. */
  119923. _step(delta: number): void;
  119924. /**
  119925. * Gets the current plugin used to run the simulation
  119926. * @returns current plugin
  119927. */
  119928. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119929. /**
  119930. * Gets the list of physic impostors
  119931. * @returns an array of PhysicsImpostor
  119932. */
  119933. getImpostors(): Array<PhysicsImpostor>;
  119934. /**
  119935. * Gets the impostor for a physics enabled object
  119936. * @param object defines the object impersonated by the impostor
  119937. * @returns the PhysicsImpostor or null if not found
  119938. */
  119939. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119940. /**
  119941. * Gets the impostor for a physics body object
  119942. * @param body defines physics body used by the impostor
  119943. * @returns the PhysicsImpostor or null if not found
  119944. */
  119945. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119946. /**
  119947. * Does a raycast in the physics world
  119948. * @param from when should the ray start?
  119949. * @param to when should the ray end?
  119950. * @returns PhysicsRaycastResult
  119951. */
  119952. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119953. }
  119954. }
  119955. declare module BABYLON {
  119956. /** @hidden */
  119957. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119958. private _useDeltaForWorldStep;
  119959. world: any;
  119960. name: string;
  119961. private _physicsMaterials;
  119962. private _fixedTimeStep;
  119963. private _cannonRaycastResult;
  119964. private _raycastResult;
  119965. private _physicsBodysToRemoveAfterStep;
  119966. BJSCANNON: any;
  119967. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119968. setGravity(gravity: Vector3): void;
  119969. setTimeStep(timeStep: number): void;
  119970. getTimeStep(): number;
  119971. executeStep(delta: number): void;
  119972. private _removeMarkedPhysicsBodiesFromWorld;
  119973. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119974. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119975. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119976. private _processChildMeshes;
  119977. removePhysicsBody(impostor: PhysicsImpostor): void;
  119978. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119979. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119980. private _addMaterial;
  119981. private _checkWithEpsilon;
  119982. private _createShape;
  119983. private _createHeightmap;
  119984. private _minus90X;
  119985. private _plus90X;
  119986. private _tmpPosition;
  119987. private _tmpDeltaPosition;
  119988. private _tmpUnityRotation;
  119989. private _updatePhysicsBodyTransformation;
  119990. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119991. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119992. isSupported(): boolean;
  119993. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119994. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119995. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119996. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119997. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119998. getBodyMass(impostor: PhysicsImpostor): number;
  119999. getBodyFriction(impostor: PhysicsImpostor): number;
  120000. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120001. getBodyRestitution(impostor: PhysicsImpostor): number;
  120002. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120003. sleepBody(impostor: PhysicsImpostor): void;
  120004. wakeUpBody(impostor: PhysicsImpostor): void;
  120005. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  120006. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120007. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120008. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120009. getRadius(impostor: PhysicsImpostor): number;
  120010. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120011. dispose(): void;
  120012. private _extendNamespace;
  120013. /**
  120014. * Does a raycast in the physics world
  120015. * @param from when should the ray start?
  120016. * @param to when should the ray end?
  120017. * @returns PhysicsRaycastResult
  120018. */
  120019. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120020. }
  120021. }
  120022. declare module BABYLON {
  120023. /** @hidden */
  120024. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  120025. world: any;
  120026. name: string;
  120027. BJSOIMO: any;
  120028. private _raycastResult;
  120029. constructor(iterations?: number, oimoInjection?: any);
  120030. setGravity(gravity: Vector3): void;
  120031. setTimeStep(timeStep: number): void;
  120032. getTimeStep(): number;
  120033. private _tmpImpostorsArray;
  120034. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120035. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120036. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120037. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120038. private _tmpPositionVector;
  120039. removePhysicsBody(impostor: PhysicsImpostor): void;
  120040. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120041. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120042. isSupported(): boolean;
  120043. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120044. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120045. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120046. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120047. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120048. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120049. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120050. getBodyMass(impostor: PhysicsImpostor): number;
  120051. getBodyFriction(impostor: PhysicsImpostor): number;
  120052. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120053. getBodyRestitution(impostor: PhysicsImpostor): number;
  120054. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120055. sleepBody(impostor: PhysicsImpostor): void;
  120056. wakeUpBody(impostor: PhysicsImpostor): void;
  120057. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120058. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  120059. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  120060. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120061. getRadius(impostor: PhysicsImpostor): number;
  120062. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120063. dispose(): void;
  120064. /**
  120065. * Does a raycast in the physics world
  120066. * @param from when should the ray start?
  120067. * @param to when should the ray end?
  120068. * @returns PhysicsRaycastResult
  120069. */
  120070. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120071. }
  120072. }
  120073. declare module BABYLON {
  120074. /**
  120075. * Class containing static functions to help procedurally build meshes
  120076. */
  120077. export class RibbonBuilder {
  120078. /**
  120079. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120080. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120081. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120082. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120083. * * 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
  120084. * * 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
  120085. * * 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
  120086. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120087. * * 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
  120088. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120089. * * 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
  120090. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120091. * * 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
  120092. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120094. * @param name defines the name of the mesh
  120095. * @param options defines the options used to create the mesh
  120096. * @param scene defines the hosting scene
  120097. * @returns the ribbon mesh
  120098. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120099. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120100. */
  120101. static CreateRibbon(name: string, options: {
  120102. pathArray: Vector3[][];
  120103. closeArray?: boolean;
  120104. closePath?: boolean;
  120105. offset?: number;
  120106. updatable?: boolean;
  120107. sideOrientation?: number;
  120108. frontUVs?: Vector4;
  120109. backUVs?: Vector4;
  120110. instance?: Mesh;
  120111. invertUV?: boolean;
  120112. uvs?: Vector2[];
  120113. colors?: Color4[];
  120114. }, scene?: Nullable<Scene>): Mesh;
  120115. }
  120116. }
  120117. declare module BABYLON {
  120118. /**
  120119. * Class containing static functions to help procedurally build meshes
  120120. */
  120121. export class ShapeBuilder {
  120122. /**
  120123. * 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.
  120124. * * 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.
  120125. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120126. * * 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.
  120127. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  120128. * * 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
  120129. * * 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
  120130. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  120131. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120132. * * 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
  120133. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  120134. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120135. * @param name defines the name of the mesh
  120136. * @param options defines the options used to create the mesh
  120137. * @param scene defines the hosting scene
  120138. * @returns the extruded shape mesh
  120139. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120140. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120141. */
  120142. static ExtrudeShape(name: string, options: {
  120143. shape: Vector3[];
  120144. path: Vector3[];
  120145. scale?: number;
  120146. rotation?: number;
  120147. cap?: number;
  120148. updatable?: boolean;
  120149. sideOrientation?: number;
  120150. frontUVs?: Vector4;
  120151. backUVs?: Vector4;
  120152. instance?: Mesh;
  120153. invertUV?: boolean;
  120154. }, scene?: Nullable<Scene>): Mesh;
  120155. /**
  120156. * Creates an custom extruded shape mesh.
  120157. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  120158. * * 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.
  120159. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  120160. * * 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
  120161. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  120162. * * 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
  120163. * * It must returns a float value that will be the scale value applied to the shape on each path point
  120164. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  120165. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  120166. * * 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
  120167. * * 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
  120168. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  120169. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120170. * * 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
  120171. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120172. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120173. * @param name defines the name of the mesh
  120174. * @param options defines the options used to create the mesh
  120175. * @param scene defines the hosting scene
  120176. * @returns the custom extruded shape mesh
  120177. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  120178. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120179. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  120180. */
  120181. static ExtrudeShapeCustom(name: string, options: {
  120182. shape: Vector3[];
  120183. path: Vector3[];
  120184. scaleFunction?: any;
  120185. rotationFunction?: any;
  120186. ribbonCloseArray?: boolean;
  120187. ribbonClosePath?: boolean;
  120188. cap?: number;
  120189. updatable?: boolean;
  120190. sideOrientation?: number;
  120191. frontUVs?: Vector4;
  120192. backUVs?: Vector4;
  120193. instance?: Mesh;
  120194. invertUV?: boolean;
  120195. }, scene?: Nullable<Scene>): Mesh;
  120196. private static _ExtrudeShapeGeneric;
  120197. }
  120198. }
  120199. declare module BABYLON {
  120200. /**
  120201. * AmmoJS Physics plugin
  120202. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  120203. * @see https://github.com/kripken/ammo.js/
  120204. */
  120205. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  120206. private _useDeltaForWorldStep;
  120207. /**
  120208. * Reference to the Ammo library
  120209. */
  120210. bjsAMMO: any;
  120211. /**
  120212. * Created ammoJS world which physics bodies are added to
  120213. */
  120214. world: any;
  120215. /**
  120216. * Name of the plugin
  120217. */
  120218. name: string;
  120219. private _timeStep;
  120220. private _fixedTimeStep;
  120221. private _maxSteps;
  120222. private _tmpQuaternion;
  120223. private _tmpAmmoTransform;
  120224. private _tmpAmmoQuaternion;
  120225. private _tmpAmmoConcreteContactResultCallback;
  120226. private _collisionConfiguration;
  120227. private _dispatcher;
  120228. private _overlappingPairCache;
  120229. private _solver;
  120230. private _softBodySolver;
  120231. private _tmpAmmoVectorA;
  120232. private _tmpAmmoVectorB;
  120233. private _tmpAmmoVectorC;
  120234. private _tmpAmmoVectorD;
  120235. private _tmpContactCallbackResult;
  120236. private _tmpAmmoVectorRCA;
  120237. private _tmpAmmoVectorRCB;
  120238. private _raycastResult;
  120239. private static readonly DISABLE_COLLISION_FLAG;
  120240. private static readonly KINEMATIC_FLAG;
  120241. private static readonly DISABLE_DEACTIVATION_FLAG;
  120242. /**
  120243. * Initializes the ammoJS plugin
  120244. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  120245. * @param ammoInjection can be used to inject your own ammo reference
  120246. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  120247. */
  120248. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  120249. /**
  120250. * Sets the gravity of the physics world (m/(s^2))
  120251. * @param gravity Gravity to set
  120252. */
  120253. setGravity(gravity: Vector3): void;
  120254. /**
  120255. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  120256. * @param timeStep timestep to use in seconds
  120257. */
  120258. setTimeStep(timeStep: number): void;
  120259. /**
  120260. * 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)
  120261. * @param fixedTimeStep fixedTimeStep to use in seconds
  120262. */
  120263. setFixedTimeStep(fixedTimeStep: number): void;
  120264. /**
  120265. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  120266. * @param maxSteps the maximum number of steps by the physics engine per frame
  120267. */
  120268. setMaxSteps(maxSteps: number): void;
  120269. /**
  120270. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  120271. * @returns the current timestep in seconds
  120272. */
  120273. getTimeStep(): number;
  120274. private _isImpostorInContact;
  120275. private _isImpostorPairInContact;
  120276. private _stepSimulation;
  120277. /**
  120278. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  120279. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  120280. * After the step the babylon meshes are set to the position of the physics imposters
  120281. * @param delta amount of time to step forward
  120282. * @param impostors array of imposters to update before/after the step
  120283. */
  120284. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  120285. /**
  120286. * Update babylon mesh to match physics world object
  120287. * @param impostor imposter to match
  120288. */
  120289. private _afterSoftStep;
  120290. /**
  120291. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120292. * @param impostor imposter to match
  120293. */
  120294. private _ropeStep;
  120295. /**
  120296. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  120297. * @param impostor imposter to match
  120298. */
  120299. private _softbodyOrClothStep;
  120300. private _tmpVector;
  120301. private _tmpMatrix;
  120302. /**
  120303. * Applies an impulse on the imposter
  120304. * @param impostor imposter to apply impulse to
  120305. * @param force amount of force to be applied to the imposter
  120306. * @param contactPoint the location to apply the impulse on the imposter
  120307. */
  120308. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120309. /**
  120310. * Applies a force on the imposter
  120311. * @param impostor imposter to apply force
  120312. * @param force amount of force to be applied to the imposter
  120313. * @param contactPoint the location to apply the force on the imposter
  120314. */
  120315. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  120316. /**
  120317. * Creates a physics body using the plugin
  120318. * @param impostor the imposter to create the physics body on
  120319. */
  120320. generatePhysicsBody(impostor: PhysicsImpostor): void;
  120321. /**
  120322. * Removes the physics body from the imposter and disposes of the body's memory
  120323. * @param impostor imposter to remove the physics body from
  120324. */
  120325. removePhysicsBody(impostor: PhysicsImpostor): void;
  120326. /**
  120327. * Generates a joint
  120328. * @param impostorJoint the imposter joint to create the joint with
  120329. */
  120330. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  120331. /**
  120332. * Removes a joint
  120333. * @param impostorJoint the imposter joint to remove the joint from
  120334. */
  120335. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  120336. private _addMeshVerts;
  120337. /**
  120338. * Initialise the soft body vertices to match its object's (mesh) vertices
  120339. * Softbody vertices (nodes) are in world space and to match this
  120340. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  120341. * @param impostor to create the softbody for
  120342. */
  120343. private _softVertexData;
  120344. /**
  120345. * Create an impostor's soft body
  120346. * @param impostor to create the softbody for
  120347. */
  120348. private _createSoftbody;
  120349. /**
  120350. * Create cloth for an impostor
  120351. * @param impostor to create the softbody for
  120352. */
  120353. private _createCloth;
  120354. /**
  120355. * Create rope for an impostor
  120356. * @param impostor to create the softbody for
  120357. */
  120358. private _createRope;
  120359. private _addHullVerts;
  120360. private _createShape;
  120361. /**
  120362. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120363. * @param impostor imposter containing the physics body and babylon object
  120364. */
  120365. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120366. /**
  120367. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120368. * @param impostor imposter containing the physics body and babylon object
  120369. * @param newPosition new position
  120370. * @param newRotation new rotation
  120371. */
  120372. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120373. /**
  120374. * If this plugin is supported
  120375. * @returns true if its supported
  120376. */
  120377. isSupported(): boolean;
  120378. /**
  120379. * Sets the linear velocity of the physics body
  120380. * @param impostor imposter to set the velocity on
  120381. * @param velocity velocity to set
  120382. */
  120383. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120384. /**
  120385. * Sets the angular velocity of the physics body
  120386. * @param impostor imposter to set the velocity on
  120387. * @param velocity velocity to set
  120388. */
  120389. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120390. /**
  120391. * gets the linear velocity
  120392. * @param impostor imposter to get linear velocity from
  120393. * @returns linear velocity
  120394. */
  120395. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120396. /**
  120397. * gets the angular velocity
  120398. * @param impostor imposter to get angular velocity from
  120399. * @returns angular velocity
  120400. */
  120401. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120402. /**
  120403. * Sets the mass of physics body
  120404. * @param impostor imposter to set the mass on
  120405. * @param mass mass to set
  120406. */
  120407. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120408. /**
  120409. * Gets the mass of the physics body
  120410. * @param impostor imposter to get the mass from
  120411. * @returns mass
  120412. */
  120413. getBodyMass(impostor: PhysicsImpostor): number;
  120414. /**
  120415. * Gets friction of the impostor
  120416. * @param impostor impostor to get friction from
  120417. * @returns friction value
  120418. */
  120419. getBodyFriction(impostor: PhysicsImpostor): number;
  120420. /**
  120421. * Sets friction of the impostor
  120422. * @param impostor impostor to set friction on
  120423. * @param friction friction value
  120424. */
  120425. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120426. /**
  120427. * Gets restitution of the impostor
  120428. * @param impostor impostor to get restitution from
  120429. * @returns restitution value
  120430. */
  120431. getBodyRestitution(impostor: PhysicsImpostor): number;
  120432. /**
  120433. * Sets resitution of the impostor
  120434. * @param impostor impostor to set resitution on
  120435. * @param restitution resitution value
  120436. */
  120437. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120438. /**
  120439. * Gets pressure inside the impostor
  120440. * @param impostor impostor to get pressure from
  120441. * @returns pressure value
  120442. */
  120443. getBodyPressure(impostor: PhysicsImpostor): number;
  120444. /**
  120445. * Sets pressure inside a soft body impostor
  120446. * Cloth and rope must remain 0 pressure
  120447. * @param impostor impostor to set pressure on
  120448. * @param pressure pressure value
  120449. */
  120450. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120451. /**
  120452. * Gets stiffness of the impostor
  120453. * @param impostor impostor to get stiffness from
  120454. * @returns pressure value
  120455. */
  120456. getBodyStiffness(impostor: PhysicsImpostor): number;
  120457. /**
  120458. * Sets stiffness of the impostor
  120459. * @param impostor impostor to set stiffness on
  120460. * @param stiffness stiffness value from 0 to 1
  120461. */
  120462. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120463. /**
  120464. * Gets velocityIterations of the impostor
  120465. * @param impostor impostor to get velocity iterations from
  120466. * @returns velocityIterations value
  120467. */
  120468. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120469. /**
  120470. * Sets velocityIterations of the impostor
  120471. * @param impostor impostor to set velocity iterations on
  120472. * @param velocityIterations velocityIterations value
  120473. */
  120474. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120475. /**
  120476. * Gets positionIterations of the impostor
  120477. * @param impostor impostor to get position iterations from
  120478. * @returns positionIterations value
  120479. */
  120480. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120481. /**
  120482. * Sets positionIterations of the impostor
  120483. * @param impostor impostor to set position on
  120484. * @param positionIterations positionIterations value
  120485. */
  120486. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120487. /**
  120488. * Append an anchor to a cloth object
  120489. * @param impostor is the cloth impostor to add anchor to
  120490. * @param otherImpostor is the rigid impostor to anchor to
  120491. * @param width ratio across width from 0 to 1
  120492. * @param height ratio up height from 0 to 1
  120493. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120494. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120495. */
  120496. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120497. /**
  120498. * Append an hook to a rope object
  120499. * @param impostor is the rope impostor to add hook to
  120500. * @param otherImpostor is the rigid impostor to hook to
  120501. * @param length ratio along the rope from 0 to 1
  120502. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120503. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120504. */
  120505. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120506. /**
  120507. * Sleeps the physics body and stops it from being active
  120508. * @param impostor impostor to sleep
  120509. */
  120510. sleepBody(impostor: PhysicsImpostor): void;
  120511. /**
  120512. * Activates the physics body
  120513. * @param impostor impostor to activate
  120514. */
  120515. wakeUpBody(impostor: PhysicsImpostor): void;
  120516. /**
  120517. * Updates the distance parameters of the joint
  120518. * @param joint joint to update
  120519. * @param maxDistance maximum distance of the joint
  120520. * @param minDistance minimum distance of the joint
  120521. */
  120522. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120523. /**
  120524. * Sets a motor on the joint
  120525. * @param joint joint to set motor on
  120526. * @param speed speed of the motor
  120527. * @param maxForce maximum force of the motor
  120528. * @param motorIndex index of the motor
  120529. */
  120530. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120531. /**
  120532. * Sets the motors limit
  120533. * @param joint joint to set limit on
  120534. * @param upperLimit upper limit
  120535. * @param lowerLimit lower limit
  120536. */
  120537. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120538. /**
  120539. * Syncs the position and rotation of a mesh with the impostor
  120540. * @param mesh mesh to sync
  120541. * @param impostor impostor to update the mesh with
  120542. */
  120543. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120544. /**
  120545. * Gets the radius of the impostor
  120546. * @param impostor impostor to get radius from
  120547. * @returns the radius
  120548. */
  120549. getRadius(impostor: PhysicsImpostor): number;
  120550. /**
  120551. * Gets the box size of the impostor
  120552. * @param impostor impostor to get box size from
  120553. * @param result the resulting box size
  120554. */
  120555. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120556. /**
  120557. * Disposes of the impostor
  120558. */
  120559. dispose(): void;
  120560. /**
  120561. * Does a raycast in the physics world
  120562. * @param from when should the ray start?
  120563. * @param to when should the ray end?
  120564. * @returns PhysicsRaycastResult
  120565. */
  120566. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120567. }
  120568. }
  120569. declare module BABYLON {
  120570. interface AbstractScene {
  120571. /**
  120572. * The list of reflection probes added to the scene
  120573. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120574. */
  120575. reflectionProbes: Array<ReflectionProbe>;
  120576. /**
  120577. * Removes the given reflection probe from this scene.
  120578. * @param toRemove The reflection probe to remove
  120579. * @returns The index of the removed reflection probe
  120580. */
  120581. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120582. /**
  120583. * Adds the given reflection probe to this scene.
  120584. * @param newReflectionProbe The reflection probe to add
  120585. */
  120586. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120587. }
  120588. /**
  120589. * Class used to generate realtime reflection / refraction cube textures
  120590. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120591. */
  120592. export class ReflectionProbe {
  120593. /** defines the name of the probe */
  120594. name: string;
  120595. private _scene;
  120596. private _renderTargetTexture;
  120597. private _projectionMatrix;
  120598. private _viewMatrix;
  120599. private _target;
  120600. private _add;
  120601. private _attachedMesh;
  120602. private _invertYAxis;
  120603. /** Gets or sets probe position (center of the cube map) */
  120604. position: Vector3;
  120605. /**
  120606. * Creates a new reflection probe
  120607. * @param name defines the name of the probe
  120608. * @param size defines the texture resolution (for each face)
  120609. * @param scene defines the hosting scene
  120610. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120611. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120612. */
  120613. constructor(
  120614. /** defines the name of the probe */
  120615. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120616. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120617. samples: number;
  120618. /** Gets or sets the refresh rate to use (on every frame by default) */
  120619. refreshRate: number;
  120620. /**
  120621. * Gets the hosting scene
  120622. * @returns a Scene
  120623. */
  120624. getScene(): Scene;
  120625. /** Gets the internal CubeTexture used to render to */
  120626. readonly cubeTexture: RenderTargetTexture;
  120627. /** Gets the list of meshes to render */
  120628. readonly renderList: Nullable<AbstractMesh[]>;
  120629. /**
  120630. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120631. * @param mesh defines the mesh to attach to
  120632. */
  120633. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120634. /**
  120635. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120636. * @param renderingGroupId The rendering group id corresponding to its index
  120637. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120638. */
  120639. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120640. /**
  120641. * Clean all associated resources
  120642. */
  120643. dispose(): void;
  120644. /**
  120645. * Converts the reflection probe information to a readable string for debug purpose.
  120646. * @param fullDetails Supports for multiple levels of logging within scene loading
  120647. * @returns the human readable reflection probe info
  120648. */
  120649. toString(fullDetails?: boolean): string;
  120650. /**
  120651. * Get the class name of the relfection probe.
  120652. * @returns "ReflectionProbe"
  120653. */
  120654. getClassName(): string;
  120655. /**
  120656. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120657. * @returns The JSON representation of the texture
  120658. */
  120659. serialize(): any;
  120660. /**
  120661. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120662. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120663. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120664. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120665. * @returns The parsed reflection probe if successful
  120666. */
  120667. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120668. }
  120669. }
  120670. declare module BABYLON {
  120671. /** @hidden */
  120672. export var _BabylonLoaderRegistered: boolean;
  120673. /**
  120674. * Helps setting up some configuration for the babylon file loader.
  120675. */
  120676. export class BabylonFileLoaderConfiguration {
  120677. /**
  120678. * The loader does not allow injecting custom physix engine into the plugins.
  120679. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120680. * So you could set this variable to your engine import to make it work.
  120681. */
  120682. static LoaderInjectedPhysicsEngine: any;
  120683. }
  120684. }
  120685. declare module BABYLON {
  120686. /**
  120687. * The Physically based simple base material of BJS.
  120688. *
  120689. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120690. * It is used as the base class for both the specGloss and metalRough conventions.
  120691. */
  120692. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120693. /**
  120694. * Number of Simultaneous lights allowed on the material.
  120695. */
  120696. maxSimultaneousLights: number;
  120697. /**
  120698. * If sets to true, disables all the lights affecting the material.
  120699. */
  120700. disableLighting: boolean;
  120701. /**
  120702. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120703. */
  120704. environmentTexture: BaseTexture;
  120705. /**
  120706. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120707. */
  120708. invertNormalMapX: boolean;
  120709. /**
  120710. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120711. */
  120712. invertNormalMapY: boolean;
  120713. /**
  120714. * Normal map used in the model.
  120715. */
  120716. normalTexture: BaseTexture;
  120717. /**
  120718. * Emissivie color used to self-illuminate the model.
  120719. */
  120720. emissiveColor: Color3;
  120721. /**
  120722. * Emissivie texture used to self-illuminate the model.
  120723. */
  120724. emissiveTexture: BaseTexture;
  120725. /**
  120726. * Occlusion Channel Strenght.
  120727. */
  120728. occlusionStrength: number;
  120729. /**
  120730. * Occlusion Texture of the material (adding extra occlusion effects).
  120731. */
  120732. occlusionTexture: BaseTexture;
  120733. /**
  120734. * Defines the alpha limits in alpha test mode.
  120735. */
  120736. alphaCutOff: number;
  120737. /**
  120738. * Gets the current double sided mode.
  120739. */
  120740. /**
  120741. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  120742. */
  120743. doubleSided: boolean;
  120744. /**
  120745. * Stores the pre-calculated light information of a mesh in a texture.
  120746. */
  120747. lightmapTexture: BaseTexture;
  120748. /**
  120749. * If true, the light map contains occlusion information instead of lighting info.
  120750. */
  120751. useLightmapAsShadowmap: boolean;
  120752. /**
  120753. * Instantiates a new PBRMaterial instance.
  120754. *
  120755. * @param name The material name
  120756. * @param scene The scene the material will be use in.
  120757. */
  120758. constructor(name: string, scene: Scene);
  120759. getClassName(): string;
  120760. }
  120761. }
  120762. declare module BABYLON {
  120763. /**
  120764. * The PBR material of BJS following the metal roughness convention.
  120765. *
  120766. * This fits to the PBR convention in the GLTF definition:
  120767. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  120768. */
  120769. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  120770. /**
  120771. * The base color has two different interpretations depending on the value of metalness.
  120772. * When the material is a metal, the base color is the specific measured reflectance value
  120773. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  120774. * of the material.
  120775. */
  120776. baseColor: Color3;
  120777. /**
  120778. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  120779. * well as opacity information in the alpha channel.
  120780. */
  120781. baseTexture: BaseTexture;
  120782. /**
  120783. * Specifies the metallic scalar value of the material.
  120784. * Can also be used to scale the metalness values of the metallic texture.
  120785. */
  120786. metallic: number;
  120787. /**
  120788. * Specifies the roughness scalar value of the material.
  120789. * Can also be used to scale the roughness values of the metallic texture.
  120790. */
  120791. roughness: number;
  120792. /**
  120793. * Texture containing both the metallic value in the B channel and the
  120794. * roughness value in the G channel to keep better precision.
  120795. */
  120796. metallicRoughnessTexture: BaseTexture;
  120797. /**
  120798. * Instantiates a new PBRMetalRoughnessMaterial instance.
  120799. *
  120800. * @param name The material name
  120801. * @param scene The scene the material will be use in.
  120802. */
  120803. constructor(name: string, scene: Scene);
  120804. /**
  120805. * Return the currrent class name of the material.
  120806. */
  120807. getClassName(): string;
  120808. /**
  120809. * Makes a duplicate of the current material.
  120810. * @param name - name to use for the new material.
  120811. */
  120812. clone(name: string): PBRMetallicRoughnessMaterial;
  120813. /**
  120814. * Serialize the material to a parsable JSON object.
  120815. */
  120816. serialize(): any;
  120817. /**
  120818. * Parses a JSON object correponding to the serialize function.
  120819. */
  120820. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  120821. }
  120822. }
  120823. declare module BABYLON {
  120824. /**
  120825. * The PBR material of BJS following the specular glossiness convention.
  120826. *
  120827. * This fits to the PBR convention in the GLTF definition:
  120828. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  120829. */
  120830. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  120831. /**
  120832. * Specifies the diffuse color of the material.
  120833. */
  120834. diffuseColor: Color3;
  120835. /**
  120836. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  120837. * channel.
  120838. */
  120839. diffuseTexture: BaseTexture;
  120840. /**
  120841. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  120842. */
  120843. specularColor: Color3;
  120844. /**
  120845. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  120846. */
  120847. glossiness: number;
  120848. /**
  120849. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120850. */
  120851. specularGlossinessTexture: BaseTexture;
  120852. /**
  120853. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120854. *
  120855. * @param name The material name
  120856. * @param scene The scene the material will be use in.
  120857. */
  120858. constructor(name: string, scene: Scene);
  120859. /**
  120860. * Return the currrent class name of the material.
  120861. */
  120862. getClassName(): string;
  120863. /**
  120864. * Makes a duplicate of the current material.
  120865. * @param name - name to use for the new material.
  120866. */
  120867. clone(name: string): PBRSpecularGlossinessMaterial;
  120868. /**
  120869. * Serialize the material to a parsable JSON object.
  120870. */
  120871. serialize(): any;
  120872. /**
  120873. * Parses a JSON object correponding to the serialize function.
  120874. */
  120875. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120876. }
  120877. }
  120878. declare module BABYLON {
  120879. /**
  120880. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120881. * It can help converting any input color in a desired output one. This can then be used to create effects
  120882. * from sepia, black and white to sixties or futuristic rendering...
  120883. *
  120884. * The only supported format is currently 3dl.
  120885. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120886. */
  120887. export class ColorGradingTexture extends BaseTexture {
  120888. /**
  120889. * The current texture matrix. (will always be identity in color grading texture)
  120890. */
  120891. private _textureMatrix;
  120892. /**
  120893. * The texture URL.
  120894. */
  120895. url: string;
  120896. /**
  120897. * Empty line regex stored for GC.
  120898. */
  120899. private static _noneEmptyLineRegex;
  120900. private _engine;
  120901. /**
  120902. * Instantiates a ColorGradingTexture from the following parameters.
  120903. *
  120904. * @param url The location of the color gradind data (currently only supporting 3dl)
  120905. * @param scene The scene the texture will be used in
  120906. */
  120907. constructor(url: string, scene: Scene);
  120908. /**
  120909. * Returns the texture matrix used in most of the material.
  120910. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  120911. */
  120912. getTextureMatrix(): Matrix;
  120913. /**
  120914. * Occurs when the file being loaded is a .3dl LUT file.
  120915. */
  120916. private load3dlTexture;
  120917. /**
  120918. * Starts the loading process of the texture.
  120919. */
  120920. private loadTexture;
  120921. /**
  120922. * Clones the color gradind texture.
  120923. */
  120924. clone(): ColorGradingTexture;
  120925. /**
  120926. * Called during delayed load for textures.
  120927. */
  120928. delayLoad(): void;
  120929. /**
  120930. * Parses a color grading texture serialized by Babylon.
  120931. * @param parsedTexture The texture information being parsedTexture
  120932. * @param scene The scene to load the texture in
  120933. * @param rootUrl The root url of the data assets to load
  120934. * @return A color gradind texture
  120935. */
  120936. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120937. /**
  120938. * Serializes the LUT texture to json format.
  120939. */
  120940. serialize(): any;
  120941. }
  120942. }
  120943. declare module BABYLON {
  120944. /**
  120945. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120946. */
  120947. export class EquiRectangularCubeTexture extends BaseTexture {
  120948. /** The six faces of the cube. */
  120949. private static _FacesMapping;
  120950. private _noMipmap;
  120951. private _onLoad;
  120952. private _onError;
  120953. /** The size of the cubemap. */
  120954. private _size;
  120955. /** The buffer of the image. */
  120956. private _buffer;
  120957. /** The width of the input image. */
  120958. private _width;
  120959. /** The height of the input image. */
  120960. private _height;
  120961. /** The URL to the image. */
  120962. url: string;
  120963. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120964. coordinatesMode: number;
  120965. /**
  120966. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120967. * @param url The location of the image
  120968. * @param scene The scene the texture will be used in
  120969. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120970. * @param noMipmap Forces to not generate the mipmap if true
  120971. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120972. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120973. * @param onLoad — defines a callback called when texture is loaded
  120974. * @param onError — defines a callback called if there is an error
  120975. */
  120976. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120977. /**
  120978. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120979. */
  120980. private loadImage;
  120981. /**
  120982. * Convert the image buffer into a cubemap and create a CubeTexture.
  120983. */
  120984. private loadTexture;
  120985. /**
  120986. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120987. * @param buffer The ArrayBuffer that should be converted.
  120988. * @returns The buffer as Float32Array.
  120989. */
  120990. private getFloat32ArrayFromArrayBuffer;
  120991. /**
  120992. * Get the current class name of the texture useful for serialization or dynamic coding.
  120993. * @returns "EquiRectangularCubeTexture"
  120994. */
  120995. getClassName(): string;
  120996. /**
  120997. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120998. * @returns A clone of the current EquiRectangularCubeTexture.
  120999. */
  121000. clone(): EquiRectangularCubeTexture;
  121001. }
  121002. }
  121003. declare module BABYLON {
  121004. /**
  121005. * Based on jsTGALoader - Javascript loader for TGA file
  121006. * By Vincent Thibault
  121007. * @see http://blog.robrowser.com/javascript-tga-loader.html
  121008. */
  121009. export class TGATools {
  121010. private static _TYPE_INDEXED;
  121011. private static _TYPE_RGB;
  121012. private static _TYPE_GREY;
  121013. private static _TYPE_RLE_INDEXED;
  121014. private static _TYPE_RLE_RGB;
  121015. private static _TYPE_RLE_GREY;
  121016. private static _ORIGIN_MASK;
  121017. private static _ORIGIN_SHIFT;
  121018. private static _ORIGIN_BL;
  121019. private static _ORIGIN_BR;
  121020. private static _ORIGIN_UL;
  121021. private static _ORIGIN_UR;
  121022. /**
  121023. * Gets the header of a TGA file
  121024. * @param data defines the TGA data
  121025. * @returns the header
  121026. */
  121027. static GetTGAHeader(data: Uint8Array): any;
  121028. /**
  121029. * Uploads TGA content to a Babylon Texture
  121030. * @hidden
  121031. */
  121032. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  121033. /** @hidden */
  121034. 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;
  121035. /** @hidden */
  121036. 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;
  121037. /** @hidden */
  121038. 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;
  121039. /** @hidden */
  121040. 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;
  121041. /** @hidden */
  121042. 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;
  121043. /** @hidden */
  121044. 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;
  121045. }
  121046. }
  121047. declare module BABYLON {
  121048. /**
  121049. * Implementation of the TGA Texture Loader.
  121050. * @hidden
  121051. */
  121052. export class _TGATextureLoader implements IInternalTextureLoader {
  121053. /**
  121054. * Defines wether the loader supports cascade loading the different faces.
  121055. */
  121056. readonly supportCascades: boolean;
  121057. /**
  121058. * This returns if the loader support the current file information.
  121059. * @param extension defines the file extension of the file being loaded
  121060. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121061. * @param fallback defines the fallback internal texture if any
  121062. * @param isBase64 defines whether the texture is encoded as a base64
  121063. * @param isBuffer defines whether the texture data are stored as a buffer
  121064. * @returns true if the loader can load the specified file
  121065. */
  121066. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121067. /**
  121068. * Transform the url before loading if required.
  121069. * @param rootUrl the url of the texture
  121070. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121071. * @returns the transformed texture
  121072. */
  121073. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121074. /**
  121075. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121076. * @param rootUrl the url of the texture
  121077. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121078. * @returns the fallback texture
  121079. */
  121080. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121081. /**
  121082. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  121083. * @param data contains the texture data
  121084. * @param texture defines the BabylonJS internal texture
  121085. * @param createPolynomials will be true if polynomials have been requested
  121086. * @param onLoad defines the callback to trigger once the texture is ready
  121087. * @param onError defines the callback to trigger in case of error
  121088. */
  121089. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121090. /**
  121091. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121092. * @param data contains the texture data
  121093. * @param texture defines the BabylonJS internal texture
  121094. * @param callback defines the method to call once ready to upload
  121095. */
  121096. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121097. }
  121098. }
  121099. declare module BABYLON {
  121100. /**
  121101. * Info about the .basis files
  121102. */
  121103. class BasisFileInfo {
  121104. /**
  121105. * If the file has alpha
  121106. */
  121107. hasAlpha: boolean;
  121108. /**
  121109. * Info about each image of the basis file
  121110. */
  121111. images: Array<{
  121112. levels: Array<{
  121113. width: number;
  121114. height: number;
  121115. transcodedPixels: ArrayBufferView;
  121116. }>;
  121117. }>;
  121118. }
  121119. /**
  121120. * Result of transcoding a basis file
  121121. */
  121122. class TranscodeResult {
  121123. /**
  121124. * Info about the .basis file
  121125. */
  121126. fileInfo: BasisFileInfo;
  121127. /**
  121128. * Format to use when loading the file
  121129. */
  121130. format: number;
  121131. }
  121132. /**
  121133. * Configuration options for the Basis transcoder
  121134. */
  121135. export class BasisTranscodeConfiguration {
  121136. /**
  121137. * Supported compression formats used to determine the supported output format of the transcoder
  121138. */
  121139. supportedCompressionFormats?: {
  121140. /**
  121141. * etc1 compression format
  121142. */
  121143. etc1?: boolean;
  121144. /**
  121145. * s3tc compression format
  121146. */
  121147. s3tc?: boolean;
  121148. /**
  121149. * pvrtc compression format
  121150. */
  121151. pvrtc?: boolean;
  121152. /**
  121153. * etc2 compression format
  121154. */
  121155. etc2?: boolean;
  121156. };
  121157. /**
  121158. * If mipmap levels should be loaded for transcoded images (Default: true)
  121159. */
  121160. loadMipmapLevels?: boolean;
  121161. /**
  121162. * Index of a single image to load (Default: all images)
  121163. */
  121164. loadSingleImage?: number;
  121165. }
  121166. /**
  121167. * Used to load .Basis files
  121168. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  121169. */
  121170. export class BasisTools {
  121171. private static _IgnoreSupportedFormats;
  121172. /**
  121173. * URL to use when loading the basis transcoder
  121174. */
  121175. static JSModuleURL: string;
  121176. /**
  121177. * URL to use when loading the wasm module for the transcoder
  121178. */
  121179. static WasmModuleURL: string;
  121180. /**
  121181. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  121182. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  121183. * @returns internal format corresponding to the Basis format
  121184. */
  121185. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  121186. private static _WorkerPromise;
  121187. private static _Worker;
  121188. private static _actionId;
  121189. private static _CreateWorkerAsync;
  121190. /**
  121191. * Transcodes a loaded image file to compressed pixel data
  121192. * @param imageData image data to transcode
  121193. * @param config configuration options for the transcoding
  121194. * @returns a promise resulting in the transcoded image
  121195. */
  121196. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  121197. /**
  121198. * Loads a texture from the transcode result
  121199. * @param texture texture load to
  121200. * @param transcodeResult the result of transcoding the basis file to load from
  121201. */
  121202. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  121203. }
  121204. }
  121205. declare module BABYLON {
  121206. /**
  121207. * Loader for .basis file format
  121208. */
  121209. export class _BasisTextureLoader implements IInternalTextureLoader {
  121210. /**
  121211. * Defines whether the loader supports cascade loading the different faces.
  121212. */
  121213. readonly supportCascades: boolean;
  121214. /**
  121215. * This returns if the loader support the current file information.
  121216. * @param extension defines the file extension of the file being loaded
  121217. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121218. * @param fallback defines the fallback internal texture if any
  121219. * @param isBase64 defines whether the texture is encoded as a base64
  121220. * @param isBuffer defines whether the texture data are stored as a buffer
  121221. * @returns true if the loader can load the specified file
  121222. */
  121223. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  121224. /**
  121225. * Transform the url before loading if required.
  121226. * @param rootUrl the url of the texture
  121227. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121228. * @returns the transformed texture
  121229. */
  121230. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  121231. /**
  121232. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  121233. * @param rootUrl the url of the texture
  121234. * @param textureFormatInUse defines the current compressed format in use iun the engine
  121235. * @returns the fallback texture
  121236. */
  121237. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  121238. /**
  121239. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  121240. * @param data contains the texture data
  121241. * @param texture defines the BabylonJS internal texture
  121242. * @param createPolynomials will be true if polynomials have been requested
  121243. * @param onLoad defines the callback to trigger once the texture is ready
  121244. * @param onError defines the callback to trigger in case of error
  121245. */
  121246. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  121247. /**
  121248. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  121249. * @param data contains the texture data
  121250. * @param texture defines the BabylonJS internal texture
  121251. * @param callback defines the method to call once ready to upload
  121252. */
  121253. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  121254. }
  121255. }
  121256. declare module BABYLON {
  121257. /**
  121258. * 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.
  121259. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121260. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121261. */
  121262. export class CustomProceduralTexture extends ProceduralTexture {
  121263. private _animate;
  121264. private _time;
  121265. private _config;
  121266. private _texturePath;
  121267. /**
  121268. * Instantiates a new Custom Procedural Texture.
  121269. * 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.
  121270. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  121271. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  121272. * @param name Define the name of the texture
  121273. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  121274. * @param size Define the size of the texture to create
  121275. * @param scene Define the scene the texture belongs to
  121276. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  121277. * @param generateMipMaps Define if the texture should creates mip maps or not
  121278. */
  121279. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121280. private _loadJson;
  121281. /**
  121282. * Is the texture ready to be used ? (rendered at least once)
  121283. * @returns true if ready, otherwise, false.
  121284. */
  121285. isReady(): boolean;
  121286. /**
  121287. * Render the texture to its associated render target.
  121288. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  121289. */
  121290. render(useCameraPostProcess?: boolean): void;
  121291. /**
  121292. * Update the list of dependant textures samplers in the shader.
  121293. */
  121294. updateTextures(): void;
  121295. /**
  121296. * Update the uniform values of the procedural texture in the shader.
  121297. */
  121298. updateShaderUniforms(): void;
  121299. /**
  121300. * Define if the texture animates or not.
  121301. */
  121302. animate: boolean;
  121303. }
  121304. }
  121305. declare module BABYLON {
  121306. /** @hidden */
  121307. export var noisePixelShader: {
  121308. name: string;
  121309. shader: string;
  121310. };
  121311. }
  121312. declare module BABYLON {
  121313. /**
  121314. * Class used to generate noise procedural textures
  121315. */
  121316. export class NoiseProceduralTexture extends ProceduralTexture {
  121317. private _time;
  121318. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  121319. brightness: number;
  121320. /** Defines the number of octaves to process */
  121321. octaves: number;
  121322. /** Defines the level of persistence (0.8 by default) */
  121323. persistence: number;
  121324. /** Gets or sets animation speed factor (default is 1) */
  121325. animationSpeedFactor: number;
  121326. /**
  121327. * Creates a new NoiseProceduralTexture
  121328. * @param name defines the name fo the texture
  121329. * @param size defines the size of the texture (default is 256)
  121330. * @param scene defines the hosting scene
  121331. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  121332. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  121333. */
  121334. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  121335. private _updateShaderUniforms;
  121336. protected _getDefines(): string;
  121337. /** Generate the current state of the procedural texture */
  121338. render(useCameraPostProcess?: boolean): void;
  121339. /**
  121340. * Serializes this noise procedural texture
  121341. * @returns a serialized noise procedural texture object
  121342. */
  121343. serialize(): any;
  121344. /**
  121345. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  121346. * @param parsedTexture defines parsed texture data
  121347. * @param scene defines the current scene
  121348. * @param rootUrl defines the root URL containing noise procedural texture information
  121349. * @returns a parsed NoiseProceduralTexture
  121350. */
  121351. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  121352. }
  121353. }
  121354. declare module BABYLON {
  121355. /**
  121356. * Raw cube texture where the raw buffers are passed in
  121357. */
  121358. export class RawCubeTexture extends CubeTexture {
  121359. /**
  121360. * Creates a cube texture where the raw buffers are passed in.
  121361. * @param scene defines the scene the texture is attached to
  121362. * @param data defines the array of data to use to create each face
  121363. * @param size defines the size of the textures
  121364. * @param format defines the format of the data
  121365. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121366. * @param generateMipMaps defines if the engine should generate the mip levels
  121367. * @param invertY defines if data must be stored with Y axis inverted
  121368. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121369. * @param compression defines the compression used (null by default)
  121370. */
  121371. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121372. /**
  121373. * Updates the raw cube texture.
  121374. * @param data defines the data to store
  121375. * @param format defines the data format
  121376. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121377. * @param invertY defines if data must be stored with Y axis inverted
  121378. * @param compression defines the compression used (null by default)
  121379. * @param level defines which level of the texture to update
  121380. */
  121381. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121382. /**
  121383. * Updates a raw cube texture with RGBD encoded data.
  121384. * @param data defines the array of data [mipmap][face] to use to create each face
  121385. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121386. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121387. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121388. * @returns a promsie that resolves when the operation is complete
  121389. */
  121390. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121391. /**
  121392. * Clones the raw cube texture.
  121393. * @return a new cube texture
  121394. */
  121395. clone(): CubeTexture;
  121396. /** @hidden */
  121397. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121398. }
  121399. }
  121400. declare module BABYLON {
  121401. /**
  121402. * Class used to store 3D textures containing user data
  121403. */
  121404. export class RawTexture3D extends Texture {
  121405. /** Gets or sets the texture format to use */
  121406. format: number;
  121407. private _engine;
  121408. /**
  121409. * Create a new RawTexture3D
  121410. * @param data defines the data of the texture
  121411. * @param width defines the width of the texture
  121412. * @param height defines the height of the texture
  121413. * @param depth defines the depth of the texture
  121414. * @param format defines the texture format to use
  121415. * @param scene defines the hosting scene
  121416. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121417. * @param invertY defines if texture must be stored with Y axis inverted
  121418. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121419. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121420. */
  121421. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121422. /** Gets or sets the texture format to use */
  121423. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121424. /**
  121425. * Update the texture with new data
  121426. * @param data defines the data to store in the texture
  121427. */
  121428. update(data: ArrayBufferView): void;
  121429. }
  121430. }
  121431. declare module BABYLON {
  121432. /**
  121433. * Class used to store 2D array textures containing user data
  121434. */
  121435. export class RawTexture2DArray extends Texture {
  121436. /** Gets or sets the texture format to use */
  121437. format: number;
  121438. private _engine;
  121439. /**
  121440. * Create a new RawTexture2DArray
  121441. * @param data defines the data of the texture
  121442. * @param width defines the width of the texture
  121443. * @param height defines the height of the texture
  121444. * @param depth defines the number of layers of the texture
  121445. * @param format defines the texture format to use
  121446. * @param scene defines the hosting scene
  121447. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121448. * @param invertY defines if texture must be stored with Y axis inverted
  121449. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121450. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121451. */
  121452. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121453. /** Gets or sets the texture format to use */
  121454. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121455. /**
  121456. * Update the texture with new data
  121457. * @param data defines the data to store in the texture
  121458. */
  121459. update(data: ArrayBufferView): void;
  121460. }
  121461. }
  121462. declare module BABYLON {
  121463. /**
  121464. * Creates a refraction texture used by refraction channel of the standard material.
  121465. * It is like a mirror but to see through a material.
  121466. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121467. */
  121468. export class RefractionTexture extends RenderTargetTexture {
  121469. /**
  121470. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121471. * 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.
  121472. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121473. */
  121474. refractionPlane: Plane;
  121475. /**
  121476. * Define how deep under the surface we should see.
  121477. */
  121478. depth: number;
  121479. /**
  121480. * Creates a refraction texture used by refraction channel of the standard material.
  121481. * It is like a mirror but to see through a material.
  121482. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121483. * @param name Define the texture name
  121484. * @param size Define the size of the underlying texture
  121485. * @param scene Define the scene the refraction belongs to
  121486. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121487. */
  121488. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121489. /**
  121490. * Clone the refraction texture.
  121491. * @returns the cloned texture
  121492. */
  121493. clone(): RefractionTexture;
  121494. /**
  121495. * Serialize the texture to a JSON representation you could use in Parse later on
  121496. * @returns the serialized JSON representation
  121497. */
  121498. serialize(): any;
  121499. }
  121500. }
  121501. declare module BABYLON {
  121502. /**
  121503. * Defines the options related to the creation of an HtmlElementTexture
  121504. */
  121505. export interface IHtmlElementTextureOptions {
  121506. /**
  121507. * Defines wether mip maps should be created or not.
  121508. */
  121509. generateMipMaps?: boolean;
  121510. /**
  121511. * Defines the sampling mode of the texture.
  121512. */
  121513. samplingMode?: number;
  121514. /**
  121515. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121516. */
  121517. engine: Nullable<ThinEngine>;
  121518. /**
  121519. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121520. */
  121521. scene: Nullable<Scene>;
  121522. }
  121523. /**
  121524. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121525. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121526. * is automatically managed.
  121527. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121528. * in your application.
  121529. *
  121530. * As the update is not automatic, you need to call them manually.
  121531. */
  121532. export class HtmlElementTexture extends BaseTexture {
  121533. /**
  121534. * The texture URL.
  121535. */
  121536. element: HTMLVideoElement | HTMLCanvasElement;
  121537. private static readonly DefaultOptions;
  121538. private _textureMatrix;
  121539. private _engine;
  121540. private _isVideo;
  121541. private _generateMipMaps;
  121542. private _samplingMode;
  121543. /**
  121544. * Instantiates a HtmlElementTexture from the following parameters.
  121545. *
  121546. * @param name Defines the name of the texture
  121547. * @param element Defines the video or canvas the texture is filled with
  121548. * @param options Defines the other none mandatory texture creation options
  121549. */
  121550. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121551. private _createInternalTexture;
  121552. /**
  121553. * Returns the texture matrix used in most of the material.
  121554. */
  121555. getTextureMatrix(): Matrix;
  121556. /**
  121557. * Updates the content of the texture.
  121558. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121559. */
  121560. update(invertY?: Nullable<boolean>): void;
  121561. }
  121562. }
  121563. declare module BABYLON {
  121564. /**
  121565. * Enum used to define the target of a block
  121566. */
  121567. export enum NodeMaterialBlockTargets {
  121568. /** Vertex shader */
  121569. Vertex = 1,
  121570. /** Fragment shader */
  121571. Fragment = 2,
  121572. /** Neutral */
  121573. Neutral = 4,
  121574. /** Vertex and Fragment */
  121575. VertexAndFragment = 3
  121576. }
  121577. }
  121578. declare module BABYLON {
  121579. /**
  121580. * Defines the kind of connection point for node based material
  121581. */
  121582. export enum NodeMaterialBlockConnectionPointTypes {
  121583. /** Float */
  121584. Float = 1,
  121585. /** Int */
  121586. Int = 2,
  121587. /** Vector2 */
  121588. Vector2 = 4,
  121589. /** Vector3 */
  121590. Vector3 = 8,
  121591. /** Vector4 */
  121592. Vector4 = 16,
  121593. /** Color3 */
  121594. Color3 = 32,
  121595. /** Color4 */
  121596. Color4 = 64,
  121597. /** Matrix */
  121598. Matrix = 128,
  121599. /** Detect type based on connection */
  121600. AutoDetect = 1024,
  121601. /** Output type that will be defined by input type */
  121602. BasedOnInput = 2048
  121603. }
  121604. }
  121605. declare module BABYLON {
  121606. /**
  121607. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121608. */
  121609. export enum NodeMaterialBlockConnectionPointMode {
  121610. /** Value is an uniform */
  121611. Uniform = 0,
  121612. /** Value is a mesh attribute */
  121613. Attribute = 1,
  121614. /** Value is a varying between vertex and fragment shaders */
  121615. Varying = 2,
  121616. /** Mode is undefined */
  121617. Undefined = 3
  121618. }
  121619. }
  121620. declare module BABYLON {
  121621. /**
  121622. * Enum used to define system values e.g. values automatically provided by the system
  121623. */
  121624. export enum NodeMaterialSystemValues {
  121625. /** World */
  121626. World = 1,
  121627. /** View */
  121628. View = 2,
  121629. /** Projection */
  121630. Projection = 3,
  121631. /** ViewProjection */
  121632. ViewProjection = 4,
  121633. /** WorldView */
  121634. WorldView = 5,
  121635. /** WorldViewProjection */
  121636. WorldViewProjection = 6,
  121637. /** CameraPosition */
  121638. CameraPosition = 7,
  121639. /** Fog Color */
  121640. FogColor = 8,
  121641. /** Delta time */
  121642. DeltaTime = 9
  121643. }
  121644. }
  121645. declare module BABYLON {
  121646. /**
  121647. * Root class for all node material optimizers
  121648. */
  121649. export class NodeMaterialOptimizer {
  121650. /**
  121651. * Function used to optimize a NodeMaterial graph
  121652. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121653. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121654. */
  121655. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121656. }
  121657. }
  121658. declare module BABYLON {
  121659. /**
  121660. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121661. */
  121662. export class TransformBlock extends NodeMaterialBlock {
  121663. /**
  121664. * Defines the value to use to complement W value to transform it to a Vector4
  121665. */
  121666. complementW: number;
  121667. /**
  121668. * Defines the value to use to complement z value to transform it to a Vector4
  121669. */
  121670. complementZ: number;
  121671. /**
  121672. * Creates a new TransformBlock
  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 vector input
  121683. */
  121684. readonly vector: NodeMaterialConnectionPoint;
  121685. /**
  121686. * Gets the output component
  121687. */
  121688. readonly output: NodeMaterialConnectionPoint;
  121689. /**
  121690. * Gets the matrix transform input
  121691. */
  121692. readonly transform: NodeMaterialConnectionPoint;
  121693. protected _buildBlock(state: NodeMaterialBuildState): this;
  121694. serialize(): any;
  121695. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121696. protected _dumpPropertiesCode(): string;
  121697. }
  121698. }
  121699. declare module BABYLON {
  121700. /**
  121701. * Block used to output the vertex position
  121702. */
  121703. export class VertexOutputBlock extends NodeMaterialBlock {
  121704. /**
  121705. * Creates a new VertexOutputBlock
  121706. * @param name defines the block name
  121707. */
  121708. constructor(name: string);
  121709. /**
  121710. * Gets the current class name
  121711. * @returns the class name
  121712. */
  121713. getClassName(): string;
  121714. /**
  121715. * Gets the vector input component
  121716. */
  121717. readonly vector: NodeMaterialConnectionPoint;
  121718. protected _buildBlock(state: NodeMaterialBuildState): this;
  121719. }
  121720. }
  121721. declare module BABYLON {
  121722. /**
  121723. * Block used to output the final color
  121724. */
  121725. export class FragmentOutputBlock extends NodeMaterialBlock {
  121726. /**
  121727. * Create a new FragmentOutputBlock
  121728. * @param name defines the block name
  121729. */
  121730. constructor(name: string);
  121731. /**
  121732. * Gets the current class name
  121733. * @returns the class name
  121734. */
  121735. getClassName(): string;
  121736. /**
  121737. * Gets the rgba input component
  121738. */
  121739. readonly rgba: NodeMaterialConnectionPoint;
  121740. /**
  121741. * Gets the rgb input component
  121742. */
  121743. readonly rgb: NodeMaterialConnectionPoint;
  121744. /**
  121745. * Gets the a input component
  121746. */
  121747. readonly a: NodeMaterialConnectionPoint;
  121748. protected _buildBlock(state: NodeMaterialBuildState): this;
  121749. }
  121750. }
  121751. declare module BABYLON {
  121752. /**
  121753. * Block used to read a reflection texture from a sampler
  121754. */
  121755. export class ReflectionTextureBlock extends NodeMaterialBlock {
  121756. private _define3DName;
  121757. private _defineCubicName;
  121758. private _defineExplicitName;
  121759. private _defineProjectionName;
  121760. private _defineLocalCubicName;
  121761. private _defineSphericalName;
  121762. private _definePlanarName;
  121763. private _defineEquirectangularName;
  121764. private _defineMirroredEquirectangularFixedName;
  121765. private _defineEquirectangularFixedName;
  121766. private _defineSkyboxName;
  121767. private _cubeSamplerName;
  121768. private _2DSamplerName;
  121769. private _positionUVWName;
  121770. private _directionWName;
  121771. private _reflectionCoordsName;
  121772. private _reflection2DCoordsName;
  121773. private _reflectionColorName;
  121774. private _reflectionMatrixName;
  121775. /**
  121776. * Gets or sets the texture associated with the node
  121777. */
  121778. texture: Nullable<BaseTexture>;
  121779. /**
  121780. * Create a new TextureBlock
  121781. * @param name defines the block name
  121782. */
  121783. constructor(name: string);
  121784. /**
  121785. * Gets the current class name
  121786. * @returns the class name
  121787. */
  121788. getClassName(): string;
  121789. /**
  121790. * Gets the world position input component
  121791. */
  121792. readonly position: NodeMaterialConnectionPoint;
  121793. /**
  121794. * Gets the world position input component
  121795. */
  121796. readonly worldPosition: NodeMaterialConnectionPoint;
  121797. /**
  121798. * Gets the world normal input component
  121799. */
  121800. readonly worldNormal: NodeMaterialConnectionPoint;
  121801. /**
  121802. * Gets the world input component
  121803. */
  121804. readonly world: NodeMaterialConnectionPoint;
  121805. /**
  121806. * Gets the camera (or eye) position component
  121807. */
  121808. readonly cameraPosition: NodeMaterialConnectionPoint;
  121809. /**
  121810. * Gets the view input component
  121811. */
  121812. readonly view: NodeMaterialConnectionPoint;
  121813. /**
  121814. * Gets the rgb output component
  121815. */
  121816. readonly rgb: NodeMaterialConnectionPoint;
  121817. /**
  121818. * Gets the r output component
  121819. */
  121820. readonly r: NodeMaterialConnectionPoint;
  121821. /**
  121822. * Gets the g output component
  121823. */
  121824. readonly g: NodeMaterialConnectionPoint;
  121825. /**
  121826. * Gets the b output component
  121827. */
  121828. readonly b: NodeMaterialConnectionPoint;
  121829. autoConfigure(material: NodeMaterial): void;
  121830. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121831. isReady(): boolean;
  121832. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121833. private _injectVertexCode;
  121834. private _writeOutput;
  121835. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121836. protected _dumpPropertiesCode(): string;
  121837. serialize(): any;
  121838. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121839. }
  121840. }
  121841. declare module BABYLON {
  121842. /**
  121843. * Interface used to configure the node material editor
  121844. */
  121845. export interface INodeMaterialEditorOptions {
  121846. /** Define the URl to load node editor script */
  121847. editorURL?: string;
  121848. }
  121849. /** @hidden */
  121850. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  121851. /** BONES */
  121852. NUM_BONE_INFLUENCERS: number;
  121853. BonesPerMesh: number;
  121854. BONETEXTURE: boolean;
  121855. /** MORPH TARGETS */
  121856. MORPHTARGETS: boolean;
  121857. MORPHTARGETS_NORMAL: boolean;
  121858. MORPHTARGETS_TANGENT: boolean;
  121859. MORPHTARGETS_UV: boolean;
  121860. NUM_MORPH_INFLUENCERS: number;
  121861. /** IMAGE PROCESSING */
  121862. IMAGEPROCESSING: boolean;
  121863. VIGNETTE: boolean;
  121864. VIGNETTEBLENDMODEMULTIPLY: boolean;
  121865. VIGNETTEBLENDMODEOPAQUE: boolean;
  121866. TONEMAPPING: boolean;
  121867. TONEMAPPING_ACES: boolean;
  121868. CONTRAST: boolean;
  121869. EXPOSURE: boolean;
  121870. COLORCURVES: boolean;
  121871. COLORGRADING: boolean;
  121872. COLORGRADING3D: boolean;
  121873. SAMPLER3DGREENDEPTH: boolean;
  121874. SAMPLER3DBGRMAP: boolean;
  121875. IMAGEPROCESSINGPOSTPROCESS: boolean;
  121876. /** MISC. */
  121877. BUMPDIRECTUV: number;
  121878. constructor();
  121879. setValue(name: string, value: boolean): void;
  121880. }
  121881. /**
  121882. * Class used to configure NodeMaterial
  121883. */
  121884. export interface INodeMaterialOptions {
  121885. /**
  121886. * Defines if blocks should emit comments
  121887. */
  121888. emitComments: boolean;
  121889. }
  121890. /**
  121891. * Class used to create a node based material built by assembling shader blocks
  121892. */
  121893. export class NodeMaterial extends PushMaterial {
  121894. private static _BuildIdGenerator;
  121895. private _options;
  121896. private _vertexCompilationState;
  121897. private _fragmentCompilationState;
  121898. private _sharedData;
  121899. private _buildId;
  121900. private _buildWasSuccessful;
  121901. private _cachedWorldViewMatrix;
  121902. private _cachedWorldViewProjectionMatrix;
  121903. private _optimizers;
  121904. private _animationFrame;
  121905. /** Define the URl to load node editor script */
  121906. static EditorURL: string;
  121907. private BJSNODEMATERIALEDITOR;
  121908. /** Get the inspector from bundle or global */
  121909. private _getGlobalNodeMaterialEditor;
  121910. /**
  121911. * 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)
  121912. */
  121913. ignoreAlpha: boolean;
  121914. /**
  121915. * Defines the maximum number of lights that can be used in the material
  121916. */
  121917. maxSimultaneousLights: number;
  121918. /**
  121919. * Observable raised when the material is built
  121920. */
  121921. onBuildObservable: Observable<NodeMaterial>;
  121922. /**
  121923. * Gets or sets the root nodes of the material vertex shader
  121924. */
  121925. _vertexOutputNodes: NodeMaterialBlock[];
  121926. /**
  121927. * Gets or sets the root nodes of the material fragment (pixel) shader
  121928. */
  121929. _fragmentOutputNodes: NodeMaterialBlock[];
  121930. /** Gets or sets options to control the node material overall behavior */
  121931. options: INodeMaterialOptions;
  121932. /**
  121933. * Default configuration related to image processing available in the standard Material.
  121934. */
  121935. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121936. /**
  121937. * Gets the image processing configuration used either in this material.
  121938. */
  121939. /**
  121940. * Sets the Default image processing configuration used either in the this material.
  121941. *
  121942. * If sets to null, the scene one is in use.
  121943. */
  121944. imageProcessingConfiguration: ImageProcessingConfiguration;
  121945. /**
  121946. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  121947. */
  121948. attachedBlocks: NodeMaterialBlock[];
  121949. /**
  121950. * Create a new node based material
  121951. * @param name defines the material name
  121952. * @param scene defines the hosting scene
  121953. * @param options defines creation option
  121954. */
  121955. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121956. /**
  121957. * Gets the current class name of the material e.g. "NodeMaterial"
  121958. * @returns the class name
  121959. */
  121960. getClassName(): string;
  121961. /**
  121962. * Keep track of the image processing observer to allow dispose and replace.
  121963. */
  121964. private _imageProcessingObserver;
  121965. /**
  121966. * Attaches a new image processing configuration to the Standard Material.
  121967. * @param configuration
  121968. */
  121969. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121970. /**
  121971. * Get a block by its name
  121972. * @param name defines the name of the block to retrieve
  121973. * @returns the required block or null if not found
  121974. */
  121975. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121976. /**
  121977. * Get a block by its name
  121978. * @param predicate defines the predicate used to find the good candidate
  121979. * @returns the required block or null if not found
  121980. */
  121981. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121982. /**
  121983. * Get an input block by its name
  121984. * @param predicate defines the predicate used to find the good candidate
  121985. * @returns the required input block or null if not found
  121986. */
  121987. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121988. /**
  121989. * Gets the list of input blocks attached to this material
  121990. * @returns an array of InputBlocks
  121991. */
  121992. getInputBlocks(): InputBlock[];
  121993. /**
  121994. * Adds a new optimizer to the list of optimizers
  121995. * @param optimizer defines the optimizers to add
  121996. * @returns the current material
  121997. */
  121998. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121999. /**
  122000. * Remove an optimizer from the list of optimizers
  122001. * @param optimizer defines the optimizers to remove
  122002. * @returns the current material
  122003. */
  122004. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  122005. /**
  122006. * Add a new block to the list of output nodes
  122007. * @param node defines the node to add
  122008. * @returns the current material
  122009. */
  122010. addOutputNode(node: NodeMaterialBlock): this;
  122011. /**
  122012. * Remove a block from the list of root nodes
  122013. * @param node defines the node to remove
  122014. * @returns the current material
  122015. */
  122016. removeOutputNode(node: NodeMaterialBlock): this;
  122017. private _addVertexOutputNode;
  122018. private _removeVertexOutputNode;
  122019. private _addFragmentOutputNode;
  122020. private _removeFragmentOutputNode;
  122021. /**
  122022. * Specifies if the material will require alpha blending
  122023. * @returns a boolean specifying if alpha blending is needed
  122024. */
  122025. needAlphaBlending(): boolean;
  122026. /**
  122027. * Specifies if this material should be rendered in alpha test mode
  122028. * @returns a boolean specifying if an alpha test is needed.
  122029. */
  122030. needAlphaTesting(): boolean;
  122031. private _initializeBlock;
  122032. private _resetDualBlocks;
  122033. /**
  122034. * Build the material and generates the inner effect
  122035. * @param verbose defines if the build should log activity
  122036. */
  122037. build(verbose?: boolean): void;
  122038. /**
  122039. * Runs an otpimization phase to try to improve the shader code
  122040. */
  122041. optimize(): void;
  122042. private _prepareDefinesForAttributes;
  122043. /**
  122044. * Get if the submesh is ready to be used and all its information available.
  122045. * Child classes can use it to update shaders
  122046. * @param mesh defines the mesh to check
  122047. * @param subMesh defines which submesh to check
  122048. * @param useInstances specifies that instances should be used
  122049. * @returns a boolean indicating that the submesh is ready or not
  122050. */
  122051. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122052. /**
  122053. * Get a string representing the shaders built by the current node graph
  122054. */
  122055. readonly compiledShaders: string;
  122056. /**
  122057. * Binds the world matrix to the material
  122058. * @param world defines the world transformation matrix
  122059. */
  122060. bindOnlyWorldMatrix(world: Matrix): void;
  122061. /**
  122062. * Binds the submesh to this material by preparing the effect and shader to draw
  122063. * @param world defines the world transformation matrix
  122064. * @param mesh defines the mesh containing the submesh
  122065. * @param subMesh defines the submesh to bind the material to
  122066. */
  122067. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122068. /**
  122069. * Gets the active textures from the material
  122070. * @returns an array of textures
  122071. */
  122072. getActiveTextures(): BaseTexture[];
  122073. /**
  122074. * Gets the list of texture blocks
  122075. * @returns an array of texture blocks
  122076. */
  122077. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  122078. /**
  122079. * Specifies if the material uses a texture
  122080. * @param texture defines the texture to check against the material
  122081. * @returns a boolean specifying if the material uses the texture
  122082. */
  122083. hasTexture(texture: BaseTexture): boolean;
  122084. /**
  122085. * Disposes the material
  122086. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  122087. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  122088. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  122089. */
  122090. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  122091. /** Creates the node editor window. */
  122092. private _createNodeEditor;
  122093. /**
  122094. * Launch the node material editor
  122095. * @param config Define the configuration of the editor
  122096. * @return a promise fulfilled when the node editor is visible
  122097. */
  122098. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  122099. /**
  122100. * Clear the current material
  122101. */
  122102. clear(): void;
  122103. /**
  122104. * Clear the current material and set it to a default state
  122105. */
  122106. setToDefault(): void;
  122107. /**
  122108. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  122109. * @param url defines the url to load from
  122110. * @returns a promise that will fullfil when the material is fully loaded
  122111. */
  122112. loadAsync(url: string): Promise<void>;
  122113. private _gatherBlocks;
  122114. /**
  122115. * Generate a string containing the code declaration required to create an equivalent of this material
  122116. * @returns a string
  122117. */
  122118. generateCode(): string;
  122119. /**
  122120. * Serializes this material in a JSON representation
  122121. * @returns the serialized material object
  122122. */
  122123. serialize(): any;
  122124. private _restoreConnections;
  122125. /**
  122126. * Clear the current graph and load a new one from a serialization object
  122127. * @param source defines the JSON representation of the material
  122128. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122129. */
  122130. loadFromSerialization(source: any, rootUrl?: string): void;
  122131. /**
  122132. * Creates a node material from parsed material data
  122133. * @param source defines the JSON representation of the material
  122134. * @param scene defines the hosting scene
  122135. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122136. * @returns a new node material
  122137. */
  122138. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  122139. /**
  122140. * Creates a new node material set to default basic configuration
  122141. * @param name defines the name of the material
  122142. * @param scene defines the hosting scene
  122143. * @returns a new NodeMaterial
  122144. */
  122145. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  122146. }
  122147. }
  122148. declare module BABYLON {
  122149. /**
  122150. * Block used to read a texture from a sampler
  122151. */
  122152. export class TextureBlock extends NodeMaterialBlock {
  122153. private _defineName;
  122154. private _linearDefineName;
  122155. private _samplerName;
  122156. private _transformedUVName;
  122157. private _textureTransformName;
  122158. private _textureInfoName;
  122159. private _mainUVName;
  122160. private _mainUVDefineName;
  122161. /**
  122162. * Gets or sets the texture associated with the node
  122163. */
  122164. texture: Nullable<Texture>;
  122165. /**
  122166. * Create a new TextureBlock
  122167. * @param name defines the block name
  122168. */
  122169. constructor(name: string);
  122170. /**
  122171. * Gets the current class name
  122172. * @returns the class name
  122173. */
  122174. getClassName(): string;
  122175. /**
  122176. * Gets the uv input component
  122177. */
  122178. readonly uv: NodeMaterialConnectionPoint;
  122179. /**
  122180. * Gets the rgba output component
  122181. */
  122182. readonly rgba: NodeMaterialConnectionPoint;
  122183. /**
  122184. * Gets the rgb output component
  122185. */
  122186. readonly rgb: NodeMaterialConnectionPoint;
  122187. /**
  122188. * Gets the r output component
  122189. */
  122190. readonly r: NodeMaterialConnectionPoint;
  122191. /**
  122192. * Gets the g output component
  122193. */
  122194. readonly g: NodeMaterialConnectionPoint;
  122195. /**
  122196. * Gets the b output component
  122197. */
  122198. readonly b: NodeMaterialConnectionPoint;
  122199. /**
  122200. * Gets the a output component
  122201. */
  122202. readonly a: NodeMaterialConnectionPoint;
  122203. readonly target: NodeMaterialBlockTargets;
  122204. autoConfigure(material: NodeMaterial): void;
  122205. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122206. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122207. isReady(): boolean;
  122208. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122209. private readonly _isMixed;
  122210. private _injectVertexCode;
  122211. private _writeOutput;
  122212. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  122213. protected _dumpPropertiesCode(): string;
  122214. serialize(): any;
  122215. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122216. }
  122217. }
  122218. declare module BABYLON {
  122219. /**
  122220. * Class used to store shared data between 2 NodeMaterialBuildState
  122221. */
  122222. export class NodeMaterialBuildStateSharedData {
  122223. /**
  122224. * Gets the list of emitted varyings
  122225. */
  122226. temps: string[];
  122227. /**
  122228. * Gets the list of emitted varyings
  122229. */
  122230. varyings: string[];
  122231. /**
  122232. * Gets the varying declaration string
  122233. */
  122234. varyingDeclaration: string;
  122235. /**
  122236. * Input blocks
  122237. */
  122238. inputBlocks: InputBlock[];
  122239. /**
  122240. * Input blocks
  122241. */
  122242. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  122243. /**
  122244. * Bindable blocks (Blocks that need to set data to the effect)
  122245. */
  122246. bindableBlocks: NodeMaterialBlock[];
  122247. /**
  122248. * List of blocks that can provide a compilation fallback
  122249. */
  122250. blocksWithFallbacks: NodeMaterialBlock[];
  122251. /**
  122252. * List of blocks that can provide a define update
  122253. */
  122254. blocksWithDefines: NodeMaterialBlock[];
  122255. /**
  122256. * List of blocks that can provide a repeatable content
  122257. */
  122258. repeatableContentBlocks: NodeMaterialBlock[];
  122259. /**
  122260. * List of blocks that can provide a dynamic list of uniforms
  122261. */
  122262. dynamicUniformBlocks: NodeMaterialBlock[];
  122263. /**
  122264. * List of blocks that can block the isReady function for the material
  122265. */
  122266. blockingBlocks: NodeMaterialBlock[];
  122267. /**
  122268. * Gets the list of animated inputs
  122269. */
  122270. animatedInputs: InputBlock[];
  122271. /**
  122272. * Build Id used to avoid multiple recompilations
  122273. */
  122274. buildId: number;
  122275. /** List of emitted variables */
  122276. variableNames: {
  122277. [key: string]: number;
  122278. };
  122279. /** List of emitted defines */
  122280. defineNames: {
  122281. [key: string]: number;
  122282. };
  122283. /** Should emit comments? */
  122284. emitComments: boolean;
  122285. /** Emit build activity */
  122286. verbose: boolean;
  122287. /** Gets or sets the hosting scene */
  122288. scene: Scene;
  122289. /**
  122290. * Gets the compilation hints emitted at compilation time
  122291. */
  122292. hints: {
  122293. needWorldViewMatrix: boolean;
  122294. needWorldViewProjectionMatrix: boolean;
  122295. needAlphaBlending: boolean;
  122296. needAlphaTesting: boolean;
  122297. };
  122298. /**
  122299. * List of compilation checks
  122300. */
  122301. checks: {
  122302. emitVertex: boolean;
  122303. emitFragment: boolean;
  122304. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  122305. };
  122306. /** Creates a new shared data */
  122307. constructor();
  122308. /**
  122309. * Emits console errors and exceptions if there is a failing check
  122310. */
  122311. emitErrors(): void;
  122312. }
  122313. }
  122314. declare module BABYLON {
  122315. /**
  122316. * Class used to store node based material build state
  122317. */
  122318. export class NodeMaterialBuildState {
  122319. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  122320. supportUniformBuffers: boolean;
  122321. /**
  122322. * Gets the list of emitted attributes
  122323. */
  122324. attributes: string[];
  122325. /**
  122326. * Gets the list of emitted uniforms
  122327. */
  122328. uniforms: string[];
  122329. /**
  122330. * Gets the list of emitted constants
  122331. */
  122332. constants: string[];
  122333. /**
  122334. * Gets the list of emitted samplers
  122335. */
  122336. samplers: string[];
  122337. /**
  122338. * Gets the list of emitted functions
  122339. */
  122340. functions: {
  122341. [key: string]: string;
  122342. };
  122343. /**
  122344. * Gets the list of emitted extensions
  122345. */
  122346. extensions: {
  122347. [key: string]: string;
  122348. };
  122349. /**
  122350. * Gets the target of the compilation state
  122351. */
  122352. target: NodeMaterialBlockTargets;
  122353. /**
  122354. * Gets the list of emitted counters
  122355. */
  122356. counters: {
  122357. [key: string]: number;
  122358. };
  122359. /**
  122360. * Shared data between multiple NodeMaterialBuildState instances
  122361. */
  122362. sharedData: NodeMaterialBuildStateSharedData;
  122363. /** @hidden */
  122364. _vertexState: NodeMaterialBuildState;
  122365. /** @hidden */
  122366. _attributeDeclaration: string;
  122367. /** @hidden */
  122368. _uniformDeclaration: string;
  122369. /** @hidden */
  122370. _constantDeclaration: string;
  122371. /** @hidden */
  122372. _samplerDeclaration: string;
  122373. /** @hidden */
  122374. _varyingTransfer: string;
  122375. private _repeatableContentAnchorIndex;
  122376. /** @hidden */
  122377. _builtCompilationString: string;
  122378. /**
  122379. * Gets the emitted compilation strings
  122380. */
  122381. compilationString: string;
  122382. /**
  122383. * Finalize the compilation strings
  122384. * @param state defines the current compilation state
  122385. */
  122386. finalize(state: NodeMaterialBuildState): void;
  122387. /** @hidden */
  122388. readonly _repeatableContentAnchor: string;
  122389. /** @hidden */
  122390. _getFreeVariableName(prefix: string): string;
  122391. /** @hidden */
  122392. _getFreeDefineName(prefix: string): string;
  122393. /** @hidden */
  122394. _excludeVariableName(name: string): void;
  122395. /** @hidden */
  122396. _emit2DSampler(name: string): void;
  122397. /** @hidden */
  122398. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122399. /** @hidden */
  122400. _emitExtension(name: string, extension: string): void;
  122401. /** @hidden */
  122402. _emitFunction(name: string, code: string, comments: string): void;
  122403. /** @hidden */
  122404. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122405. replaceStrings?: {
  122406. search: RegExp;
  122407. replace: string;
  122408. }[];
  122409. repeatKey?: string;
  122410. }): string;
  122411. /** @hidden */
  122412. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122413. repeatKey?: string;
  122414. removeAttributes?: boolean;
  122415. removeUniforms?: boolean;
  122416. removeVaryings?: boolean;
  122417. removeIfDef?: boolean;
  122418. replaceStrings?: {
  122419. search: RegExp;
  122420. replace: string;
  122421. }[];
  122422. }, storeKey?: string): void;
  122423. /** @hidden */
  122424. _registerTempVariable(name: string): boolean;
  122425. /** @hidden */
  122426. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122427. /** @hidden */
  122428. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122429. /** @hidden */
  122430. _emitFloat(value: number): string;
  122431. }
  122432. }
  122433. declare module BABYLON {
  122434. /**
  122435. * Defines a block that can be used inside a node based material
  122436. */
  122437. export class NodeMaterialBlock {
  122438. private _buildId;
  122439. private _buildTarget;
  122440. private _target;
  122441. private _isFinalMerger;
  122442. private _isInput;
  122443. protected _isUnique: boolean;
  122444. /** @hidden */
  122445. _codeVariableName: string;
  122446. /** @hidden */
  122447. _inputs: NodeMaterialConnectionPoint[];
  122448. /** @hidden */
  122449. _outputs: NodeMaterialConnectionPoint[];
  122450. /** @hidden */
  122451. _preparationId: number;
  122452. /**
  122453. * Gets or sets the name of the block
  122454. */
  122455. name: string;
  122456. /**
  122457. * Gets or sets the unique id of the node
  122458. */
  122459. uniqueId: number;
  122460. /**
  122461. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122462. */
  122463. readonly isUnique: boolean;
  122464. /**
  122465. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122466. */
  122467. readonly isFinalMerger: boolean;
  122468. /**
  122469. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122470. */
  122471. readonly isInput: boolean;
  122472. /**
  122473. * Gets or sets the build Id
  122474. */
  122475. buildId: number;
  122476. /**
  122477. * Gets or sets the target of the block
  122478. */
  122479. target: NodeMaterialBlockTargets;
  122480. /**
  122481. * Gets the list of input points
  122482. */
  122483. readonly inputs: NodeMaterialConnectionPoint[];
  122484. /** Gets the list of output points */
  122485. readonly outputs: NodeMaterialConnectionPoint[];
  122486. /**
  122487. * Find an input by its name
  122488. * @param name defines the name of the input to look for
  122489. * @returns the input or null if not found
  122490. */
  122491. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122492. /**
  122493. * Find an output by its name
  122494. * @param name defines the name of the outputto look for
  122495. * @returns the output or null if not found
  122496. */
  122497. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122498. /**
  122499. * Creates a new NodeMaterialBlock
  122500. * @param name defines the block name
  122501. * @param target defines the target of that block (Vertex by default)
  122502. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122503. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122504. */
  122505. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122506. /**
  122507. * Initialize the block and prepare the context for build
  122508. * @param state defines the state that will be used for the build
  122509. */
  122510. initialize(state: NodeMaterialBuildState): void;
  122511. /**
  122512. * Bind data to effect. Will only be called for blocks with isBindable === true
  122513. * @param effect defines the effect to bind data to
  122514. * @param nodeMaterial defines the hosting NodeMaterial
  122515. * @param mesh defines the mesh that will be rendered
  122516. */
  122517. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122518. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122519. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122520. protected _writeFloat(value: number): string;
  122521. /**
  122522. * Gets the current class name e.g. "NodeMaterialBlock"
  122523. * @returns the class name
  122524. */
  122525. getClassName(): string;
  122526. /**
  122527. * Register a new input. Must be called inside a block constructor
  122528. * @param name defines the connection point name
  122529. * @param type defines the connection point type
  122530. * @param isOptional defines a boolean indicating that this input can be omitted
  122531. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122532. * @returns the current block
  122533. */
  122534. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122535. /**
  122536. * Register a new output. Must be called inside a block constructor
  122537. * @param name defines the connection point name
  122538. * @param type defines the connection point type
  122539. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122540. * @returns the current block
  122541. */
  122542. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122543. /**
  122544. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122545. * @param forOutput defines an optional connection point to check compatibility with
  122546. * @returns the first available input or null
  122547. */
  122548. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122549. /**
  122550. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122551. * @param forBlock defines an optional block to check compatibility with
  122552. * @returns the first available input or null
  122553. */
  122554. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122555. /**
  122556. * Gets the sibling of the given output
  122557. * @param current defines the current output
  122558. * @returns the next output in the list or null
  122559. */
  122560. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122561. /**
  122562. * Connect current block with another block
  122563. * @param other defines the block to connect with
  122564. * @param options define the various options to help pick the right connections
  122565. * @returns the current block
  122566. */
  122567. connectTo(other: NodeMaterialBlock, options?: {
  122568. input?: string;
  122569. output?: string;
  122570. outputSwizzle?: string;
  122571. }): this | undefined;
  122572. protected _buildBlock(state: NodeMaterialBuildState): void;
  122573. /**
  122574. * Add uniforms, samplers and uniform buffers at compilation time
  122575. * @param state defines the state to update
  122576. * @param nodeMaterial defines the node material requesting the update
  122577. * @param defines defines the material defines to update
  122578. * @param uniformBuffers defines the list of uniform buffer names
  122579. */
  122580. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122581. /**
  122582. * Add potential fallbacks if shader compilation fails
  122583. * @param mesh defines the mesh to be rendered
  122584. * @param fallbacks defines the current prioritized list of fallbacks
  122585. */
  122586. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122587. /**
  122588. * Initialize defines for shader compilation
  122589. * @param mesh defines the mesh to be rendered
  122590. * @param nodeMaterial defines the node material requesting the update
  122591. * @param defines defines the material defines to update
  122592. * @param useInstances specifies that instances should be used
  122593. */
  122594. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122595. /**
  122596. * Update defines for shader compilation
  122597. * @param mesh defines the mesh to be rendered
  122598. * @param nodeMaterial defines the node material requesting the update
  122599. * @param defines defines the material defines to update
  122600. * @param useInstances specifies that instances should be used
  122601. */
  122602. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122603. /**
  122604. * Lets the block try to connect some inputs automatically
  122605. * @param material defines the hosting NodeMaterial
  122606. */
  122607. autoConfigure(material: NodeMaterial): void;
  122608. /**
  122609. * Function called when a block is declared as repeatable content generator
  122610. * @param vertexShaderState defines the current compilation state for the vertex shader
  122611. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122612. * @param mesh defines the mesh to be rendered
  122613. * @param defines defines the material defines to update
  122614. */
  122615. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122616. /**
  122617. * Checks if the block is ready
  122618. * @param mesh defines the mesh to be rendered
  122619. * @param nodeMaterial defines the node material requesting the update
  122620. * @param defines defines the material defines to update
  122621. * @param useInstances specifies that instances should be used
  122622. * @returns true if the block is ready
  122623. */
  122624. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122625. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122626. private _processBuild;
  122627. /**
  122628. * Compile the current node and generate the shader code
  122629. * @param state defines the current compilation state (uniforms, samplers, current string)
  122630. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122631. * @returns true if already built
  122632. */
  122633. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122634. protected _inputRename(name: string): string;
  122635. protected _outputRename(name: string): string;
  122636. protected _dumpPropertiesCode(): string;
  122637. /** @hidden */
  122638. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122639. /** @hidden */
  122640. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122641. /**
  122642. * Clone the current block to a new identical block
  122643. * @param scene defines the hosting scene
  122644. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122645. * @returns a copy of the current block
  122646. */
  122647. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122648. /**
  122649. * Serializes this block in a JSON representation
  122650. * @returns the serialized block object
  122651. */
  122652. serialize(): any;
  122653. /** @hidden */
  122654. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122655. /**
  122656. * Release resources
  122657. */
  122658. dispose(): void;
  122659. }
  122660. }
  122661. declare module BABYLON {
  122662. /**
  122663. * Enum defining the type of animations supported by InputBlock
  122664. */
  122665. export enum AnimatedInputBlockTypes {
  122666. /** No animation */
  122667. None = 0,
  122668. /** Time based animation. Will only work for floats */
  122669. Time = 1
  122670. }
  122671. }
  122672. declare module BABYLON {
  122673. /**
  122674. * Block used to expose an input value
  122675. */
  122676. export class InputBlock extends NodeMaterialBlock {
  122677. private _mode;
  122678. private _associatedVariableName;
  122679. private _storedValue;
  122680. private _valueCallback;
  122681. private _type;
  122682. private _animationType;
  122683. /** Gets or set a value used to limit the range of float values */
  122684. min: number;
  122685. /** Gets or set a value used to limit the range of float values */
  122686. max: number;
  122687. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122688. matrixMode: number;
  122689. /** @hidden */
  122690. _systemValue: Nullable<NodeMaterialSystemValues>;
  122691. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122692. visibleInInspector: boolean;
  122693. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122694. isConstant: boolean;
  122695. /**
  122696. * Gets or sets the connection point type (default is float)
  122697. */
  122698. readonly type: NodeMaterialBlockConnectionPointTypes;
  122699. /**
  122700. * Creates a new InputBlock
  122701. * @param name defines the block name
  122702. * @param target defines the target of that block (Vertex by default)
  122703. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122704. */
  122705. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122706. /**
  122707. * Gets the output component
  122708. */
  122709. readonly output: NodeMaterialConnectionPoint;
  122710. /**
  122711. * Set the source of this connection point to a vertex attribute
  122712. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122713. * @returns the current connection point
  122714. */
  122715. setAsAttribute(attributeName?: string): InputBlock;
  122716. /**
  122717. * Set the source of this connection point to a system value
  122718. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  122719. * @returns the current connection point
  122720. */
  122721. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  122722. /**
  122723. * Gets or sets the value of that point.
  122724. * Please note that this value will be ignored if valueCallback is defined
  122725. */
  122726. value: any;
  122727. /**
  122728. * Gets or sets a callback used to get the value of that point.
  122729. * Please note that setting this value will force the connection point to ignore the value property
  122730. */
  122731. valueCallback: () => any;
  122732. /**
  122733. * Gets or sets the associated variable name in the shader
  122734. */
  122735. associatedVariableName: string;
  122736. /** Gets or sets the type of animation applied to the input */
  122737. animationType: AnimatedInputBlockTypes;
  122738. /**
  122739. * Gets a boolean indicating that this connection point not defined yet
  122740. */
  122741. readonly isUndefined: boolean;
  122742. /**
  122743. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  122744. * In this case the connection point name must be the name of the uniform to use.
  122745. * Can only be set on inputs
  122746. */
  122747. isUniform: boolean;
  122748. /**
  122749. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  122750. * In this case the connection point name must be the name of the attribute to use
  122751. * Can only be set on inputs
  122752. */
  122753. isAttribute: boolean;
  122754. /**
  122755. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  122756. * Can only be set on exit points
  122757. */
  122758. isVarying: boolean;
  122759. /**
  122760. * Gets a boolean indicating that the current connection point is a system value
  122761. */
  122762. readonly isSystemValue: boolean;
  122763. /**
  122764. * Gets or sets the current well known value or null if not defined as a system value
  122765. */
  122766. systemValue: Nullable<NodeMaterialSystemValues>;
  122767. /**
  122768. * Gets the current class name
  122769. * @returns the class name
  122770. */
  122771. getClassName(): string;
  122772. /**
  122773. * Animate the input if animationType !== None
  122774. * @param scene defines the rendering scene
  122775. */
  122776. animate(scene: Scene): void;
  122777. private _emitDefine;
  122778. initialize(state: NodeMaterialBuildState): void;
  122779. /**
  122780. * Set the input block to its default value (based on its type)
  122781. */
  122782. setDefaultValue(): void;
  122783. private _emitConstant;
  122784. private _emit;
  122785. /** @hidden */
  122786. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  122787. /** @hidden */
  122788. _transmit(effect: Effect, scene: Scene): void;
  122789. protected _buildBlock(state: NodeMaterialBuildState): void;
  122790. protected _dumpPropertiesCode(): string;
  122791. serialize(): any;
  122792. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122793. }
  122794. }
  122795. declare module BABYLON {
  122796. /**
  122797. * Enum used to define the compatibility state between two connection points
  122798. */
  122799. export enum NodeMaterialConnectionPointCompatibilityStates {
  122800. /** Points are compatibles */
  122801. Compatible = 0,
  122802. /** Points are incompatible because of their types */
  122803. TypeIncompatible = 1,
  122804. /** Points are incompatible because of their targets (vertex vs fragment) */
  122805. TargetIncompatible = 2
  122806. }
  122807. /**
  122808. * Defines a connection point for a block
  122809. */
  122810. export class NodeMaterialConnectionPoint {
  122811. /** @hidden */
  122812. _ownerBlock: NodeMaterialBlock;
  122813. /** @hidden */
  122814. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122815. private _endpoints;
  122816. private _associatedVariableName;
  122817. /** @hidden */
  122818. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122819. /** @hidden */
  122820. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122821. private _type;
  122822. /** @hidden */
  122823. _enforceAssociatedVariableName: boolean;
  122824. /**
  122825. * Gets or sets the additional types supported by this connection point
  122826. */
  122827. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122828. /**
  122829. * Gets or sets the additional types excluded by this connection point
  122830. */
  122831. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122832. /**
  122833. * Observable triggered when this point is connected
  122834. */
  122835. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  122836. /**
  122837. * Gets or sets the associated variable name in the shader
  122838. */
  122839. associatedVariableName: string;
  122840. /**
  122841. * Gets or sets the connection point type (default is float)
  122842. */
  122843. type: NodeMaterialBlockConnectionPointTypes;
  122844. /**
  122845. * Gets or sets the connection point name
  122846. */
  122847. name: string;
  122848. /**
  122849. * Gets or sets a boolean indicating that this connection point can be omitted
  122850. */
  122851. isOptional: boolean;
  122852. /**
  122853. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  122854. */
  122855. define: string;
  122856. /** @hidden */
  122857. _prioritizeVertex: boolean;
  122858. private _target;
  122859. /** Gets or sets the target of that connection point */
  122860. target: NodeMaterialBlockTargets;
  122861. /**
  122862. * Gets a boolean indicating that the current point is connected
  122863. */
  122864. readonly isConnected: boolean;
  122865. /**
  122866. * Gets a boolean indicating that the current point is connected to an input block
  122867. */
  122868. readonly isConnectedToInputBlock: boolean;
  122869. /**
  122870. * Gets a the connected input block (if any)
  122871. */
  122872. readonly connectInputBlock: Nullable<InputBlock>;
  122873. /** Get the other side of the connection (if any) */
  122874. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122875. /** Get the block that owns this connection point */
  122876. readonly ownerBlock: NodeMaterialBlock;
  122877. /** Get the block connected on the other side of this connection (if any) */
  122878. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  122879. /** Get the block connected on the endpoints of this connection (if any) */
  122880. readonly connectedBlocks: Array<NodeMaterialBlock>;
  122881. /** Gets the list of connected endpoints */
  122882. readonly endpoints: NodeMaterialConnectionPoint[];
  122883. /** Gets a boolean indicating if that output point is connected to at least one input */
  122884. readonly hasEndpoints: boolean;
  122885. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  122886. readonly isConnectedInVertexShader: boolean;
  122887. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  122888. readonly isConnectedInFragmentShader: boolean;
  122889. /**
  122890. * Creates a new connection point
  122891. * @param name defines the connection point name
  122892. * @param ownerBlock defines the block hosting this connection point
  122893. */
  122894. constructor(name: string, ownerBlock: NodeMaterialBlock);
  122895. /**
  122896. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  122897. * @returns the class name
  122898. */
  122899. getClassName(): string;
  122900. /**
  122901. * Gets a boolean indicating if the current point can be connected to another point
  122902. * @param connectionPoint defines the other connection point
  122903. * @returns a boolean
  122904. */
  122905. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  122906. /**
  122907. * Gets a number indicating if the current point can be connected to another point
  122908. * @param connectionPoint defines the other connection point
  122909. * @returns a number defining the compatibility state
  122910. */
  122911. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  122912. /**
  122913. * Connect this point to another connection point
  122914. * @param connectionPoint defines the other connection point
  122915. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  122916. * @returns the current connection point
  122917. */
  122918. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  122919. /**
  122920. * Disconnect this point from one of his endpoint
  122921. * @param endpoint defines the other connection point
  122922. * @returns the current connection point
  122923. */
  122924. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  122925. /**
  122926. * Serializes this point in a JSON representation
  122927. * @returns the serialized point object
  122928. */
  122929. serialize(): any;
  122930. /**
  122931. * Release resources
  122932. */
  122933. dispose(): void;
  122934. }
  122935. }
  122936. declare module BABYLON {
  122937. /**
  122938. * Block used to add support for vertex skinning (bones)
  122939. */
  122940. export class BonesBlock extends NodeMaterialBlock {
  122941. /**
  122942. * Creates a new BonesBlock
  122943. * @param name defines the block name
  122944. */
  122945. constructor(name: string);
  122946. /**
  122947. * Initialize the block and prepare the context for build
  122948. * @param state defines the state that will be used for the build
  122949. */
  122950. initialize(state: NodeMaterialBuildState): void;
  122951. /**
  122952. * Gets the current class name
  122953. * @returns the class name
  122954. */
  122955. getClassName(): string;
  122956. /**
  122957. * Gets the matrix indices input component
  122958. */
  122959. readonly matricesIndices: NodeMaterialConnectionPoint;
  122960. /**
  122961. * Gets the matrix weights input component
  122962. */
  122963. readonly matricesWeights: NodeMaterialConnectionPoint;
  122964. /**
  122965. * Gets the extra matrix indices input component
  122966. */
  122967. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  122968. /**
  122969. * Gets the extra matrix weights input component
  122970. */
  122971. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  122972. /**
  122973. * Gets the world input component
  122974. */
  122975. readonly world: NodeMaterialConnectionPoint;
  122976. /**
  122977. * Gets the output component
  122978. */
  122979. readonly output: NodeMaterialConnectionPoint;
  122980. autoConfigure(material: NodeMaterial): void;
  122981. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122982. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122983. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122984. protected _buildBlock(state: NodeMaterialBuildState): this;
  122985. }
  122986. }
  122987. declare module BABYLON {
  122988. /**
  122989. * Block used to add support for instances
  122990. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  122991. */
  122992. export class InstancesBlock extends NodeMaterialBlock {
  122993. /**
  122994. * Creates a new InstancesBlock
  122995. * @param name defines the block name
  122996. */
  122997. constructor(name: string);
  122998. /**
  122999. * Gets the current class name
  123000. * @returns the class name
  123001. */
  123002. getClassName(): string;
  123003. /**
  123004. * Gets the first world row input component
  123005. */
  123006. readonly world0: NodeMaterialConnectionPoint;
  123007. /**
  123008. * Gets the second world row input component
  123009. */
  123010. readonly world1: NodeMaterialConnectionPoint;
  123011. /**
  123012. * Gets the third world row input component
  123013. */
  123014. readonly world2: NodeMaterialConnectionPoint;
  123015. /**
  123016. * Gets the forth world row input component
  123017. */
  123018. readonly world3: NodeMaterialConnectionPoint;
  123019. /**
  123020. * Gets the world input component
  123021. */
  123022. readonly world: NodeMaterialConnectionPoint;
  123023. /**
  123024. * Gets the output component
  123025. */
  123026. readonly output: NodeMaterialConnectionPoint;
  123027. autoConfigure(material: NodeMaterial): void;
  123028. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  123029. protected _buildBlock(state: NodeMaterialBuildState): this;
  123030. }
  123031. }
  123032. declare module BABYLON {
  123033. /**
  123034. * Block used to add morph targets support to vertex shader
  123035. */
  123036. export class MorphTargetsBlock extends NodeMaterialBlock {
  123037. private _repeatableContentAnchor;
  123038. private _repeatebleContentGenerated;
  123039. /**
  123040. * Create a new MorphTargetsBlock
  123041. * @param name defines the block name
  123042. */
  123043. constructor(name: string);
  123044. /**
  123045. * Gets the current class name
  123046. * @returns the class name
  123047. */
  123048. getClassName(): string;
  123049. /**
  123050. * Gets the position input component
  123051. */
  123052. readonly position: NodeMaterialConnectionPoint;
  123053. /**
  123054. * Gets the normal input component
  123055. */
  123056. readonly normal: NodeMaterialConnectionPoint;
  123057. /**
  123058. * Gets the tangent input component
  123059. */
  123060. readonly tangent: NodeMaterialConnectionPoint;
  123061. /**
  123062. * Gets the tangent input component
  123063. */
  123064. readonly uv: NodeMaterialConnectionPoint;
  123065. /**
  123066. * Gets the position output component
  123067. */
  123068. readonly positionOutput: NodeMaterialConnectionPoint;
  123069. /**
  123070. * Gets the normal output component
  123071. */
  123072. readonly normalOutput: NodeMaterialConnectionPoint;
  123073. /**
  123074. * Gets the tangent output component
  123075. */
  123076. readonly tangentOutput: NodeMaterialConnectionPoint;
  123077. /**
  123078. * Gets the tangent output component
  123079. */
  123080. readonly uvOutput: NodeMaterialConnectionPoint;
  123081. initialize(state: NodeMaterialBuildState): void;
  123082. autoConfigure(material: NodeMaterial): void;
  123083. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123084. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123085. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  123086. protected _buildBlock(state: NodeMaterialBuildState): this;
  123087. }
  123088. }
  123089. declare module BABYLON {
  123090. /**
  123091. * Block used to get data information from a light
  123092. */
  123093. export class LightInformationBlock extends NodeMaterialBlock {
  123094. private _lightDataUniformName;
  123095. private _lightColorUniformName;
  123096. private _lightTypeDefineName;
  123097. /**
  123098. * Gets or sets the light associated with this block
  123099. */
  123100. light: Nullable<Light>;
  123101. /**
  123102. * Creates a new LightInformationBlock
  123103. * @param name defines the block name
  123104. */
  123105. constructor(name: string);
  123106. /**
  123107. * Gets the current class name
  123108. * @returns the class name
  123109. */
  123110. getClassName(): string;
  123111. /**
  123112. * Gets the world position input component
  123113. */
  123114. readonly worldPosition: NodeMaterialConnectionPoint;
  123115. /**
  123116. * Gets the direction output component
  123117. */
  123118. readonly direction: NodeMaterialConnectionPoint;
  123119. /**
  123120. * Gets the direction output component
  123121. */
  123122. readonly color: NodeMaterialConnectionPoint;
  123123. /**
  123124. * Gets the direction output component
  123125. */
  123126. readonly intensity: NodeMaterialConnectionPoint;
  123127. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123128. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123129. protected _buildBlock(state: NodeMaterialBuildState): this;
  123130. serialize(): any;
  123131. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123132. }
  123133. }
  123134. declare module BABYLON {
  123135. /**
  123136. * Block used to add image processing support to fragment shader
  123137. */
  123138. export class ImageProcessingBlock extends NodeMaterialBlock {
  123139. /**
  123140. * Create a new ImageProcessingBlock
  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 color input component
  123151. */
  123152. readonly color: NodeMaterialConnectionPoint;
  123153. /**
  123154. * Gets the output component
  123155. */
  123156. readonly output: NodeMaterialConnectionPoint;
  123157. /**
  123158. * Initialize the block and prepare the context for build
  123159. * @param state defines the state that will be used for the build
  123160. */
  123161. initialize(state: NodeMaterialBuildState): void;
  123162. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  123163. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123164. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123165. protected _buildBlock(state: NodeMaterialBuildState): this;
  123166. }
  123167. }
  123168. declare module BABYLON {
  123169. /**
  123170. * Block used to pertub normals based on a normal map
  123171. */
  123172. export class PerturbNormalBlock extends NodeMaterialBlock {
  123173. private _tangentSpaceParameterName;
  123174. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  123175. invertX: boolean;
  123176. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  123177. invertY: boolean;
  123178. /**
  123179. * Create a new PerturbNormalBlock
  123180. * @param name defines the block name
  123181. */
  123182. constructor(name: string);
  123183. /**
  123184. * Gets the current class name
  123185. * @returns the class name
  123186. */
  123187. getClassName(): string;
  123188. /**
  123189. * Gets the world position input component
  123190. */
  123191. readonly worldPosition: NodeMaterialConnectionPoint;
  123192. /**
  123193. * Gets the world normal input component
  123194. */
  123195. readonly worldNormal: NodeMaterialConnectionPoint;
  123196. /**
  123197. * Gets the uv input component
  123198. */
  123199. readonly uv: NodeMaterialConnectionPoint;
  123200. /**
  123201. * Gets the normal map color input component
  123202. */
  123203. readonly normalMapColor: NodeMaterialConnectionPoint;
  123204. /**
  123205. * Gets the strength input component
  123206. */
  123207. readonly strength: NodeMaterialConnectionPoint;
  123208. /**
  123209. * Gets the output component
  123210. */
  123211. readonly output: NodeMaterialConnectionPoint;
  123212. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123213. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123214. autoConfigure(material: NodeMaterial): void;
  123215. protected _buildBlock(state: NodeMaterialBuildState): this;
  123216. protected _dumpPropertiesCode(): string;
  123217. serialize(): any;
  123218. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123219. }
  123220. }
  123221. declare module BABYLON {
  123222. /**
  123223. * Block used to discard a pixel if a value is smaller than a cutoff
  123224. */
  123225. export class DiscardBlock extends NodeMaterialBlock {
  123226. /**
  123227. * Create a new DiscardBlock
  123228. * @param name defines the block name
  123229. */
  123230. constructor(name: string);
  123231. /**
  123232. * Gets the current class name
  123233. * @returns the class name
  123234. */
  123235. getClassName(): string;
  123236. /**
  123237. * Gets the color input component
  123238. */
  123239. readonly value: NodeMaterialConnectionPoint;
  123240. /**
  123241. * Gets the cutoff input component
  123242. */
  123243. readonly cutoff: NodeMaterialConnectionPoint;
  123244. protected _buildBlock(state: NodeMaterialBuildState): this;
  123245. }
  123246. }
  123247. declare module BABYLON {
  123248. /**
  123249. * Block used to test if the fragment shader is front facing
  123250. */
  123251. export class FrontFacingBlock extends NodeMaterialBlock {
  123252. /**
  123253. * Creates a new FrontFacingBlock
  123254. * @param name defines the block name
  123255. */
  123256. constructor(name: string);
  123257. /**
  123258. * Gets the current class name
  123259. * @returns the class name
  123260. */
  123261. getClassName(): string;
  123262. /**
  123263. * Gets the output component
  123264. */
  123265. readonly output: NodeMaterialConnectionPoint;
  123266. protected _buildBlock(state: NodeMaterialBuildState): this;
  123267. }
  123268. }
  123269. declare module BABYLON {
  123270. /**
  123271. * Block used to add support for scene fog
  123272. */
  123273. export class FogBlock extends NodeMaterialBlock {
  123274. private _fogDistanceName;
  123275. private _fogParameters;
  123276. /**
  123277. * Create a new FogBlock
  123278. * @param name defines the block name
  123279. */
  123280. constructor(name: string);
  123281. /**
  123282. * Gets the current class name
  123283. * @returns the class name
  123284. */
  123285. getClassName(): string;
  123286. /**
  123287. * Gets the world position input component
  123288. */
  123289. readonly worldPosition: NodeMaterialConnectionPoint;
  123290. /**
  123291. * Gets the view input component
  123292. */
  123293. readonly view: NodeMaterialConnectionPoint;
  123294. /**
  123295. * Gets the color input component
  123296. */
  123297. readonly input: NodeMaterialConnectionPoint;
  123298. /**
  123299. * Gets the fog color input component
  123300. */
  123301. readonly fogColor: NodeMaterialConnectionPoint;
  123302. /**
  123303. * Gets the output component
  123304. */
  123305. readonly output: NodeMaterialConnectionPoint;
  123306. autoConfigure(material: NodeMaterial): void;
  123307. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123308. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123309. protected _buildBlock(state: NodeMaterialBuildState): this;
  123310. }
  123311. }
  123312. declare module BABYLON {
  123313. /**
  123314. * Block used to add light in the fragment shader
  123315. */
  123316. export class LightBlock extends NodeMaterialBlock {
  123317. private _lightId;
  123318. /**
  123319. * Gets or sets the light associated with this block
  123320. */
  123321. light: Nullable<Light>;
  123322. /**
  123323. * Create a new LightBlock
  123324. * @param name defines the block name
  123325. */
  123326. constructor(name: string);
  123327. /**
  123328. * Gets the current class name
  123329. * @returns the class name
  123330. */
  123331. getClassName(): string;
  123332. /**
  123333. * Gets the world position input component
  123334. */
  123335. readonly worldPosition: NodeMaterialConnectionPoint;
  123336. /**
  123337. * Gets the world normal input component
  123338. */
  123339. readonly worldNormal: NodeMaterialConnectionPoint;
  123340. /**
  123341. * Gets the camera (or eye) position component
  123342. */
  123343. readonly cameraPosition: NodeMaterialConnectionPoint;
  123344. /**
  123345. * Gets the glossiness component
  123346. */
  123347. readonly glossiness: NodeMaterialConnectionPoint;
  123348. /**
  123349. * Gets the glossinness power component
  123350. */
  123351. readonly glossPower: NodeMaterialConnectionPoint;
  123352. /**
  123353. * Gets the diffuse color component
  123354. */
  123355. readonly diffuseColor: NodeMaterialConnectionPoint;
  123356. /**
  123357. * Gets the specular color component
  123358. */
  123359. readonly specularColor: NodeMaterialConnectionPoint;
  123360. /**
  123361. * Gets the diffuse output component
  123362. */
  123363. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123364. /**
  123365. * Gets the specular output component
  123366. */
  123367. readonly specularOutput: NodeMaterialConnectionPoint;
  123368. autoConfigure(material: NodeMaterial): void;
  123369. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123370. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123371. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123372. private _injectVertexCode;
  123373. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123374. serialize(): any;
  123375. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123376. }
  123377. }
  123378. declare module BABYLON {
  123379. /**
  123380. * Block used to multiply 2 values
  123381. */
  123382. export class MultiplyBlock extends NodeMaterialBlock {
  123383. /**
  123384. * Creates a new MultiplyBlock
  123385. * @param name defines the block name
  123386. */
  123387. constructor(name: string);
  123388. /**
  123389. * Gets the current class name
  123390. * @returns the class name
  123391. */
  123392. getClassName(): string;
  123393. /**
  123394. * Gets the left operand input component
  123395. */
  123396. readonly left: NodeMaterialConnectionPoint;
  123397. /**
  123398. * Gets the right operand input component
  123399. */
  123400. readonly right: NodeMaterialConnectionPoint;
  123401. /**
  123402. * Gets the output component
  123403. */
  123404. readonly output: NodeMaterialConnectionPoint;
  123405. protected _buildBlock(state: NodeMaterialBuildState): this;
  123406. }
  123407. }
  123408. declare module BABYLON {
  123409. /**
  123410. * Block used to add 2 vectors
  123411. */
  123412. export class AddBlock extends NodeMaterialBlock {
  123413. /**
  123414. * Creates a new AddBlock
  123415. * @param name defines the block name
  123416. */
  123417. constructor(name: string);
  123418. /**
  123419. * Gets the current class name
  123420. * @returns the class name
  123421. */
  123422. getClassName(): string;
  123423. /**
  123424. * Gets the left operand input component
  123425. */
  123426. readonly left: NodeMaterialConnectionPoint;
  123427. /**
  123428. * Gets the right operand input component
  123429. */
  123430. readonly right: NodeMaterialConnectionPoint;
  123431. /**
  123432. * Gets the output component
  123433. */
  123434. readonly output: NodeMaterialConnectionPoint;
  123435. protected _buildBlock(state: NodeMaterialBuildState): this;
  123436. }
  123437. }
  123438. declare module BABYLON {
  123439. /**
  123440. * Block used to scale a vector by a float
  123441. */
  123442. export class ScaleBlock extends NodeMaterialBlock {
  123443. /**
  123444. * Creates a new ScaleBlock
  123445. * @param name defines the block name
  123446. */
  123447. constructor(name: string);
  123448. /**
  123449. * Gets the current class name
  123450. * @returns the class name
  123451. */
  123452. getClassName(): string;
  123453. /**
  123454. * Gets the input component
  123455. */
  123456. readonly input: NodeMaterialConnectionPoint;
  123457. /**
  123458. * Gets the factor input component
  123459. */
  123460. readonly factor: NodeMaterialConnectionPoint;
  123461. /**
  123462. * Gets the output component
  123463. */
  123464. readonly output: NodeMaterialConnectionPoint;
  123465. protected _buildBlock(state: NodeMaterialBuildState): this;
  123466. }
  123467. }
  123468. declare module BABYLON {
  123469. /**
  123470. * Block used to clamp a float
  123471. */
  123472. export class ClampBlock extends NodeMaterialBlock {
  123473. /** Gets or sets the minimum range */
  123474. minimum: number;
  123475. /** Gets or sets the maximum range */
  123476. maximum: number;
  123477. /**
  123478. * Creates a new ClampBlock
  123479. * @param name defines the block name
  123480. */
  123481. constructor(name: string);
  123482. /**
  123483. * Gets the current class name
  123484. * @returns the class name
  123485. */
  123486. getClassName(): string;
  123487. /**
  123488. * Gets the value input component
  123489. */
  123490. readonly value: NodeMaterialConnectionPoint;
  123491. /**
  123492. * Gets the output component
  123493. */
  123494. readonly output: NodeMaterialConnectionPoint;
  123495. protected _buildBlock(state: NodeMaterialBuildState): this;
  123496. protected _dumpPropertiesCode(): string;
  123497. serialize(): any;
  123498. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123499. }
  123500. }
  123501. declare module BABYLON {
  123502. /**
  123503. * Block used to apply a cross product between 2 vectors
  123504. */
  123505. export class CrossBlock extends NodeMaterialBlock {
  123506. /**
  123507. * Creates a new CrossBlock
  123508. * @param name defines the block name
  123509. */
  123510. constructor(name: string);
  123511. /**
  123512. * Gets the current class name
  123513. * @returns the class name
  123514. */
  123515. getClassName(): string;
  123516. /**
  123517. * Gets the left operand input component
  123518. */
  123519. readonly left: NodeMaterialConnectionPoint;
  123520. /**
  123521. * Gets the right operand input component
  123522. */
  123523. readonly right: NodeMaterialConnectionPoint;
  123524. /**
  123525. * Gets the output component
  123526. */
  123527. readonly output: NodeMaterialConnectionPoint;
  123528. protected _buildBlock(state: NodeMaterialBuildState): this;
  123529. }
  123530. }
  123531. declare module BABYLON {
  123532. /**
  123533. * Block used to apply a dot product between 2 vectors
  123534. */
  123535. export class DotBlock extends NodeMaterialBlock {
  123536. /**
  123537. * Creates a new DotBlock
  123538. * @param name defines the block name
  123539. */
  123540. constructor(name: string);
  123541. /**
  123542. * Gets the current class name
  123543. * @returns the class name
  123544. */
  123545. getClassName(): string;
  123546. /**
  123547. * Gets the left operand input component
  123548. */
  123549. readonly left: NodeMaterialConnectionPoint;
  123550. /**
  123551. * Gets the right operand input component
  123552. */
  123553. readonly right: NodeMaterialConnectionPoint;
  123554. /**
  123555. * Gets the output component
  123556. */
  123557. readonly output: NodeMaterialConnectionPoint;
  123558. protected _buildBlock(state: NodeMaterialBuildState): this;
  123559. }
  123560. }
  123561. declare module BABYLON {
  123562. /**
  123563. * Block used to remap a float from a range to a new one
  123564. */
  123565. export class RemapBlock extends NodeMaterialBlock {
  123566. /**
  123567. * Gets or sets the source range
  123568. */
  123569. sourceRange: Vector2;
  123570. /**
  123571. * Gets or sets the target range
  123572. */
  123573. targetRange: Vector2;
  123574. /**
  123575. * Creates a new RemapBlock
  123576. * @param name defines the block name
  123577. */
  123578. constructor(name: string);
  123579. /**
  123580. * Gets the current class name
  123581. * @returns the class name
  123582. */
  123583. getClassName(): string;
  123584. /**
  123585. * Gets the input component
  123586. */
  123587. readonly input: NodeMaterialConnectionPoint;
  123588. /**
  123589. * Gets the source min input component
  123590. */
  123591. readonly sourceMin: NodeMaterialConnectionPoint;
  123592. /**
  123593. * Gets the source max input component
  123594. */
  123595. readonly sourceMax: NodeMaterialConnectionPoint;
  123596. /**
  123597. * Gets the target min input component
  123598. */
  123599. readonly targetMin: NodeMaterialConnectionPoint;
  123600. /**
  123601. * Gets the target max input component
  123602. */
  123603. readonly targetMax: NodeMaterialConnectionPoint;
  123604. /**
  123605. * Gets the output component
  123606. */
  123607. readonly output: NodeMaterialConnectionPoint;
  123608. protected _buildBlock(state: NodeMaterialBuildState): this;
  123609. protected _dumpPropertiesCode(): string;
  123610. serialize(): any;
  123611. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123612. }
  123613. }
  123614. declare module BABYLON {
  123615. /**
  123616. * Block used to normalize a vector
  123617. */
  123618. export class NormalizeBlock extends NodeMaterialBlock {
  123619. /**
  123620. * Creates a new NormalizeBlock
  123621. * @param name defines the block name
  123622. */
  123623. constructor(name: string);
  123624. /**
  123625. * Gets the current class name
  123626. * @returns the class name
  123627. */
  123628. getClassName(): string;
  123629. /**
  123630. * Gets the input component
  123631. */
  123632. readonly input: NodeMaterialConnectionPoint;
  123633. /**
  123634. * Gets the output component
  123635. */
  123636. readonly output: NodeMaterialConnectionPoint;
  123637. protected _buildBlock(state: NodeMaterialBuildState): this;
  123638. }
  123639. }
  123640. declare module BABYLON {
  123641. /**
  123642. * Operations supported by the Trigonometry block
  123643. */
  123644. export enum TrigonometryBlockOperations {
  123645. /** Cos */
  123646. Cos = 0,
  123647. /** Sin */
  123648. Sin = 1,
  123649. /** Abs */
  123650. Abs = 2,
  123651. /** Exp */
  123652. Exp = 3,
  123653. /** Exp2 */
  123654. Exp2 = 4,
  123655. /** Round */
  123656. Round = 5,
  123657. /** Floor */
  123658. Floor = 6,
  123659. /** Ceiling */
  123660. Ceiling = 7,
  123661. /** Square root */
  123662. Sqrt = 8,
  123663. /** Log */
  123664. Log = 9,
  123665. /** Tangent */
  123666. Tan = 10,
  123667. /** Arc tangent */
  123668. ArcTan = 11,
  123669. /** Arc cosinus */
  123670. ArcCos = 12,
  123671. /** Arc sinus */
  123672. ArcSin = 13,
  123673. /** Fraction */
  123674. Fract = 14,
  123675. /** Sign */
  123676. Sign = 15,
  123677. /** To radians (from degrees) */
  123678. Radians = 16,
  123679. /** To degrees (from radians) */
  123680. Degrees = 17
  123681. }
  123682. /**
  123683. * Block used to apply trigonometry operation to floats
  123684. */
  123685. export class TrigonometryBlock extends NodeMaterialBlock {
  123686. /**
  123687. * Gets or sets the operation applied by the block
  123688. */
  123689. operation: TrigonometryBlockOperations;
  123690. /**
  123691. * Creates a new TrigonometryBlock
  123692. * @param name defines the block name
  123693. */
  123694. constructor(name: string);
  123695. /**
  123696. * Gets the current class name
  123697. * @returns the class name
  123698. */
  123699. getClassName(): string;
  123700. /**
  123701. * Gets the input component
  123702. */
  123703. readonly input: NodeMaterialConnectionPoint;
  123704. /**
  123705. * Gets the output component
  123706. */
  123707. readonly output: NodeMaterialConnectionPoint;
  123708. protected _buildBlock(state: NodeMaterialBuildState): this;
  123709. serialize(): any;
  123710. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123711. protected _dumpPropertiesCode(): string;
  123712. }
  123713. }
  123714. declare module BABYLON {
  123715. /**
  123716. * Block used to create a Color3/4 out of individual inputs (one for each component)
  123717. */
  123718. export class ColorMergerBlock extends NodeMaterialBlock {
  123719. /**
  123720. * Create a new ColorMergerBlock
  123721. * @param name defines the block name
  123722. */
  123723. constructor(name: string);
  123724. /**
  123725. * Gets the current class name
  123726. * @returns the class name
  123727. */
  123728. getClassName(): string;
  123729. /**
  123730. * Gets the r component (input)
  123731. */
  123732. readonly r: NodeMaterialConnectionPoint;
  123733. /**
  123734. * Gets the g component (input)
  123735. */
  123736. readonly g: NodeMaterialConnectionPoint;
  123737. /**
  123738. * Gets the b component (input)
  123739. */
  123740. readonly b: NodeMaterialConnectionPoint;
  123741. /**
  123742. * Gets the a component (input)
  123743. */
  123744. readonly a: NodeMaterialConnectionPoint;
  123745. /**
  123746. * Gets the rgba component (output)
  123747. */
  123748. readonly rgba: NodeMaterialConnectionPoint;
  123749. /**
  123750. * Gets the rgb component (output)
  123751. */
  123752. readonly rgb: NodeMaterialConnectionPoint;
  123753. protected _buildBlock(state: NodeMaterialBuildState): this;
  123754. }
  123755. }
  123756. declare module BABYLON {
  123757. /**
  123758. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  123759. */
  123760. export class VectorMergerBlock extends NodeMaterialBlock {
  123761. /**
  123762. * Create a new VectorMergerBlock
  123763. * @param name defines the block name
  123764. */
  123765. constructor(name: string);
  123766. /**
  123767. * Gets the current class name
  123768. * @returns the class name
  123769. */
  123770. getClassName(): string;
  123771. /**
  123772. * Gets the x component (input)
  123773. */
  123774. readonly x: NodeMaterialConnectionPoint;
  123775. /**
  123776. * Gets the y component (input)
  123777. */
  123778. readonly y: NodeMaterialConnectionPoint;
  123779. /**
  123780. * Gets the z component (input)
  123781. */
  123782. readonly z: NodeMaterialConnectionPoint;
  123783. /**
  123784. * Gets the w component (input)
  123785. */
  123786. readonly w: NodeMaterialConnectionPoint;
  123787. /**
  123788. * Gets the xyzw component (output)
  123789. */
  123790. readonly xyzw: NodeMaterialConnectionPoint;
  123791. /**
  123792. * Gets the xyz component (output)
  123793. */
  123794. readonly xyz: NodeMaterialConnectionPoint;
  123795. /**
  123796. * Gets the xy component (output)
  123797. */
  123798. readonly xy: NodeMaterialConnectionPoint;
  123799. protected _buildBlock(state: NodeMaterialBuildState): this;
  123800. }
  123801. }
  123802. declare module BABYLON {
  123803. /**
  123804. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  123805. */
  123806. export class ColorSplitterBlock extends NodeMaterialBlock {
  123807. /**
  123808. * Create a new ColorSplitterBlock
  123809. * @param name defines the block name
  123810. */
  123811. constructor(name: string);
  123812. /**
  123813. * Gets the current class name
  123814. * @returns the class name
  123815. */
  123816. getClassName(): string;
  123817. /**
  123818. * Gets the rgba component (input)
  123819. */
  123820. readonly rgba: NodeMaterialConnectionPoint;
  123821. /**
  123822. * Gets the rgb component (input)
  123823. */
  123824. readonly rgbIn: NodeMaterialConnectionPoint;
  123825. /**
  123826. * Gets the rgb component (output)
  123827. */
  123828. readonly rgbOut: NodeMaterialConnectionPoint;
  123829. /**
  123830. * Gets the r component (output)
  123831. */
  123832. readonly r: NodeMaterialConnectionPoint;
  123833. /**
  123834. * Gets the g component (output)
  123835. */
  123836. readonly g: NodeMaterialConnectionPoint;
  123837. /**
  123838. * Gets the b component (output)
  123839. */
  123840. readonly b: NodeMaterialConnectionPoint;
  123841. /**
  123842. * Gets the a component (output)
  123843. */
  123844. readonly a: NodeMaterialConnectionPoint;
  123845. protected _inputRename(name: string): string;
  123846. protected _outputRename(name: string): string;
  123847. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123848. }
  123849. }
  123850. declare module BABYLON {
  123851. /**
  123852. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  123853. */
  123854. export class VectorSplitterBlock extends NodeMaterialBlock {
  123855. /**
  123856. * Create a new VectorSplitterBlock
  123857. * @param name defines the block name
  123858. */
  123859. constructor(name: string);
  123860. /**
  123861. * Gets the current class name
  123862. * @returns the class name
  123863. */
  123864. getClassName(): string;
  123865. /**
  123866. * Gets the xyzw component (input)
  123867. */
  123868. readonly xyzw: NodeMaterialConnectionPoint;
  123869. /**
  123870. * Gets the xyz component (input)
  123871. */
  123872. readonly xyzIn: NodeMaterialConnectionPoint;
  123873. /**
  123874. * Gets the xy component (input)
  123875. */
  123876. readonly xyIn: NodeMaterialConnectionPoint;
  123877. /**
  123878. * Gets the xyz component (output)
  123879. */
  123880. readonly xyzOut: NodeMaterialConnectionPoint;
  123881. /**
  123882. * Gets the xy component (output)
  123883. */
  123884. readonly xyOut: NodeMaterialConnectionPoint;
  123885. /**
  123886. * Gets the x component (output)
  123887. */
  123888. readonly x: NodeMaterialConnectionPoint;
  123889. /**
  123890. * Gets the y component (output)
  123891. */
  123892. readonly y: NodeMaterialConnectionPoint;
  123893. /**
  123894. * Gets the z component (output)
  123895. */
  123896. readonly z: NodeMaterialConnectionPoint;
  123897. /**
  123898. * Gets the w component (output)
  123899. */
  123900. readonly w: NodeMaterialConnectionPoint;
  123901. protected _inputRename(name: string): string;
  123902. protected _outputRename(name: string): string;
  123903. protected _buildBlock(state: NodeMaterialBuildState): this;
  123904. }
  123905. }
  123906. declare module BABYLON {
  123907. /**
  123908. * Block used to lerp between 2 values
  123909. */
  123910. export class LerpBlock extends NodeMaterialBlock {
  123911. /**
  123912. * Creates a new LerpBlock
  123913. * @param name defines the block name
  123914. */
  123915. constructor(name: string);
  123916. /**
  123917. * Gets the current class name
  123918. * @returns the class name
  123919. */
  123920. getClassName(): string;
  123921. /**
  123922. * Gets the left operand input component
  123923. */
  123924. readonly left: NodeMaterialConnectionPoint;
  123925. /**
  123926. * Gets the right operand input component
  123927. */
  123928. readonly right: NodeMaterialConnectionPoint;
  123929. /**
  123930. * Gets the gradient operand input component
  123931. */
  123932. readonly gradient: NodeMaterialConnectionPoint;
  123933. /**
  123934. * Gets the output component
  123935. */
  123936. readonly output: NodeMaterialConnectionPoint;
  123937. protected _buildBlock(state: NodeMaterialBuildState): this;
  123938. }
  123939. }
  123940. declare module BABYLON {
  123941. /**
  123942. * Block used to divide 2 vectors
  123943. */
  123944. export class DivideBlock extends NodeMaterialBlock {
  123945. /**
  123946. * Creates a new DivideBlock
  123947. * @param name defines the block name
  123948. */
  123949. constructor(name: string);
  123950. /**
  123951. * Gets the current class name
  123952. * @returns the class name
  123953. */
  123954. getClassName(): string;
  123955. /**
  123956. * Gets the left operand input component
  123957. */
  123958. readonly left: NodeMaterialConnectionPoint;
  123959. /**
  123960. * Gets the right operand input component
  123961. */
  123962. readonly right: NodeMaterialConnectionPoint;
  123963. /**
  123964. * Gets the output component
  123965. */
  123966. readonly output: NodeMaterialConnectionPoint;
  123967. protected _buildBlock(state: NodeMaterialBuildState): this;
  123968. }
  123969. }
  123970. declare module BABYLON {
  123971. /**
  123972. * Block used to subtract 2 vectors
  123973. */
  123974. export class SubtractBlock extends NodeMaterialBlock {
  123975. /**
  123976. * Creates a new SubtractBlock
  123977. * @param name defines the block name
  123978. */
  123979. constructor(name: string);
  123980. /**
  123981. * Gets the current class name
  123982. * @returns the class name
  123983. */
  123984. getClassName(): string;
  123985. /**
  123986. * Gets the left operand input component
  123987. */
  123988. readonly left: NodeMaterialConnectionPoint;
  123989. /**
  123990. * Gets the right operand input component
  123991. */
  123992. readonly right: NodeMaterialConnectionPoint;
  123993. /**
  123994. * Gets the output component
  123995. */
  123996. readonly output: NodeMaterialConnectionPoint;
  123997. protected _buildBlock(state: NodeMaterialBuildState): this;
  123998. }
  123999. }
  124000. declare module BABYLON {
  124001. /**
  124002. * Block used to step a value
  124003. */
  124004. export class StepBlock extends NodeMaterialBlock {
  124005. /**
  124006. * Creates a new StepBlock
  124007. * @param name defines the block name
  124008. */
  124009. constructor(name: string);
  124010. /**
  124011. * Gets the current class name
  124012. * @returns the class name
  124013. */
  124014. getClassName(): string;
  124015. /**
  124016. * Gets the value operand input component
  124017. */
  124018. readonly value: NodeMaterialConnectionPoint;
  124019. /**
  124020. * Gets the edge operand input component
  124021. */
  124022. readonly edge: NodeMaterialConnectionPoint;
  124023. /**
  124024. * Gets the output component
  124025. */
  124026. readonly output: NodeMaterialConnectionPoint;
  124027. protected _buildBlock(state: NodeMaterialBuildState): this;
  124028. }
  124029. }
  124030. declare module BABYLON {
  124031. /**
  124032. * Block used to get the opposite (1 - x) of a value
  124033. */
  124034. export class OneMinusBlock extends NodeMaterialBlock {
  124035. /**
  124036. * Creates a new OneMinusBlock
  124037. * @param name defines the block name
  124038. */
  124039. constructor(name: string);
  124040. /**
  124041. * Gets the current class name
  124042. * @returns the class name
  124043. */
  124044. getClassName(): string;
  124045. /**
  124046. * Gets the input component
  124047. */
  124048. readonly input: NodeMaterialConnectionPoint;
  124049. /**
  124050. * Gets the output component
  124051. */
  124052. readonly output: NodeMaterialConnectionPoint;
  124053. protected _buildBlock(state: NodeMaterialBuildState): this;
  124054. }
  124055. }
  124056. declare module BABYLON {
  124057. /**
  124058. * Block used to get the view direction
  124059. */
  124060. export class ViewDirectionBlock extends NodeMaterialBlock {
  124061. /**
  124062. * Creates a new ViewDirectionBlock
  124063. * @param name defines the block name
  124064. */
  124065. constructor(name: string);
  124066. /**
  124067. * Gets the current class name
  124068. * @returns the class name
  124069. */
  124070. getClassName(): string;
  124071. /**
  124072. * Gets the world position component
  124073. */
  124074. readonly worldPosition: NodeMaterialConnectionPoint;
  124075. /**
  124076. * Gets the camera position component
  124077. */
  124078. readonly cameraPosition: NodeMaterialConnectionPoint;
  124079. /**
  124080. * Gets the output component
  124081. */
  124082. readonly output: NodeMaterialConnectionPoint;
  124083. autoConfigure(material: NodeMaterial): void;
  124084. protected _buildBlock(state: NodeMaterialBuildState): this;
  124085. }
  124086. }
  124087. declare module BABYLON {
  124088. /**
  124089. * Block used to compute fresnel value
  124090. */
  124091. export class FresnelBlock extends NodeMaterialBlock {
  124092. /**
  124093. * Create a new FresnelBlock
  124094. * @param name defines the block name
  124095. */
  124096. constructor(name: string);
  124097. /**
  124098. * Gets the current class name
  124099. * @returns the class name
  124100. */
  124101. getClassName(): string;
  124102. /**
  124103. * Gets the world normal input component
  124104. */
  124105. readonly worldNormal: NodeMaterialConnectionPoint;
  124106. /**
  124107. * Gets the view direction input component
  124108. */
  124109. readonly viewDirection: NodeMaterialConnectionPoint;
  124110. /**
  124111. * Gets the bias input component
  124112. */
  124113. readonly bias: NodeMaterialConnectionPoint;
  124114. /**
  124115. * Gets the camera (or eye) position component
  124116. */
  124117. readonly power: NodeMaterialConnectionPoint;
  124118. /**
  124119. * Gets the fresnel output component
  124120. */
  124121. readonly fresnel: NodeMaterialConnectionPoint;
  124122. autoConfigure(material: NodeMaterial): void;
  124123. protected _buildBlock(state: NodeMaterialBuildState): this;
  124124. }
  124125. }
  124126. declare module BABYLON {
  124127. /**
  124128. * Block used to get the max of 2 values
  124129. */
  124130. export class MaxBlock extends NodeMaterialBlock {
  124131. /**
  124132. * Creates a new MaxBlock
  124133. * @param name defines the block name
  124134. */
  124135. constructor(name: string);
  124136. /**
  124137. * Gets the current class name
  124138. * @returns the class name
  124139. */
  124140. getClassName(): string;
  124141. /**
  124142. * Gets the left operand input component
  124143. */
  124144. readonly left: NodeMaterialConnectionPoint;
  124145. /**
  124146. * Gets the right operand input component
  124147. */
  124148. readonly right: NodeMaterialConnectionPoint;
  124149. /**
  124150. * Gets the output component
  124151. */
  124152. readonly output: NodeMaterialConnectionPoint;
  124153. protected _buildBlock(state: NodeMaterialBuildState): this;
  124154. }
  124155. }
  124156. declare module BABYLON {
  124157. /**
  124158. * Block used to get the min of 2 values
  124159. */
  124160. export class MinBlock extends NodeMaterialBlock {
  124161. /**
  124162. * Creates a new MinBlock
  124163. * @param name defines the block name
  124164. */
  124165. constructor(name: string);
  124166. /**
  124167. * Gets the current class name
  124168. * @returns the class name
  124169. */
  124170. getClassName(): string;
  124171. /**
  124172. * Gets the left operand input component
  124173. */
  124174. readonly left: NodeMaterialConnectionPoint;
  124175. /**
  124176. * Gets the right operand input component
  124177. */
  124178. readonly right: NodeMaterialConnectionPoint;
  124179. /**
  124180. * Gets the output component
  124181. */
  124182. readonly output: NodeMaterialConnectionPoint;
  124183. protected _buildBlock(state: NodeMaterialBuildState): this;
  124184. }
  124185. }
  124186. declare module BABYLON {
  124187. /**
  124188. * Block used to get the distance between 2 values
  124189. */
  124190. export class DistanceBlock extends NodeMaterialBlock {
  124191. /**
  124192. * Creates a new DistanceBlock
  124193. * @param name defines the block name
  124194. */
  124195. constructor(name: string);
  124196. /**
  124197. * Gets the current class name
  124198. * @returns the class name
  124199. */
  124200. getClassName(): string;
  124201. /**
  124202. * Gets the left operand input component
  124203. */
  124204. readonly left: NodeMaterialConnectionPoint;
  124205. /**
  124206. * Gets the right operand input component
  124207. */
  124208. readonly right: NodeMaterialConnectionPoint;
  124209. /**
  124210. * Gets the output component
  124211. */
  124212. readonly output: NodeMaterialConnectionPoint;
  124213. protected _buildBlock(state: NodeMaterialBuildState): this;
  124214. }
  124215. }
  124216. declare module BABYLON {
  124217. /**
  124218. * Block used to get the length of a vector
  124219. */
  124220. export class LengthBlock extends NodeMaterialBlock {
  124221. /**
  124222. * Creates a new LengthBlock
  124223. * @param name defines the block name
  124224. */
  124225. constructor(name: string);
  124226. /**
  124227. * Gets the current class name
  124228. * @returns the class name
  124229. */
  124230. getClassName(): string;
  124231. /**
  124232. * Gets the value input component
  124233. */
  124234. readonly value: NodeMaterialConnectionPoint;
  124235. /**
  124236. * Gets the output component
  124237. */
  124238. readonly output: NodeMaterialConnectionPoint;
  124239. protected _buildBlock(state: NodeMaterialBuildState): this;
  124240. }
  124241. }
  124242. declare module BABYLON {
  124243. /**
  124244. * Block used to get negative version of a value (i.e. x * -1)
  124245. */
  124246. export class NegateBlock extends NodeMaterialBlock {
  124247. /**
  124248. * Creates a new NegateBlock
  124249. * @param name defines the block name
  124250. */
  124251. constructor(name: string);
  124252. /**
  124253. * Gets the current class name
  124254. * @returns the class name
  124255. */
  124256. getClassName(): string;
  124257. /**
  124258. * Gets the value input component
  124259. */
  124260. readonly value: NodeMaterialConnectionPoint;
  124261. /**
  124262. * Gets the output component
  124263. */
  124264. readonly output: NodeMaterialConnectionPoint;
  124265. protected _buildBlock(state: NodeMaterialBuildState): this;
  124266. }
  124267. }
  124268. declare module BABYLON {
  124269. /**
  124270. * Block used to get the value of the first parameter raised to the power of the second
  124271. */
  124272. export class PowBlock extends NodeMaterialBlock {
  124273. /**
  124274. * Creates a new PowBlock
  124275. * @param name defines the block name
  124276. */
  124277. constructor(name: string);
  124278. /**
  124279. * Gets the current class name
  124280. * @returns the class name
  124281. */
  124282. getClassName(): string;
  124283. /**
  124284. * Gets the value operand input component
  124285. */
  124286. readonly value: NodeMaterialConnectionPoint;
  124287. /**
  124288. * Gets the power operand input component
  124289. */
  124290. readonly power: NodeMaterialConnectionPoint;
  124291. /**
  124292. * Gets the output component
  124293. */
  124294. readonly output: NodeMaterialConnectionPoint;
  124295. protected _buildBlock(state: NodeMaterialBuildState): this;
  124296. }
  124297. }
  124298. declare module BABYLON {
  124299. /**
  124300. * Block used to get a random number
  124301. */
  124302. export class RandomNumberBlock extends NodeMaterialBlock {
  124303. /**
  124304. * Creates a new RandomNumberBlock
  124305. * @param name defines the block name
  124306. */
  124307. constructor(name: string);
  124308. /**
  124309. * Gets the current class name
  124310. * @returns the class name
  124311. */
  124312. getClassName(): string;
  124313. /**
  124314. * Gets the seed input component
  124315. */
  124316. readonly seed: NodeMaterialConnectionPoint;
  124317. /**
  124318. * Gets the output component
  124319. */
  124320. readonly output: NodeMaterialConnectionPoint;
  124321. protected _buildBlock(state: NodeMaterialBuildState): this;
  124322. }
  124323. }
  124324. declare module BABYLON {
  124325. /**
  124326. * Block used to compute arc tangent of 2 values
  124327. */
  124328. export class ArcTan2Block extends NodeMaterialBlock {
  124329. /**
  124330. * Creates a new ArcTan2Block
  124331. * @param name defines the block name
  124332. */
  124333. constructor(name: string);
  124334. /**
  124335. * Gets the current class name
  124336. * @returns the class name
  124337. */
  124338. getClassName(): string;
  124339. /**
  124340. * Gets the x operand input component
  124341. */
  124342. readonly x: NodeMaterialConnectionPoint;
  124343. /**
  124344. * Gets the y operand input component
  124345. */
  124346. readonly y: NodeMaterialConnectionPoint;
  124347. /**
  124348. * Gets the output component
  124349. */
  124350. readonly output: NodeMaterialConnectionPoint;
  124351. protected _buildBlock(state: NodeMaterialBuildState): this;
  124352. }
  124353. }
  124354. declare module BABYLON {
  124355. /**
  124356. * Block used to smooth step a value
  124357. */
  124358. export class SmoothStepBlock extends NodeMaterialBlock {
  124359. /**
  124360. * Creates a new SmoothStepBlock
  124361. * @param name defines the block name
  124362. */
  124363. constructor(name: string);
  124364. /**
  124365. * Gets the current class name
  124366. * @returns the class name
  124367. */
  124368. getClassName(): string;
  124369. /**
  124370. * Gets the value operand input component
  124371. */
  124372. readonly value: NodeMaterialConnectionPoint;
  124373. /**
  124374. * Gets the first edge operand input component
  124375. */
  124376. readonly edge0: NodeMaterialConnectionPoint;
  124377. /**
  124378. * Gets the second edge operand input component
  124379. */
  124380. readonly edge1: NodeMaterialConnectionPoint;
  124381. /**
  124382. * Gets the output component
  124383. */
  124384. readonly output: NodeMaterialConnectionPoint;
  124385. protected _buildBlock(state: NodeMaterialBuildState): this;
  124386. }
  124387. }
  124388. declare module BABYLON {
  124389. /**
  124390. * Block used to get the reciprocal (1 / x) of a value
  124391. */
  124392. export class ReciprocalBlock extends NodeMaterialBlock {
  124393. /**
  124394. * Creates a new ReciprocalBlock
  124395. * @param name defines the block name
  124396. */
  124397. constructor(name: string);
  124398. /**
  124399. * Gets the current class name
  124400. * @returns the class name
  124401. */
  124402. getClassName(): string;
  124403. /**
  124404. * Gets the input component
  124405. */
  124406. readonly input: NodeMaterialConnectionPoint;
  124407. /**
  124408. * Gets the output component
  124409. */
  124410. readonly output: NodeMaterialConnectionPoint;
  124411. protected _buildBlock(state: NodeMaterialBuildState): this;
  124412. }
  124413. }
  124414. declare module BABYLON {
  124415. /**
  124416. * Block used to replace a color by another one
  124417. */
  124418. export class ReplaceColorBlock extends NodeMaterialBlock {
  124419. /**
  124420. * Creates a new ReplaceColorBlock
  124421. * @param name defines the block name
  124422. */
  124423. constructor(name: string);
  124424. /**
  124425. * Gets the current class name
  124426. * @returns the class name
  124427. */
  124428. getClassName(): string;
  124429. /**
  124430. * Gets the value input component
  124431. */
  124432. readonly value: NodeMaterialConnectionPoint;
  124433. /**
  124434. * Gets the reference input component
  124435. */
  124436. readonly reference: NodeMaterialConnectionPoint;
  124437. /**
  124438. * Gets the distance input component
  124439. */
  124440. readonly distance: NodeMaterialConnectionPoint;
  124441. /**
  124442. * Gets the replacement input component
  124443. */
  124444. readonly replacement: NodeMaterialConnectionPoint;
  124445. /**
  124446. * Gets the output component
  124447. */
  124448. readonly output: NodeMaterialConnectionPoint;
  124449. protected _buildBlock(state: NodeMaterialBuildState): this;
  124450. }
  124451. }
  124452. declare module BABYLON {
  124453. /**
  124454. * Block used to posterize a value
  124455. * @see https://en.wikipedia.org/wiki/Posterization
  124456. */
  124457. export class PosterizeBlock extends NodeMaterialBlock {
  124458. /**
  124459. * Creates a new PosterizeBlock
  124460. * @param name defines the block name
  124461. */
  124462. constructor(name: string);
  124463. /**
  124464. * Gets the current class name
  124465. * @returns the class name
  124466. */
  124467. getClassName(): string;
  124468. /**
  124469. * Gets the value input component
  124470. */
  124471. readonly value: NodeMaterialConnectionPoint;
  124472. /**
  124473. * Gets the steps input component
  124474. */
  124475. readonly steps: NodeMaterialConnectionPoint;
  124476. /**
  124477. * Gets the output component
  124478. */
  124479. readonly output: NodeMaterialConnectionPoint;
  124480. protected _buildBlock(state: NodeMaterialBuildState): this;
  124481. }
  124482. }
  124483. declare module BABYLON {
  124484. /**
  124485. * Operations supported by the Wave block
  124486. */
  124487. export enum WaveBlockKind {
  124488. /** SawTooth */
  124489. SawTooth = 0,
  124490. /** Square */
  124491. Square = 1,
  124492. /** Triangle */
  124493. Triangle = 2
  124494. }
  124495. /**
  124496. * Block used to apply wave operation to floats
  124497. */
  124498. export class WaveBlock extends NodeMaterialBlock {
  124499. /**
  124500. * Gets or sets the kibnd of wave to be applied by the block
  124501. */
  124502. kind: WaveBlockKind;
  124503. /**
  124504. * Creates a new WaveBlock
  124505. * @param name defines the block name
  124506. */
  124507. constructor(name: string);
  124508. /**
  124509. * Gets the current class name
  124510. * @returns the class name
  124511. */
  124512. getClassName(): string;
  124513. /**
  124514. * Gets the input component
  124515. */
  124516. readonly input: NodeMaterialConnectionPoint;
  124517. /**
  124518. * Gets the output component
  124519. */
  124520. readonly output: NodeMaterialConnectionPoint;
  124521. protected _buildBlock(state: NodeMaterialBuildState): this;
  124522. serialize(): any;
  124523. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124524. }
  124525. }
  124526. declare module BABYLON {
  124527. /**
  124528. * Class used to store a color step for the GradientBlock
  124529. */
  124530. export class GradientBlockColorStep {
  124531. /**
  124532. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124533. */
  124534. step: number;
  124535. /**
  124536. * Gets or sets the color associated with this step
  124537. */
  124538. color: Color3;
  124539. /**
  124540. * Creates a new GradientBlockColorStep
  124541. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124542. * @param color defines the color associated with this step
  124543. */
  124544. constructor(
  124545. /**
  124546. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124547. */
  124548. step: number,
  124549. /**
  124550. * Gets or sets the color associated with this step
  124551. */
  124552. color: Color3);
  124553. }
  124554. /**
  124555. * Block used to return a color from a gradient based on an input value between 0 and 1
  124556. */
  124557. export class GradientBlock extends NodeMaterialBlock {
  124558. /**
  124559. * Gets or sets the list of color steps
  124560. */
  124561. colorSteps: GradientBlockColorStep[];
  124562. /**
  124563. * Creates a new GradientBlock
  124564. * @param name defines the block name
  124565. */
  124566. constructor(name: string);
  124567. /**
  124568. * Gets the current class name
  124569. * @returns the class name
  124570. */
  124571. getClassName(): string;
  124572. /**
  124573. * Gets the gradient input component
  124574. */
  124575. readonly gradient: NodeMaterialConnectionPoint;
  124576. /**
  124577. * Gets the output component
  124578. */
  124579. readonly output: NodeMaterialConnectionPoint;
  124580. private _writeColorConstant;
  124581. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124582. serialize(): any;
  124583. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124584. protected _dumpPropertiesCode(): string;
  124585. }
  124586. }
  124587. declare module BABYLON {
  124588. /**
  124589. * Block used to normalize lerp between 2 values
  124590. */
  124591. export class NLerpBlock extends NodeMaterialBlock {
  124592. /**
  124593. * Creates a new NLerpBlock
  124594. * @param name defines the block name
  124595. */
  124596. constructor(name: string);
  124597. /**
  124598. * Gets the current class name
  124599. * @returns the class name
  124600. */
  124601. getClassName(): string;
  124602. /**
  124603. * Gets the left operand input component
  124604. */
  124605. readonly left: NodeMaterialConnectionPoint;
  124606. /**
  124607. * Gets the right operand input component
  124608. */
  124609. readonly right: NodeMaterialConnectionPoint;
  124610. /**
  124611. * Gets the gradient operand input component
  124612. */
  124613. readonly gradient: NodeMaterialConnectionPoint;
  124614. /**
  124615. * Gets the output component
  124616. */
  124617. readonly output: NodeMaterialConnectionPoint;
  124618. protected _buildBlock(state: NodeMaterialBuildState): this;
  124619. }
  124620. }
  124621. declare module BABYLON {
  124622. /**
  124623. * block used to Generate a Worley Noise 3D Noise Pattern
  124624. */
  124625. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  124626. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  124627. manhattanDistance: boolean;
  124628. /**
  124629. * Creates a new WorleyNoise3DBlock
  124630. * @param name defines the block name
  124631. */
  124632. constructor(name: string);
  124633. /**
  124634. * Gets the current class name
  124635. * @returns the class name
  124636. */
  124637. getClassName(): string;
  124638. /**
  124639. * Gets the position input component
  124640. */
  124641. readonly position: NodeMaterialConnectionPoint;
  124642. /**
  124643. * Gets the jitter input component
  124644. */
  124645. readonly jitter: NodeMaterialConnectionPoint;
  124646. /**
  124647. * Gets the output component
  124648. */
  124649. readonly output: NodeMaterialConnectionPoint;
  124650. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124651. /**
  124652. * Exposes the properties to the UI?
  124653. */
  124654. protected _dumpPropertiesCode(): string;
  124655. /**
  124656. * Exposes the properties to the Seralize?
  124657. */
  124658. serialize(): any;
  124659. /**
  124660. * Exposes the properties to the deseralize?
  124661. */
  124662. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124663. }
  124664. }
  124665. declare module BABYLON {
  124666. /**
  124667. * block used to Generate a Simplex Perlin 3d Noise Pattern
  124668. */
  124669. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  124670. /**
  124671. * Creates a new SimplexPerlin3DBlock
  124672. * @param name defines the block name
  124673. */
  124674. constructor(name: string);
  124675. /**
  124676. * Gets the current class name
  124677. * @returns the class name
  124678. */
  124679. getClassName(): string;
  124680. /**
  124681. * Gets the position operand input component
  124682. */
  124683. readonly position: NodeMaterialConnectionPoint;
  124684. /**
  124685. * Gets the output component
  124686. */
  124687. readonly output: NodeMaterialConnectionPoint;
  124688. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124689. }
  124690. }
  124691. declare module BABYLON {
  124692. /**
  124693. * Effect Render Options
  124694. */
  124695. export interface IEffectRendererOptions {
  124696. /**
  124697. * Defines the vertices positions.
  124698. */
  124699. positions?: number[];
  124700. /**
  124701. * Defines the indices.
  124702. */
  124703. indices?: number[];
  124704. }
  124705. /**
  124706. * Helper class to render one or more effects
  124707. */
  124708. export class EffectRenderer {
  124709. private engine;
  124710. private static _DefaultOptions;
  124711. private _vertexBuffers;
  124712. private _indexBuffer;
  124713. private _ringBufferIndex;
  124714. private _ringScreenBuffer;
  124715. private _fullscreenViewport;
  124716. private _getNextFrameBuffer;
  124717. /**
  124718. * Creates an effect renderer
  124719. * @param engine the engine to use for rendering
  124720. * @param options defines the options of the effect renderer
  124721. */
  124722. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  124723. /**
  124724. * Sets the current viewport in normalized coordinates 0-1
  124725. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  124726. */
  124727. setViewport(viewport?: Viewport): void;
  124728. /**
  124729. * Binds the embedded attributes buffer to the effect.
  124730. * @param effect Defines the effect to bind the attributes for
  124731. */
  124732. bindBuffers(effect: Effect): void;
  124733. /**
  124734. * Sets the current effect wrapper to use during draw.
  124735. * The effect needs to be ready before calling this api.
  124736. * This also sets the default full screen position attribute.
  124737. * @param effectWrapper Defines the effect to draw with
  124738. */
  124739. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  124740. /**
  124741. * Draws a full screen quad.
  124742. */
  124743. draw(): void;
  124744. /**
  124745. * renders one or more effects to a specified texture
  124746. * @param effectWrappers list of effects to renderer
  124747. * @param outputTexture texture to draw to, if null it will render to the screen
  124748. */
  124749. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  124750. /**
  124751. * Disposes of the effect renderer
  124752. */
  124753. dispose(): void;
  124754. }
  124755. /**
  124756. * Options to create an EffectWrapper
  124757. */
  124758. interface EffectWrapperCreationOptions {
  124759. /**
  124760. * Engine to use to create the effect
  124761. */
  124762. engine: ThinEngine;
  124763. /**
  124764. * Fragment shader for the effect
  124765. */
  124766. fragmentShader: string;
  124767. /**
  124768. * Vertex shader for the effect
  124769. */
  124770. vertexShader?: string;
  124771. /**
  124772. * Attributes to use in the shader
  124773. */
  124774. attributeNames?: Array<string>;
  124775. /**
  124776. * Uniforms to use in the shader
  124777. */
  124778. uniformNames?: Array<string>;
  124779. /**
  124780. * Texture sampler names to use in the shader
  124781. */
  124782. samplerNames?: Array<string>;
  124783. /**
  124784. * The friendly name of the effect displayed in Spector.
  124785. */
  124786. name?: string;
  124787. }
  124788. /**
  124789. * Wraps an effect to be used for rendering
  124790. */
  124791. export class EffectWrapper {
  124792. /**
  124793. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  124794. */
  124795. onApplyObservable: Observable<{}>;
  124796. /**
  124797. * The underlying effect
  124798. */
  124799. effect: Effect;
  124800. /**
  124801. * Creates an effect to be renderer
  124802. * @param creationOptions options to create the effect
  124803. */
  124804. constructor(creationOptions: EffectWrapperCreationOptions);
  124805. /**
  124806. * Disposes of the effect wrapper
  124807. */
  124808. dispose(): void;
  124809. }
  124810. }
  124811. declare module BABYLON {
  124812. /**
  124813. * Helper class to push actions to a pool of workers.
  124814. */
  124815. export class WorkerPool implements IDisposable {
  124816. private _workerInfos;
  124817. private _pendingActions;
  124818. /**
  124819. * Constructor
  124820. * @param workers Array of workers to use for actions
  124821. */
  124822. constructor(workers: Array<Worker>);
  124823. /**
  124824. * Terminates all workers and clears any pending actions.
  124825. */
  124826. dispose(): void;
  124827. /**
  124828. * Pushes an action to the worker pool. If all the workers are active, the action will be
  124829. * pended until a worker has completed its action.
  124830. * @param action The action to perform. Call onComplete when the action is complete.
  124831. */
  124832. push(action: (worker: Worker, onComplete: () => void) => void): void;
  124833. private _execute;
  124834. }
  124835. }
  124836. declare module BABYLON {
  124837. /**
  124838. * Configuration for Draco compression
  124839. */
  124840. export interface IDracoCompressionConfiguration {
  124841. /**
  124842. * Configuration for the decoder.
  124843. */
  124844. decoder: {
  124845. /**
  124846. * The url to the WebAssembly module.
  124847. */
  124848. wasmUrl?: string;
  124849. /**
  124850. * The url to the WebAssembly binary.
  124851. */
  124852. wasmBinaryUrl?: string;
  124853. /**
  124854. * The url to the fallback JavaScript module.
  124855. */
  124856. fallbackUrl?: string;
  124857. };
  124858. }
  124859. /**
  124860. * Draco compression (https://google.github.io/draco/)
  124861. *
  124862. * This class wraps the Draco module.
  124863. *
  124864. * **Encoder**
  124865. *
  124866. * The encoder is not currently implemented.
  124867. *
  124868. * **Decoder**
  124869. *
  124870. * 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.
  124871. *
  124872. * To update the configuration, use the following code:
  124873. * ```javascript
  124874. * DracoCompression.Configuration = {
  124875. * decoder: {
  124876. * wasmUrl: "<url to the WebAssembly library>",
  124877. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  124878. * fallbackUrl: "<url to the fallback JavaScript library>",
  124879. * }
  124880. * };
  124881. * ```
  124882. *
  124883. * 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.
  124884. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  124885. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  124886. *
  124887. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  124888. * ```javascript
  124889. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  124890. * ```
  124891. *
  124892. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  124893. */
  124894. export class DracoCompression implements IDisposable {
  124895. private _workerPoolPromise?;
  124896. private _decoderModulePromise?;
  124897. /**
  124898. * The configuration. Defaults to the following urls:
  124899. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  124900. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  124901. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  124902. */
  124903. static Configuration: IDracoCompressionConfiguration;
  124904. /**
  124905. * Returns true if the decoder configuration is available.
  124906. */
  124907. static readonly DecoderAvailable: boolean;
  124908. /**
  124909. * Default number of workers to create when creating the draco compression object.
  124910. */
  124911. static DefaultNumWorkers: number;
  124912. private static GetDefaultNumWorkers;
  124913. private static _Default;
  124914. /**
  124915. * Default instance for the draco compression object.
  124916. */
  124917. static readonly Default: DracoCompression;
  124918. /**
  124919. * Constructor
  124920. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  124921. */
  124922. constructor(numWorkers?: number);
  124923. /**
  124924. * Stop all async operations and release resources.
  124925. */
  124926. dispose(): void;
  124927. /**
  124928. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  124929. * @returns a promise that resolves when ready
  124930. */
  124931. whenReadyAsync(): Promise<void>;
  124932. /**
  124933. * Decode Draco compressed mesh data to vertex data.
  124934. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  124935. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  124936. * @returns A promise that resolves with the decoded vertex data
  124937. */
  124938. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  124939. [kind: string]: number;
  124940. }): Promise<VertexData>;
  124941. }
  124942. }
  124943. declare module BABYLON {
  124944. /**
  124945. * Class for building Constructive Solid Geometry
  124946. */
  124947. export class CSG {
  124948. private polygons;
  124949. /**
  124950. * The world matrix
  124951. */
  124952. matrix: Matrix;
  124953. /**
  124954. * Stores the position
  124955. */
  124956. position: Vector3;
  124957. /**
  124958. * Stores the rotation
  124959. */
  124960. rotation: Vector3;
  124961. /**
  124962. * Stores the rotation quaternion
  124963. */
  124964. rotationQuaternion: Nullable<Quaternion>;
  124965. /**
  124966. * Stores the scaling vector
  124967. */
  124968. scaling: Vector3;
  124969. /**
  124970. * Convert the Mesh to CSG
  124971. * @param mesh The Mesh to convert to CSG
  124972. * @returns A new CSG from the Mesh
  124973. */
  124974. static FromMesh(mesh: Mesh): CSG;
  124975. /**
  124976. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  124977. * @param polygons Polygons used to construct a CSG solid
  124978. */
  124979. private static FromPolygons;
  124980. /**
  124981. * Clones, or makes a deep copy, of the CSG
  124982. * @returns A new CSG
  124983. */
  124984. clone(): CSG;
  124985. /**
  124986. * Unions this CSG with another CSG
  124987. * @param csg The CSG to union against this CSG
  124988. * @returns The unioned CSG
  124989. */
  124990. union(csg: CSG): CSG;
  124991. /**
  124992. * Unions this CSG with another CSG in place
  124993. * @param csg The CSG to union against this CSG
  124994. */
  124995. unionInPlace(csg: CSG): void;
  124996. /**
  124997. * Subtracts this CSG with another CSG
  124998. * @param csg The CSG to subtract against this CSG
  124999. * @returns A new CSG
  125000. */
  125001. subtract(csg: CSG): CSG;
  125002. /**
  125003. * Subtracts this CSG with another CSG in place
  125004. * @param csg The CSG to subtact against this CSG
  125005. */
  125006. subtractInPlace(csg: CSG): void;
  125007. /**
  125008. * Intersect this CSG with another CSG
  125009. * @param csg The CSG to intersect against this CSG
  125010. * @returns A new CSG
  125011. */
  125012. intersect(csg: CSG): CSG;
  125013. /**
  125014. * Intersects this CSG with another CSG in place
  125015. * @param csg The CSG to intersect against this CSG
  125016. */
  125017. intersectInPlace(csg: CSG): void;
  125018. /**
  125019. * Return a new CSG solid with solid and empty space switched. This solid is
  125020. * not modified.
  125021. * @returns A new CSG solid with solid and empty space switched
  125022. */
  125023. inverse(): CSG;
  125024. /**
  125025. * Inverses the CSG in place
  125026. */
  125027. inverseInPlace(): void;
  125028. /**
  125029. * This is used to keep meshes transformations so they can be restored
  125030. * when we build back a Babylon Mesh
  125031. * NB : All CSG operations are performed in world coordinates
  125032. * @param csg The CSG to copy the transform attributes from
  125033. * @returns This CSG
  125034. */
  125035. copyTransformAttributes(csg: CSG): CSG;
  125036. /**
  125037. * Build Raw mesh from CSG
  125038. * Coordinates here are in world space
  125039. * @param name The name of the mesh geometry
  125040. * @param scene The Scene
  125041. * @param keepSubMeshes Specifies if the submeshes should be kept
  125042. * @returns A new Mesh
  125043. */
  125044. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125045. /**
  125046. * Build Mesh from CSG taking material and transforms into account
  125047. * @param name The name of the Mesh
  125048. * @param material The material of the Mesh
  125049. * @param scene The Scene
  125050. * @param keepSubMeshes Specifies if submeshes should be kept
  125051. * @returns The new Mesh
  125052. */
  125053. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  125054. }
  125055. }
  125056. declare module BABYLON {
  125057. /**
  125058. * Class used to create a trail following a mesh
  125059. */
  125060. export class TrailMesh extends Mesh {
  125061. private _generator;
  125062. private _autoStart;
  125063. private _running;
  125064. private _diameter;
  125065. private _length;
  125066. private _sectionPolygonPointsCount;
  125067. private _sectionVectors;
  125068. private _sectionNormalVectors;
  125069. private _beforeRenderObserver;
  125070. /**
  125071. * @constructor
  125072. * @param name The value used by scene.getMeshByName() to do a lookup.
  125073. * @param generator The mesh to generate a trail.
  125074. * @param scene The scene to add this mesh to.
  125075. * @param diameter Diameter of trailing mesh. Default is 1.
  125076. * @param length Length of trailing mesh. Default is 60.
  125077. * @param autoStart Automatically start trailing mesh. Default true.
  125078. */
  125079. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  125080. /**
  125081. * "TrailMesh"
  125082. * @returns "TrailMesh"
  125083. */
  125084. getClassName(): string;
  125085. private _createMesh;
  125086. /**
  125087. * Start trailing mesh.
  125088. */
  125089. start(): void;
  125090. /**
  125091. * Stop trailing mesh.
  125092. */
  125093. stop(): void;
  125094. /**
  125095. * Update trailing mesh geometry.
  125096. */
  125097. update(): void;
  125098. /**
  125099. * Returns a new TrailMesh object.
  125100. * @param name is a string, the name given to the new mesh
  125101. * @param newGenerator use new generator object for cloned trail mesh
  125102. * @returns a new mesh
  125103. */
  125104. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  125105. /**
  125106. * Serializes this trail mesh
  125107. * @param serializationObject object to write serialization to
  125108. */
  125109. serialize(serializationObject: any): void;
  125110. /**
  125111. * Parses a serialized trail mesh
  125112. * @param parsedMesh the serialized mesh
  125113. * @param scene the scene to create the trail mesh in
  125114. * @returns the created trail mesh
  125115. */
  125116. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  125117. }
  125118. }
  125119. declare module BABYLON {
  125120. /**
  125121. * Class containing static functions to help procedurally build meshes
  125122. */
  125123. export class TiledBoxBuilder {
  125124. /**
  125125. * Creates a box mesh
  125126. * 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)
  125127. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125129. * * 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
  125130. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125131. * @param name defines the name of the mesh
  125132. * @param options defines the options used to create the mesh
  125133. * @param scene defines the hosting scene
  125134. * @returns the box mesh
  125135. */
  125136. static CreateTiledBox(name: string, options: {
  125137. pattern?: number;
  125138. width?: number;
  125139. height?: number;
  125140. depth?: number;
  125141. tileSize?: number;
  125142. tileWidth?: number;
  125143. tileHeight?: number;
  125144. alignHorizontal?: number;
  125145. alignVertical?: number;
  125146. faceUV?: Vector4[];
  125147. faceColors?: Color4[];
  125148. sideOrientation?: number;
  125149. updatable?: boolean;
  125150. }, scene?: Nullable<Scene>): Mesh;
  125151. }
  125152. }
  125153. declare module BABYLON {
  125154. /**
  125155. * Class containing static functions to help procedurally build meshes
  125156. */
  125157. export class TorusKnotBuilder {
  125158. /**
  125159. * Creates a torus knot mesh
  125160. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125161. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125162. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125163. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125164. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125165. * * 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
  125166. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125167. * @param name defines the name of the mesh
  125168. * @param options defines the options used to create the mesh
  125169. * @param scene defines the hosting scene
  125170. * @returns the torus knot mesh
  125171. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125172. */
  125173. static CreateTorusKnot(name: string, options: {
  125174. radius?: number;
  125175. tube?: number;
  125176. radialSegments?: number;
  125177. tubularSegments?: number;
  125178. p?: number;
  125179. q?: number;
  125180. updatable?: boolean;
  125181. sideOrientation?: number;
  125182. frontUVs?: Vector4;
  125183. backUVs?: Vector4;
  125184. }, scene: any): Mesh;
  125185. }
  125186. }
  125187. declare module BABYLON {
  125188. /**
  125189. * Polygon
  125190. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  125191. */
  125192. export class Polygon {
  125193. /**
  125194. * Creates a rectangle
  125195. * @param xmin bottom X coord
  125196. * @param ymin bottom Y coord
  125197. * @param xmax top X coord
  125198. * @param ymax top Y coord
  125199. * @returns points that make the resulting rectation
  125200. */
  125201. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  125202. /**
  125203. * Creates a circle
  125204. * @param radius radius of circle
  125205. * @param cx scale in x
  125206. * @param cy scale in y
  125207. * @param numberOfSides number of sides that make up the circle
  125208. * @returns points that make the resulting circle
  125209. */
  125210. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  125211. /**
  125212. * Creates a polygon from input string
  125213. * @param input Input polygon data
  125214. * @returns the parsed points
  125215. */
  125216. static Parse(input: string): Vector2[];
  125217. /**
  125218. * Starts building a polygon from x and y coordinates
  125219. * @param x x coordinate
  125220. * @param y y coordinate
  125221. * @returns the started path2
  125222. */
  125223. static StartingAt(x: number, y: number): Path2;
  125224. }
  125225. /**
  125226. * Builds a polygon
  125227. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  125228. */
  125229. export class PolygonMeshBuilder {
  125230. private _points;
  125231. private _outlinepoints;
  125232. private _holes;
  125233. private _name;
  125234. private _scene;
  125235. private _epoints;
  125236. private _eholes;
  125237. private _addToepoint;
  125238. /**
  125239. * Babylon reference to the earcut plugin.
  125240. */
  125241. bjsEarcut: any;
  125242. /**
  125243. * Creates a PolygonMeshBuilder
  125244. * @param name name of the builder
  125245. * @param contours Path of the polygon
  125246. * @param scene scene to add to when creating the mesh
  125247. * @param earcutInjection can be used to inject your own earcut reference
  125248. */
  125249. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  125250. /**
  125251. * Adds a whole within the polygon
  125252. * @param hole Array of points defining the hole
  125253. * @returns this
  125254. */
  125255. addHole(hole: Vector2[]): PolygonMeshBuilder;
  125256. /**
  125257. * Creates the polygon
  125258. * @param updatable If the mesh should be updatable
  125259. * @param depth The depth of the mesh created
  125260. * @returns the created mesh
  125261. */
  125262. build(updatable?: boolean, depth?: number): Mesh;
  125263. /**
  125264. * Creates the polygon
  125265. * @param depth The depth of the mesh created
  125266. * @returns the created VertexData
  125267. */
  125268. buildVertexData(depth?: number): VertexData;
  125269. /**
  125270. * Adds a side to the polygon
  125271. * @param positions points that make the polygon
  125272. * @param normals normals of the polygon
  125273. * @param uvs uvs of the polygon
  125274. * @param indices indices of the polygon
  125275. * @param bounds bounds of the polygon
  125276. * @param points points of the polygon
  125277. * @param depth depth of the polygon
  125278. * @param flip flip of the polygon
  125279. */
  125280. private addSide;
  125281. }
  125282. }
  125283. declare module BABYLON {
  125284. /**
  125285. * Class containing static functions to help procedurally build meshes
  125286. */
  125287. export class PolygonBuilder {
  125288. /**
  125289. * Creates a polygon mesh
  125290. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125291. * * 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
  125292. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125293. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125294. * * 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)
  125295. * * Remember you can only change the shape positions, not their number when updating a polygon
  125296. * @param name defines the name of the mesh
  125297. * @param options defines the options used to create the mesh
  125298. * @param scene defines the hosting scene
  125299. * @param earcutInjection can be used to inject your own earcut reference
  125300. * @returns the polygon mesh
  125301. */
  125302. static CreatePolygon(name: string, options: {
  125303. shape: Vector3[];
  125304. holes?: Vector3[][];
  125305. depth?: number;
  125306. faceUV?: Vector4[];
  125307. faceColors?: Color4[];
  125308. updatable?: boolean;
  125309. sideOrientation?: number;
  125310. frontUVs?: Vector4;
  125311. backUVs?: Vector4;
  125312. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125313. /**
  125314. * Creates an extruded polygon mesh, with depth in the Y direction.
  125315. * * 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)
  125316. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125317. * @param name defines the name of the mesh
  125318. * @param options defines the options used to create the mesh
  125319. * @param scene defines the hosting scene
  125320. * @param earcutInjection can be used to inject your own earcut reference
  125321. * @returns the polygon mesh
  125322. */
  125323. static ExtrudePolygon(name: string, options: {
  125324. shape: Vector3[];
  125325. holes?: Vector3[][];
  125326. depth?: number;
  125327. faceUV?: Vector4[];
  125328. faceColors?: Color4[];
  125329. updatable?: boolean;
  125330. sideOrientation?: number;
  125331. frontUVs?: Vector4;
  125332. backUVs?: Vector4;
  125333. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125334. }
  125335. }
  125336. declare module BABYLON {
  125337. /**
  125338. * Class containing static functions to help procedurally build meshes
  125339. */
  125340. export class LatheBuilder {
  125341. /**
  125342. * Creates lathe mesh.
  125343. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125344. * * 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
  125345. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125346. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125347. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125348. * * 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
  125349. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125350. * * 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
  125351. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125352. * * 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
  125353. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125355. * @param name defines the name of the mesh
  125356. * @param options defines the options used to create the mesh
  125357. * @param scene defines the hosting scene
  125358. * @returns the lathe mesh
  125359. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125360. */
  125361. static CreateLathe(name: string, options: {
  125362. shape: Vector3[];
  125363. radius?: number;
  125364. tessellation?: number;
  125365. clip?: number;
  125366. arc?: number;
  125367. closed?: boolean;
  125368. updatable?: boolean;
  125369. sideOrientation?: number;
  125370. frontUVs?: Vector4;
  125371. backUVs?: Vector4;
  125372. cap?: number;
  125373. invertUV?: boolean;
  125374. }, scene?: Nullable<Scene>): Mesh;
  125375. }
  125376. }
  125377. declare module BABYLON {
  125378. /**
  125379. * Class containing static functions to help procedurally build meshes
  125380. */
  125381. export class TiledPlaneBuilder {
  125382. /**
  125383. * Creates a tiled plane mesh
  125384. * * The parameter `pattern` will, depending on value, do nothing or
  125385. * * * flip (reflect about central vertical) alternate tiles across and up
  125386. * * * flip every tile on alternate rows
  125387. * * * rotate (180 degs) alternate tiles across and up
  125388. * * * rotate every tile on alternate rows
  125389. * * * flip and rotate alternate tiles across and up
  125390. * * * flip and rotate every tile on alternate rows
  125391. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  125392. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  125393. * * 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
  125394. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125395. * * 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)
  125396. * * 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)
  125397. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125398. * @param name defines the name of the mesh
  125399. * @param options defines the options used to create the mesh
  125400. * @param scene defines the hosting scene
  125401. * @returns the box mesh
  125402. */
  125403. static CreateTiledPlane(name: string, options: {
  125404. pattern?: number;
  125405. tileSize?: number;
  125406. tileWidth?: number;
  125407. tileHeight?: number;
  125408. size?: number;
  125409. width?: number;
  125410. height?: number;
  125411. alignHorizontal?: number;
  125412. alignVertical?: number;
  125413. sideOrientation?: number;
  125414. frontUVs?: Vector4;
  125415. backUVs?: Vector4;
  125416. updatable?: boolean;
  125417. }, scene?: Nullable<Scene>): Mesh;
  125418. }
  125419. }
  125420. declare module BABYLON {
  125421. /**
  125422. * Class containing static functions to help procedurally build meshes
  125423. */
  125424. export class TubeBuilder {
  125425. /**
  125426. * Creates a tube mesh.
  125427. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125428. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125429. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125430. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125431. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125432. * * 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)
  125433. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125434. * * 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
  125435. * * 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
  125436. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125437. * * 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
  125438. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125439. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125440. * @param name defines the name of the mesh
  125441. * @param options defines the options used to create the mesh
  125442. * @param scene defines the hosting scene
  125443. * @returns the tube mesh
  125444. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125445. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125446. */
  125447. static CreateTube(name: string, options: {
  125448. path: Vector3[];
  125449. radius?: number;
  125450. tessellation?: number;
  125451. radiusFunction?: {
  125452. (i: number, distance: number): number;
  125453. };
  125454. cap?: number;
  125455. arc?: number;
  125456. updatable?: boolean;
  125457. sideOrientation?: number;
  125458. frontUVs?: Vector4;
  125459. backUVs?: Vector4;
  125460. instance?: Mesh;
  125461. invertUV?: boolean;
  125462. }, scene?: Nullable<Scene>): Mesh;
  125463. }
  125464. }
  125465. declare module BABYLON {
  125466. /**
  125467. * Class containing static functions to help procedurally build meshes
  125468. */
  125469. export class IcoSphereBuilder {
  125470. /**
  125471. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125472. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125473. * * 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`)
  125474. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125475. * * 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
  125476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125477. * * 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
  125478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125479. * @param name defines the name of the mesh
  125480. * @param options defines the options used to create the mesh
  125481. * @param scene defines the hosting scene
  125482. * @returns the icosahedron mesh
  125483. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125484. */
  125485. static CreateIcoSphere(name: string, options: {
  125486. radius?: number;
  125487. radiusX?: number;
  125488. radiusY?: number;
  125489. radiusZ?: number;
  125490. flat?: boolean;
  125491. subdivisions?: number;
  125492. sideOrientation?: number;
  125493. frontUVs?: Vector4;
  125494. backUVs?: Vector4;
  125495. updatable?: boolean;
  125496. }, scene?: Nullable<Scene>): Mesh;
  125497. }
  125498. }
  125499. declare module BABYLON {
  125500. /**
  125501. * Class containing static functions to help procedurally build meshes
  125502. */
  125503. export class DecalBuilder {
  125504. /**
  125505. * Creates a decal mesh.
  125506. * 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
  125507. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125508. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125509. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125510. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125511. * @param name defines the name of the mesh
  125512. * @param sourceMesh defines the mesh where the decal must be applied
  125513. * @param options defines the options used to create the mesh
  125514. * @param scene defines the hosting scene
  125515. * @returns the decal mesh
  125516. * @see https://doc.babylonjs.com/how_to/decals
  125517. */
  125518. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125519. position?: Vector3;
  125520. normal?: Vector3;
  125521. size?: Vector3;
  125522. angle?: number;
  125523. }): Mesh;
  125524. }
  125525. }
  125526. declare module BABYLON {
  125527. /**
  125528. * Class containing static functions to help procedurally build meshes
  125529. */
  125530. export class MeshBuilder {
  125531. /**
  125532. * Creates a box mesh
  125533. * * The parameter `size` sets the size (float) of each box side (default 1)
  125534. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125535. * * 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)
  125536. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125537. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125538. * * 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
  125539. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125540. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125541. * @param name defines the name of the mesh
  125542. * @param options defines the options used to create the mesh
  125543. * @param scene defines the hosting scene
  125544. * @returns the box mesh
  125545. */
  125546. static CreateBox(name: string, options: {
  125547. size?: number;
  125548. width?: number;
  125549. height?: number;
  125550. depth?: number;
  125551. faceUV?: Vector4[];
  125552. faceColors?: Color4[];
  125553. sideOrientation?: number;
  125554. frontUVs?: Vector4;
  125555. backUVs?: Vector4;
  125556. updatable?: boolean;
  125557. }, scene?: Nullable<Scene>): Mesh;
  125558. /**
  125559. * Creates a tiled box mesh
  125560. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125561. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125562. * @param name defines the name of the mesh
  125563. * @param options defines the options used to create the mesh
  125564. * @param scene defines the hosting scene
  125565. * @returns the tiled box mesh
  125566. */
  125567. static CreateTiledBox(name: string, options: {
  125568. pattern?: number;
  125569. size?: number;
  125570. width?: number;
  125571. height?: number;
  125572. depth: number;
  125573. tileSize?: number;
  125574. tileWidth?: number;
  125575. tileHeight?: number;
  125576. faceUV?: Vector4[];
  125577. faceColors?: Color4[];
  125578. alignHorizontal?: number;
  125579. alignVertical?: number;
  125580. sideOrientation?: number;
  125581. updatable?: boolean;
  125582. }, scene?: Nullable<Scene>): Mesh;
  125583. /**
  125584. * Creates a sphere mesh
  125585. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125586. * * 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`)
  125587. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125588. * * 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
  125589. * * 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)
  125590. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125591. * * 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
  125592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125593. * @param name defines the name of the mesh
  125594. * @param options defines the options used to create the mesh
  125595. * @param scene defines the hosting scene
  125596. * @returns the sphere mesh
  125597. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125598. */
  125599. static CreateSphere(name: string, options: {
  125600. segments?: number;
  125601. diameter?: number;
  125602. diameterX?: number;
  125603. diameterY?: number;
  125604. diameterZ?: number;
  125605. arc?: number;
  125606. slice?: number;
  125607. sideOrientation?: number;
  125608. frontUVs?: Vector4;
  125609. backUVs?: Vector4;
  125610. updatable?: boolean;
  125611. }, scene?: Nullable<Scene>): Mesh;
  125612. /**
  125613. * Creates a plane polygonal mesh. By default, this is a disc
  125614. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125615. * * 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
  125616. * * 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
  125617. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125618. * * 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
  125619. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125620. * @param name defines the name of the mesh
  125621. * @param options defines the options used to create the mesh
  125622. * @param scene defines the hosting scene
  125623. * @returns the plane polygonal mesh
  125624. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125625. */
  125626. static CreateDisc(name: string, options: {
  125627. radius?: number;
  125628. tessellation?: number;
  125629. arc?: number;
  125630. updatable?: boolean;
  125631. sideOrientation?: number;
  125632. frontUVs?: Vector4;
  125633. backUVs?: Vector4;
  125634. }, scene?: Nullable<Scene>): Mesh;
  125635. /**
  125636. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125637. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125638. * * 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`)
  125639. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125640. * * 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
  125641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125642. * * 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
  125643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125644. * @param name defines the name of the mesh
  125645. * @param options defines the options used to create the mesh
  125646. * @param scene defines the hosting scene
  125647. * @returns the icosahedron mesh
  125648. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125649. */
  125650. static CreateIcoSphere(name: string, options: {
  125651. radius?: number;
  125652. radiusX?: number;
  125653. radiusY?: number;
  125654. radiusZ?: number;
  125655. flat?: boolean;
  125656. subdivisions?: number;
  125657. sideOrientation?: number;
  125658. frontUVs?: Vector4;
  125659. backUVs?: Vector4;
  125660. updatable?: boolean;
  125661. }, scene?: Nullable<Scene>): Mesh;
  125662. /**
  125663. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125664. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  125665. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  125666. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  125667. * * 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
  125668. * * 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
  125669. * * 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
  125670. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125671. * * 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
  125672. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125673. * * 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
  125674. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  125675. * * 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
  125676. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  125677. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125678. * @param name defines the name of the mesh
  125679. * @param options defines the options used to create the mesh
  125680. * @param scene defines the hosting scene
  125681. * @returns the ribbon mesh
  125682. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  125683. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125684. */
  125685. static CreateRibbon(name: string, options: {
  125686. pathArray: Vector3[][];
  125687. closeArray?: boolean;
  125688. closePath?: boolean;
  125689. offset?: number;
  125690. updatable?: boolean;
  125691. sideOrientation?: number;
  125692. frontUVs?: Vector4;
  125693. backUVs?: Vector4;
  125694. instance?: Mesh;
  125695. invertUV?: boolean;
  125696. uvs?: Vector2[];
  125697. colors?: Color4[];
  125698. }, scene?: Nullable<Scene>): Mesh;
  125699. /**
  125700. * Creates a cylinder or a cone mesh
  125701. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  125702. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  125703. * * 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.
  125704. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  125705. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  125706. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  125707. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  125708. * * 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).
  125709. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  125710. * * 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).
  125711. * * 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
  125712. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  125713. * * 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
  125714. * * 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.
  125715. * * If `enclose` is false, a ring surface is one element.
  125716. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  125717. * * 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
  125718. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125719. * * 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
  125720. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125721. * @param name defines the name of the mesh
  125722. * @param options defines the options used to create the mesh
  125723. * @param scene defines the hosting scene
  125724. * @returns the cylinder mesh
  125725. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  125726. */
  125727. static CreateCylinder(name: string, options: {
  125728. height?: number;
  125729. diameterTop?: number;
  125730. diameterBottom?: number;
  125731. diameter?: number;
  125732. tessellation?: number;
  125733. subdivisions?: number;
  125734. arc?: number;
  125735. faceColors?: Color4[];
  125736. faceUV?: Vector4[];
  125737. updatable?: boolean;
  125738. hasRings?: boolean;
  125739. enclose?: boolean;
  125740. cap?: number;
  125741. sideOrientation?: number;
  125742. frontUVs?: Vector4;
  125743. backUVs?: Vector4;
  125744. }, scene?: Nullable<Scene>): Mesh;
  125745. /**
  125746. * Creates a torus mesh
  125747. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  125748. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  125749. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  125750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125751. * * 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
  125752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125753. * @param name defines the name of the mesh
  125754. * @param options defines the options used to create the mesh
  125755. * @param scene defines the hosting scene
  125756. * @returns the torus mesh
  125757. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  125758. */
  125759. static CreateTorus(name: string, options: {
  125760. diameter?: number;
  125761. thickness?: number;
  125762. tessellation?: number;
  125763. updatable?: boolean;
  125764. sideOrientation?: number;
  125765. frontUVs?: Vector4;
  125766. backUVs?: Vector4;
  125767. }, scene?: Nullable<Scene>): Mesh;
  125768. /**
  125769. * Creates a torus knot mesh
  125770. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125771. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125772. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125773. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125774. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125775. * * 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
  125776. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125777. * @param name defines the name of the mesh
  125778. * @param options defines the options used to create the mesh
  125779. * @param scene defines the hosting scene
  125780. * @returns the torus knot mesh
  125781. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125782. */
  125783. static CreateTorusKnot(name: string, options: {
  125784. radius?: number;
  125785. tube?: number;
  125786. radialSegments?: number;
  125787. tubularSegments?: number;
  125788. p?: number;
  125789. q?: number;
  125790. updatable?: boolean;
  125791. sideOrientation?: number;
  125792. frontUVs?: Vector4;
  125793. backUVs?: Vector4;
  125794. }, scene?: Nullable<Scene>): Mesh;
  125795. /**
  125796. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  125797. * * 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
  125798. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  125799. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  125800. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  125801. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  125802. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  125803. * * 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
  125804. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  125805. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125806. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  125807. * @param name defines the name of the new line system
  125808. * @param options defines the options used to create the line system
  125809. * @param scene defines the hosting scene
  125810. * @returns a new line system mesh
  125811. */
  125812. static CreateLineSystem(name: string, options: {
  125813. lines: Vector3[][];
  125814. updatable?: boolean;
  125815. instance?: Nullable<LinesMesh>;
  125816. colors?: Nullable<Color4[][]>;
  125817. useVertexAlpha?: boolean;
  125818. }, scene: Nullable<Scene>): LinesMesh;
  125819. /**
  125820. * Creates a line mesh
  125821. * 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
  125822. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125823. * * The parameter `points` is an array successive Vector3
  125824. * * 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
  125825. * * The optional parameter `colors` is an array of successive Color4, one per line point
  125826. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  125827. * * When updating an instance, remember that only point positions can change, not the number of points
  125828. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125829. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  125830. * @param name defines the name of the new line system
  125831. * @param options defines the options used to create the line system
  125832. * @param scene defines the hosting scene
  125833. * @returns a new line mesh
  125834. */
  125835. static CreateLines(name: string, options: {
  125836. points: Vector3[];
  125837. updatable?: boolean;
  125838. instance?: Nullable<LinesMesh>;
  125839. colors?: Color4[];
  125840. useVertexAlpha?: boolean;
  125841. }, scene?: Nullable<Scene>): LinesMesh;
  125842. /**
  125843. * Creates a dashed line mesh
  125844. * * 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
  125845. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125846. * * The parameter `points` is an array successive Vector3
  125847. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  125848. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  125849. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  125850. * * 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
  125851. * * When updating an instance, remember that only point positions can change, not the number of points
  125852. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125853. * @param name defines the name of the mesh
  125854. * @param options defines the options used to create the mesh
  125855. * @param scene defines the hosting scene
  125856. * @returns the dashed line mesh
  125857. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  125858. */
  125859. static CreateDashedLines(name: string, options: {
  125860. points: Vector3[];
  125861. dashSize?: number;
  125862. gapSize?: number;
  125863. dashNb?: number;
  125864. updatable?: boolean;
  125865. instance?: LinesMesh;
  125866. }, scene?: Nullable<Scene>): LinesMesh;
  125867. /**
  125868. * 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.
  125869. * * 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.
  125870. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125871. * * 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.
  125872. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  125873. * * 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
  125874. * * 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
  125875. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  125876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125877. * * 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
  125878. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  125879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125880. * @param name defines the name of the mesh
  125881. * @param options defines the options used to create the mesh
  125882. * @param scene defines the hosting scene
  125883. * @returns the extruded shape mesh
  125884. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125885. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125886. */
  125887. static ExtrudeShape(name: string, options: {
  125888. shape: Vector3[];
  125889. path: Vector3[];
  125890. scale?: number;
  125891. rotation?: number;
  125892. cap?: number;
  125893. updatable?: boolean;
  125894. sideOrientation?: number;
  125895. frontUVs?: Vector4;
  125896. backUVs?: Vector4;
  125897. instance?: Mesh;
  125898. invertUV?: boolean;
  125899. }, scene?: Nullable<Scene>): Mesh;
  125900. /**
  125901. * Creates an custom extruded shape mesh.
  125902. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  125903. * * 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.
  125904. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125905. * * 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
  125906. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  125907. * * 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
  125908. * * It must returns a float value that will be the scale value applied to the shape on each path point
  125909. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  125910. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  125911. * * 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
  125912. * * 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
  125913. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  125914. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125915. * * 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
  125916. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125918. * @param name defines the name of the mesh
  125919. * @param options defines the options used to create the mesh
  125920. * @param scene defines the hosting scene
  125921. * @returns the custom extruded shape mesh
  125922. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  125923. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125924. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125925. */
  125926. static ExtrudeShapeCustom(name: string, options: {
  125927. shape: Vector3[];
  125928. path: Vector3[];
  125929. scaleFunction?: any;
  125930. rotationFunction?: any;
  125931. ribbonCloseArray?: boolean;
  125932. ribbonClosePath?: boolean;
  125933. cap?: number;
  125934. updatable?: boolean;
  125935. sideOrientation?: number;
  125936. frontUVs?: Vector4;
  125937. backUVs?: Vector4;
  125938. instance?: Mesh;
  125939. invertUV?: boolean;
  125940. }, scene?: Nullable<Scene>): Mesh;
  125941. /**
  125942. * Creates lathe mesh.
  125943. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125944. * * 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
  125945. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125946. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125947. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125948. * * 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
  125949. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125950. * * 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
  125951. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125952. * * 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
  125953. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125954. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125955. * @param name defines the name of the mesh
  125956. * @param options defines the options used to create the mesh
  125957. * @param scene defines the hosting scene
  125958. * @returns the lathe mesh
  125959. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125960. */
  125961. static CreateLathe(name: string, options: {
  125962. shape: Vector3[];
  125963. radius?: number;
  125964. tessellation?: number;
  125965. clip?: number;
  125966. arc?: number;
  125967. closed?: boolean;
  125968. updatable?: boolean;
  125969. sideOrientation?: number;
  125970. frontUVs?: Vector4;
  125971. backUVs?: Vector4;
  125972. cap?: number;
  125973. invertUV?: boolean;
  125974. }, scene?: Nullable<Scene>): Mesh;
  125975. /**
  125976. * Creates a tiled plane mesh
  125977. * * You can set a limited pattern arrangement with the tiles
  125978. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125979. * * 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
  125980. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125981. * @param name defines the name of the mesh
  125982. * @param options defines the options used to create the mesh
  125983. * @param scene defines the hosting scene
  125984. * @returns the plane mesh
  125985. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125986. */
  125987. static CreateTiledPlane(name: string, options: {
  125988. pattern?: number;
  125989. tileSize?: number;
  125990. tileWidth?: number;
  125991. tileHeight?: number;
  125992. size?: number;
  125993. width?: number;
  125994. height?: number;
  125995. alignHorizontal?: number;
  125996. alignVertical?: number;
  125997. sideOrientation?: number;
  125998. frontUVs?: Vector4;
  125999. backUVs?: Vector4;
  126000. updatable?: boolean;
  126001. }, scene?: Nullable<Scene>): Mesh;
  126002. /**
  126003. * Creates a plane mesh
  126004. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  126005. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  126006. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  126007. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126008. * * 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
  126009. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126010. * @param name defines the name of the mesh
  126011. * @param options defines the options used to create the mesh
  126012. * @param scene defines the hosting scene
  126013. * @returns the plane mesh
  126014. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  126015. */
  126016. static CreatePlane(name: string, options: {
  126017. size?: number;
  126018. width?: number;
  126019. height?: number;
  126020. sideOrientation?: number;
  126021. frontUVs?: Vector4;
  126022. backUVs?: Vector4;
  126023. updatable?: boolean;
  126024. sourcePlane?: Plane;
  126025. }, scene?: Nullable<Scene>): Mesh;
  126026. /**
  126027. * Creates a ground mesh
  126028. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  126029. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  126030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126031. * @param name defines the name of the mesh
  126032. * @param options defines the options used to create the mesh
  126033. * @param scene defines the hosting scene
  126034. * @returns the ground mesh
  126035. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  126036. */
  126037. static CreateGround(name: string, options: {
  126038. width?: number;
  126039. height?: number;
  126040. subdivisions?: number;
  126041. subdivisionsX?: number;
  126042. subdivisionsY?: number;
  126043. updatable?: boolean;
  126044. }, scene?: Nullable<Scene>): Mesh;
  126045. /**
  126046. * Creates a tiled ground mesh
  126047. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  126048. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  126049. * * 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
  126050. * * 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
  126051. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126052. * @param name defines the name of the mesh
  126053. * @param options defines the options used to create the mesh
  126054. * @param scene defines the hosting scene
  126055. * @returns the tiled ground mesh
  126056. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  126057. */
  126058. static CreateTiledGround(name: string, options: {
  126059. xmin: number;
  126060. zmin: number;
  126061. xmax: number;
  126062. zmax: number;
  126063. subdivisions?: {
  126064. w: number;
  126065. h: number;
  126066. };
  126067. precision?: {
  126068. w: number;
  126069. h: number;
  126070. };
  126071. updatable?: boolean;
  126072. }, scene?: Nullable<Scene>): Mesh;
  126073. /**
  126074. * Creates a ground mesh from a height map
  126075. * * The parameter `url` sets the URL of the height map image resource.
  126076. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  126077. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  126078. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  126079. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  126080. * * 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.
  126081. * * 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).
  126082. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  126083. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  126084. * @param name defines the name of the mesh
  126085. * @param url defines the url to the height map
  126086. * @param options defines the options used to create the mesh
  126087. * @param scene defines the hosting scene
  126088. * @returns the ground mesh
  126089. * @see https://doc.babylonjs.com/babylon101/height_map
  126090. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  126091. */
  126092. static CreateGroundFromHeightMap(name: string, url: string, options: {
  126093. width?: number;
  126094. height?: number;
  126095. subdivisions?: number;
  126096. minHeight?: number;
  126097. maxHeight?: number;
  126098. colorFilter?: Color3;
  126099. alphaFilter?: number;
  126100. updatable?: boolean;
  126101. onReady?: (mesh: GroundMesh) => void;
  126102. }, scene?: Nullable<Scene>): GroundMesh;
  126103. /**
  126104. * Creates a polygon mesh
  126105. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  126106. * * 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
  126107. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  126108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126109. * * 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)
  126110. * * Remember you can only change the shape positions, not their number when updating a polygon
  126111. * @param name defines the name of the mesh
  126112. * @param options defines the options used to create the mesh
  126113. * @param scene defines the hosting scene
  126114. * @param earcutInjection can be used to inject your own earcut reference
  126115. * @returns the polygon mesh
  126116. */
  126117. static CreatePolygon(name: string, options: {
  126118. shape: Vector3[];
  126119. holes?: Vector3[][];
  126120. depth?: number;
  126121. faceUV?: Vector4[];
  126122. faceColors?: Color4[];
  126123. updatable?: boolean;
  126124. sideOrientation?: number;
  126125. frontUVs?: Vector4;
  126126. backUVs?: Vector4;
  126127. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126128. /**
  126129. * Creates an extruded polygon mesh, with depth in the Y direction.
  126130. * * 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)
  126131. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  126132. * @param name defines the name of the mesh
  126133. * @param options defines the options used to create the mesh
  126134. * @param scene defines the hosting scene
  126135. * @param earcutInjection can be used to inject your own earcut reference
  126136. * @returns the polygon mesh
  126137. */
  126138. static ExtrudePolygon(name: string, options: {
  126139. shape: Vector3[];
  126140. holes?: Vector3[][];
  126141. depth?: number;
  126142. faceUV?: Vector4[];
  126143. faceColors?: Color4[];
  126144. updatable?: boolean;
  126145. sideOrientation?: number;
  126146. frontUVs?: Vector4;
  126147. backUVs?: Vector4;
  126148. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  126149. /**
  126150. * Creates a tube mesh.
  126151. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  126152. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  126153. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  126154. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  126155. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  126156. * * 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)
  126157. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  126158. * * 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
  126159. * * 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
  126160. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126161. * * 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
  126162. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  126163. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126164. * @param name defines the name of the mesh
  126165. * @param options defines the options used to create the mesh
  126166. * @param scene defines the hosting scene
  126167. * @returns the tube mesh
  126168. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  126169. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  126170. */
  126171. static CreateTube(name: string, options: {
  126172. path: Vector3[];
  126173. radius?: number;
  126174. tessellation?: number;
  126175. radiusFunction?: {
  126176. (i: number, distance: number): number;
  126177. };
  126178. cap?: number;
  126179. arc?: number;
  126180. updatable?: boolean;
  126181. sideOrientation?: number;
  126182. frontUVs?: Vector4;
  126183. backUVs?: Vector4;
  126184. instance?: Mesh;
  126185. invertUV?: boolean;
  126186. }, scene?: Nullable<Scene>): Mesh;
  126187. /**
  126188. * Creates a polyhedron mesh
  126189. * * 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
  126190. * * The parameter `size` (positive float, default 1) sets the polygon size
  126191. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  126192. * * 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`
  126193. * * 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
  126194. * * 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)`)
  126195. * * 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
  126196. * * 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
  126197. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  126198. * * 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
  126199. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  126200. * @param name defines the name of the mesh
  126201. * @param options defines the options used to create the mesh
  126202. * @param scene defines the hosting scene
  126203. * @returns the polyhedron mesh
  126204. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  126205. */
  126206. static CreatePolyhedron(name: string, options: {
  126207. type?: number;
  126208. size?: number;
  126209. sizeX?: number;
  126210. sizeY?: number;
  126211. sizeZ?: number;
  126212. custom?: any;
  126213. faceUV?: Vector4[];
  126214. faceColors?: Color4[];
  126215. flat?: boolean;
  126216. updatable?: boolean;
  126217. sideOrientation?: number;
  126218. frontUVs?: Vector4;
  126219. backUVs?: Vector4;
  126220. }, scene?: Nullable<Scene>): Mesh;
  126221. /**
  126222. * Creates a decal mesh.
  126223. * 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
  126224. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  126225. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  126226. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  126227. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  126228. * @param name defines the name of the mesh
  126229. * @param sourceMesh defines the mesh where the decal must be applied
  126230. * @param options defines the options used to create the mesh
  126231. * @param scene defines the hosting scene
  126232. * @returns the decal mesh
  126233. * @see https://doc.babylonjs.com/how_to/decals
  126234. */
  126235. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  126236. position?: Vector3;
  126237. normal?: Vector3;
  126238. size?: Vector3;
  126239. angle?: number;
  126240. }): Mesh;
  126241. }
  126242. }
  126243. declare module BABYLON {
  126244. /**
  126245. * A simplifier interface for future simplification implementations
  126246. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126247. */
  126248. export interface ISimplifier {
  126249. /**
  126250. * Simplification of a given mesh according to the given settings.
  126251. * Since this requires computation, it is assumed that the function runs async.
  126252. * @param settings The settings of the simplification, including quality and distance
  126253. * @param successCallback A callback that will be called after the mesh was simplified.
  126254. * @param errorCallback in case of an error, this callback will be called. optional.
  126255. */
  126256. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  126257. }
  126258. /**
  126259. * Expected simplification settings.
  126260. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  126261. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126262. */
  126263. export interface ISimplificationSettings {
  126264. /**
  126265. * Gets or sets the expected quality
  126266. */
  126267. quality: number;
  126268. /**
  126269. * Gets or sets the distance when this optimized version should be used
  126270. */
  126271. distance: number;
  126272. /**
  126273. * Gets an already optimized mesh
  126274. */
  126275. optimizeMesh?: boolean;
  126276. }
  126277. /**
  126278. * Class used to specify simplification options
  126279. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126280. */
  126281. export class SimplificationSettings implements ISimplificationSettings {
  126282. /** expected quality */
  126283. quality: number;
  126284. /** distance when this optimized version should be used */
  126285. distance: number;
  126286. /** already optimized mesh */
  126287. optimizeMesh?: boolean | undefined;
  126288. /**
  126289. * Creates a SimplificationSettings
  126290. * @param quality expected quality
  126291. * @param distance distance when this optimized version should be used
  126292. * @param optimizeMesh already optimized mesh
  126293. */
  126294. constructor(
  126295. /** expected quality */
  126296. quality: number,
  126297. /** distance when this optimized version should be used */
  126298. distance: number,
  126299. /** already optimized mesh */
  126300. optimizeMesh?: boolean | undefined);
  126301. }
  126302. /**
  126303. * Interface used to define a simplification task
  126304. */
  126305. export interface ISimplificationTask {
  126306. /**
  126307. * Array of settings
  126308. */
  126309. settings: Array<ISimplificationSettings>;
  126310. /**
  126311. * Simplification type
  126312. */
  126313. simplificationType: SimplificationType;
  126314. /**
  126315. * Mesh to simplify
  126316. */
  126317. mesh: Mesh;
  126318. /**
  126319. * Callback called on success
  126320. */
  126321. successCallback?: () => void;
  126322. /**
  126323. * Defines if parallel processing can be used
  126324. */
  126325. parallelProcessing: boolean;
  126326. }
  126327. /**
  126328. * Queue used to order the simplification tasks
  126329. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126330. */
  126331. export class SimplificationQueue {
  126332. private _simplificationArray;
  126333. /**
  126334. * Gets a boolean indicating that the process is still running
  126335. */
  126336. running: boolean;
  126337. /**
  126338. * Creates a new queue
  126339. */
  126340. constructor();
  126341. /**
  126342. * Adds a new simplification task
  126343. * @param task defines a task to add
  126344. */
  126345. addTask(task: ISimplificationTask): void;
  126346. /**
  126347. * Execute next task
  126348. */
  126349. executeNext(): void;
  126350. /**
  126351. * Execute a simplification task
  126352. * @param task defines the task to run
  126353. */
  126354. runSimplification(task: ISimplificationTask): void;
  126355. private getSimplifier;
  126356. }
  126357. /**
  126358. * The implemented types of simplification
  126359. * At the moment only Quadratic Error Decimation is implemented
  126360. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126361. */
  126362. export enum SimplificationType {
  126363. /** Quadratic error decimation */
  126364. QUADRATIC = 0
  126365. }
  126366. }
  126367. declare module BABYLON {
  126368. interface Scene {
  126369. /** @hidden (Backing field) */
  126370. _simplificationQueue: SimplificationQueue;
  126371. /**
  126372. * Gets or sets the simplification queue attached to the scene
  126373. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  126374. */
  126375. simplificationQueue: SimplificationQueue;
  126376. }
  126377. interface Mesh {
  126378. /**
  126379. * Simplify the mesh according to the given array of settings.
  126380. * Function will return immediately and will simplify async
  126381. * @param settings a collection of simplification settings
  126382. * @param parallelProcessing should all levels calculate parallel or one after the other
  126383. * @param simplificationType the type of simplification to run
  126384. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  126385. * @returns the current mesh
  126386. */
  126387. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  126388. }
  126389. /**
  126390. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  126391. * created in a scene
  126392. */
  126393. export class SimplicationQueueSceneComponent implements ISceneComponent {
  126394. /**
  126395. * The component name helpfull to identify the component in the list of scene components.
  126396. */
  126397. readonly name: string;
  126398. /**
  126399. * The scene the component belongs to.
  126400. */
  126401. scene: Scene;
  126402. /**
  126403. * Creates a new instance of the component for the given scene
  126404. * @param scene Defines the scene to register the component in
  126405. */
  126406. constructor(scene: Scene);
  126407. /**
  126408. * Registers the component in a given scene
  126409. */
  126410. register(): void;
  126411. /**
  126412. * Rebuilds the elements related to this component in case of
  126413. * context lost for instance.
  126414. */
  126415. rebuild(): void;
  126416. /**
  126417. * Disposes the component and the associated ressources
  126418. */
  126419. dispose(): void;
  126420. private _beforeCameraUpdate;
  126421. }
  126422. }
  126423. declare module BABYLON {
  126424. /**
  126425. * Navigation plugin interface to add navigation constrained by a navigation mesh
  126426. */
  126427. export interface INavigationEnginePlugin {
  126428. /**
  126429. * plugin name
  126430. */
  126431. name: string;
  126432. /**
  126433. * Creates a navigation mesh
  126434. * @param meshes array of all the geometry used to compute the navigatio mesh
  126435. * @param parameters bunch of parameters used to filter geometry
  126436. */
  126437. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126438. /**
  126439. * Create a navigation mesh debug mesh
  126440. * @param scene is where the mesh will be added
  126441. * @returns debug display mesh
  126442. */
  126443. createDebugNavMesh(scene: Scene): Mesh;
  126444. /**
  126445. * Get a navigation mesh constrained position, closest to the parameter position
  126446. * @param position world position
  126447. * @returns the closest point to position constrained by the navigation mesh
  126448. */
  126449. getClosestPoint(position: Vector3): Vector3;
  126450. /**
  126451. * Get a navigation mesh constrained position, within a particular radius
  126452. * @param position world position
  126453. * @param maxRadius the maximum distance to the constrained world position
  126454. * @returns the closest point to position constrained by the navigation mesh
  126455. */
  126456. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126457. /**
  126458. * Compute the final position from a segment made of destination-position
  126459. * @param position world position
  126460. * @param destination world position
  126461. * @returns the resulting point along the navmesh
  126462. */
  126463. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126464. /**
  126465. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126466. * @param start world position
  126467. * @param end world position
  126468. * @returns array containing world position composing the path
  126469. */
  126470. computePath(start: Vector3, end: Vector3): Vector3[];
  126471. /**
  126472. * If this plugin is supported
  126473. * @returns true if plugin is supported
  126474. */
  126475. isSupported(): boolean;
  126476. /**
  126477. * Create a new Crowd so you can add agents
  126478. * @param maxAgents the maximum agent count in the crowd
  126479. * @param maxAgentRadius the maximum radius an agent can have
  126480. * @param scene to attach the crowd to
  126481. * @returns the crowd you can add agents to
  126482. */
  126483. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126484. /**
  126485. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126486. * The queries will try to find a solution within those bounds
  126487. * default is (1,1,1)
  126488. * @param extent x,y,z value that define the extent around the queries point of reference
  126489. */
  126490. setDefaultQueryExtent(extent: Vector3): void;
  126491. /**
  126492. * Get the Bounding box extent specified by setDefaultQueryExtent
  126493. * @returns the box extent values
  126494. */
  126495. getDefaultQueryExtent(): Vector3;
  126496. /**
  126497. * Release all resources
  126498. */
  126499. dispose(): void;
  126500. }
  126501. /**
  126502. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126503. */
  126504. export interface ICrowd {
  126505. /**
  126506. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126507. * You can attach anything to that node. The node position is updated in the scene update tick.
  126508. * @param pos world position that will be constrained by the navigation mesh
  126509. * @param parameters agent parameters
  126510. * @param transform hooked to the agent that will be update by the scene
  126511. * @returns agent index
  126512. */
  126513. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126514. /**
  126515. * Returns the agent position in world space
  126516. * @param index agent index returned by addAgent
  126517. * @returns world space position
  126518. */
  126519. getAgentPosition(index: number): Vector3;
  126520. /**
  126521. * Gets the agent velocity in world space
  126522. * @param index agent index returned by addAgent
  126523. * @returns world space velocity
  126524. */
  126525. getAgentVelocity(index: number): Vector3;
  126526. /**
  126527. * remove a particular agent previously created
  126528. * @param index agent index returned by addAgent
  126529. */
  126530. removeAgent(index: number): void;
  126531. /**
  126532. * get the list of all agents attached to this crowd
  126533. * @returns list of agent indices
  126534. */
  126535. getAgents(): number[];
  126536. /**
  126537. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126538. * @param deltaTime in seconds
  126539. */
  126540. update(deltaTime: number): void;
  126541. /**
  126542. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126543. * @param index agent index returned by addAgent
  126544. * @param destination targeted world position
  126545. */
  126546. agentGoto(index: number, destination: Vector3): void;
  126547. /**
  126548. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126549. * The queries will try to find a solution within those bounds
  126550. * default is (1,1,1)
  126551. * @param extent x,y,z value that define the extent around the queries point of reference
  126552. */
  126553. setDefaultQueryExtent(extent: Vector3): void;
  126554. /**
  126555. * Get the Bounding box extent specified by setDefaultQueryExtent
  126556. * @returns the box extent values
  126557. */
  126558. getDefaultQueryExtent(): Vector3;
  126559. /**
  126560. * Release all resources
  126561. */
  126562. dispose(): void;
  126563. }
  126564. /**
  126565. * Configures an agent
  126566. */
  126567. export interface IAgentParameters {
  126568. /**
  126569. * Agent radius. [Limit: >= 0]
  126570. */
  126571. radius: number;
  126572. /**
  126573. * Agent height. [Limit: > 0]
  126574. */
  126575. height: number;
  126576. /**
  126577. * Maximum allowed acceleration. [Limit: >= 0]
  126578. */
  126579. maxAcceleration: number;
  126580. /**
  126581. * Maximum allowed speed. [Limit: >= 0]
  126582. */
  126583. maxSpeed: number;
  126584. /**
  126585. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126586. */
  126587. collisionQueryRange: number;
  126588. /**
  126589. * The path visibility optimization range. [Limit: > 0]
  126590. */
  126591. pathOptimizationRange: number;
  126592. /**
  126593. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126594. */
  126595. separationWeight: number;
  126596. }
  126597. /**
  126598. * Configures the navigation mesh creation
  126599. */
  126600. export interface INavMeshParameters {
  126601. /**
  126602. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126603. */
  126604. cs: number;
  126605. /**
  126606. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126607. */
  126608. ch: number;
  126609. /**
  126610. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126611. */
  126612. walkableSlopeAngle: number;
  126613. /**
  126614. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126615. * be considered walkable. [Limit: >= 3] [Units: vx]
  126616. */
  126617. walkableHeight: number;
  126618. /**
  126619. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126620. */
  126621. walkableClimb: number;
  126622. /**
  126623. * The distance to erode/shrink the walkable area of the heightfield away from
  126624. * obstructions. [Limit: >=0] [Units: vx]
  126625. */
  126626. walkableRadius: number;
  126627. /**
  126628. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  126629. */
  126630. maxEdgeLen: number;
  126631. /**
  126632. * The maximum distance a simplfied contour's border edges should deviate
  126633. * the original raw contour. [Limit: >=0] [Units: vx]
  126634. */
  126635. maxSimplificationError: number;
  126636. /**
  126637. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  126638. */
  126639. minRegionArea: number;
  126640. /**
  126641. * Any regions with a span count smaller than this value will, if possible,
  126642. * be merged with larger regions. [Limit: >=0] [Units: vx]
  126643. */
  126644. mergeRegionArea: number;
  126645. /**
  126646. * The maximum number of vertices allowed for polygons generated during the
  126647. * contour to polygon conversion process. [Limit: >= 3]
  126648. */
  126649. maxVertsPerPoly: number;
  126650. /**
  126651. * Sets the sampling distance to use when generating the detail mesh.
  126652. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  126653. */
  126654. detailSampleDist: number;
  126655. /**
  126656. * The maximum distance the detail mesh surface should deviate from heightfield
  126657. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  126658. */
  126659. detailSampleMaxError: number;
  126660. }
  126661. }
  126662. declare module BABYLON {
  126663. /**
  126664. * RecastJS navigation plugin
  126665. */
  126666. export class RecastJSPlugin implements INavigationEnginePlugin {
  126667. /**
  126668. * Reference to the Recast library
  126669. */
  126670. bjsRECAST: any;
  126671. /**
  126672. * plugin name
  126673. */
  126674. name: string;
  126675. /**
  126676. * the first navmesh created. We might extend this to support multiple navmeshes
  126677. */
  126678. navMesh: any;
  126679. /**
  126680. * Initializes the recastJS plugin
  126681. * @param recastInjection can be used to inject your own recast reference
  126682. */
  126683. constructor(recastInjection?: any);
  126684. /**
  126685. * Creates a navigation mesh
  126686. * @param meshes array of all the geometry used to compute the navigatio mesh
  126687. * @param parameters bunch of parameters used to filter geometry
  126688. */
  126689. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126690. /**
  126691. * Create a navigation mesh debug mesh
  126692. * @param scene is where the mesh will be added
  126693. * @returns debug display mesh
  126694. */
  126695. createDebugNavMesh(scene: Scene): Mesh;
  126696. /**
  126697. * Get a navigation mesh constrained position, closest to the parameter position
  126698. * @param position world position
  126699. * @returns the closest point to position constrained by the navigation mesh
  126700. */
  126701. getClosestPoint(position: Vector3): Vector3;
  126702. /**
  126703. * Get a navigation mesh constrained position, within a particular radius
  126704. * @param position world position
  126705. * @param maxRadius the maximum distance to the constrained world position
  126706. * @returns the closest point to position constrained by the navigation mesh
  126707. */
  126708. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126709. /**
  126710. * Compute the final position from a segment made of destination-position
  126711. * @param position world position
  126712. * @param destination world position
  126713. * @returns the resulting point along the navmesh
  126714. */
  126715. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126716. /**
  126717. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126718. * @param start world position
  126719. * @param end world position
  126720. * @returns array containing world position composing the path
  126721. */
  126722. computePath(start: Vector3, end: Vector3): Vector3[];
  126723. /**
  126724. * Create a new Crowd so you can add agents
  126725. * @param maxAgents the maximum agent count in the crowd
  126726. * @param maxAgentRadius the maximum radius an agent can have
  126727. * @param scene to attach the crowd to
  126728. * @returns the crowd you can add agents to
  126729. */
  126730. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126731. /**
  126732. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126733. * The queries will try to find a solution within those bounds
  126734. * default is (1,1,1)
  126735. * @param extent x,y,z value that define the extent around the queries point of reference
  126736. */
  126737. setDefaultQueryExtent(extent: Vector3): void;
  126738. /**
  126739. * Get the Bounding box extent specified by setDefaultQueryExtent
  126740. * @returns the box extent values
  126741. */
  126742. getDefaultQueryExtent(): Vector3;
  126743. /**
  126744. * Disposes
  126745. */
  126746. dispose(): void;
  126747. /**
  126748. * If this plugin is supported
  126749. * @returns true if plugin is supported
  126750. */
  126751. isSupported(): boolean;
  126752. }
  126753. /**
  126754. * Recast detour crowd implementation
  126755. */
  126756. export class RecastJSCrowd implements ICrowd {
  126757. /**
  126758. * Recast/detour plugin
  126759. */
  126760. bjsRECASTPlugin: RecastJSPlugin;
  126761. /**
  126762. * Link to the detour crowd
  126763. */
  126764. recastCrowd: any;
  126765. /**
  126766. * One transform per agent
  126767. */
  126768. transforms: TransformNode[];
  126769. /**
  126770. * All agents created
  126771. */
  126772. agents: number[];
  126773. /**
  126774. * Link to the scene is kept to unregister the crowd from the scene
  126775. */
  126776. private _scene;
  126777. /**
  126778. * Observer for crowd updates
  126779. */
  126780. private _onBeforeAnimationsObserver;
  126781. /**
  126782. * Constructor
  126783. * @param plugin recastJS plugin
  126784. * @param maxAgents the maximum agent count in the crowd
  126785. * @param maxAgentRadius the maximum radius an agent can have
  126786. * @param scene to attach the crowd to
  126787. * @returns the crowd you can add agents to
  126788. */
  126789. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  126790. /**
  126791. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126792. * You can attach anything to that node. The node position is updated in the scene update tick.
  126793. * @param pos world position that will be constrained by the navigation mesh
  126794. * @param parameters agent parameters
  126795. * @param transform hooked to the agent that will be update by the scene
  126796. * @returns agent index
  126797. */
  126798. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126799. /**
  126800. * Returns the agent position in world space
  126801. * @param index agent index returned by addAgent
  126802. * @returns world space position
  126803. */
  126804. getAgentPosition(index: number): Vector3;
  126805. /**
  126806. * Returns the agent velocity in world space
  126807. * @param index agent index returned by addAgent
  126808. * @returns world space velocity
  126809. */
  126810. getAgentVelocity(index: number): Vector3;
  126811. /**
  126812. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126813. * @param index agent index returned by addAgent
  126814. * @param destination targeted world position
  126815. */
  126816. agentGoto(index: number, destination: Vector3): void;
  126817. /**
  126818. * remove a particular agent previously created
  126819. * @param index agent index returned by addAgent
  126820. */
  126821. removeAgent(index: number): void;
  126822. /**
  126823. * get the list of all agents attached to this crowd
  126824. * @returns list of agent indices
  126825. */
  126826. getAgents(): number[];
  126827. /**
  126828. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126829. * @param deltaTime in seconds
  126830. */
  126831. update(deltaTime: number): void;
  126832. /**
  126833. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126834. * The queries will try to find a solution within those bounds
  126835. * default is (1,1,1)
  126836. * @param extent x,y,z value that define the extent around the queries point of reference
  126837. */
  126838. setDefaultQueryExtent(extent: Vector3): void;
  126839. /**
  126840. * Get the Bounding box extent specified by setDefaultQueryExtent
  126841. * @returns the box extent values
  126842. */
  126843. getDefaultQueryExtent(): Vector3;
  126844. /**
  126845. * Release all resources
  126846. */
  126847. dispose(): void;
  126848. }
  126849. }
  126850. declare module BABYLON {
  126851. /**
  126852. * Class used to enable access to IndexedDB
  126853. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  126854. */
  126855. export class Database implements IOfflineProvider {
  126856. private _callbackManifestChecked;
  126857. private _currentSceneUrl;
  126858. private _db;
  126859. private _enableSceneOffline;
  126860. private _enableTexturesOffline;
  126861. private _manifestVersionFound;
  126862. private _mustUpdateRessources;
  126863. private _hasReachedQuota;
  126864. private _isSupported;
  126865. private _idbFactory;
  126866. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  126867. private static IsUASupportingBlobStorage;
  126868. /**
  126869. * Gets a boolean indicating if Database storate is enabled (off by default)
  126870. */
  126871. static IDBStorageEnabled: boolean;
  126872. /**
  126873. * Gets a boolean indicating if scene must be saved in the database
  126874. */
  126875. readonly enableSceneOffline: boolean;
  126876. /**
  126877. * Gets a boolean indicating if textures must be saved in the database
  126878. */
  126879. readonly enableTexturesOffline: boolean;
  126880. /**
  126881. * Creates a new Database
  126882. * @param urlToScene defines the url to load the scene
  126883. * @param callbackManifestChecked defines the callback to use when manifest is checked
  126884. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  126885. */
  126886. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  126887. private static _ParseURL;
  126888. private static _ReturnFullUrlLocation;
  126889. private _checkManifestFile;
  126890. /**
  126891. * Open the database and make it available
  126892. * @param successCallback defines the callback to call on success
  126893. * @param errorCallback defines the callback to call on error
  126894. */
  126895. open(successCallback: () => void, errorCallback: () => void): void;
  126896. /**
  126897. * Loads an image from the database
  126898. * @param url defines the url to load from
  126899. * @param image defines the target DOM image
  126900. */
  126901. loadImage(url: string, image: HTMLImageElement): void;
  126902. private _loadImageFromDBAsync;
  126903. private _saveImageIntoDBAsync;
  126904. private _checkVersionFromDB;
  126905. private _loadVersionFromDBAsync;
  126906. private _saveVersionIntoDBAsync;
  126907. /**
  126908. * Loads a file from database
  126909. * @param url defines the URL to load from
  126910. * @param sceneLoaded defines a callback to call on success
  126911. * @param progressCallBack defines a callback to call when progress changed
  126912. * @param errorCallback defines a callback to call on error
  126913. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  126914. */
  126915. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  126916. private _loadFileAsync;
  126917. private _saveFileAsync;
  126918. /**
  126919. * Validates if xhr data is correct
  126920. * @param xhr defines the request to validate
  126921. * @param dataType defines the expected data type
  126922. * @returns true if data is correct
  126923. */
  126924. private static _ValidateXHRData;
  126925. }
  126926. }
  126927. declare module BABYLON {
  126928. /** @hidden */
  126929. export var gpuUpdateParticlesPixelShader: {
  126930. name: string;
  126931. shader: string;
  126932. };
  126933. }
  126934. declare module BABYLON {
  126935. /** @hidden */
  126936. export var gpuUpdateParticlesVertexShader: {
  126937. name: string;
  126938. shader: string;
  126939. };
  126940. }
  126941. declare module BABYLON {
  126942. /** @hidden */
  126943. export var clipPlaneFragmentDeclaration2: {
  126944. name: string;
  126945. shader: string;
  126946. };
  126947. }
  126948. declare module BABYLON {
  126949. /** @hidden */
  126950. export var gpuRenderParticlesPixelShader: {
  126951. name: string;
  126952. shader: string;
  126953. };
  126954. }
  126955. declare module BABYLON {
  126956. /** @hidden */
  126957. export var clipPlaneVertexDeclaration2: {
  126958. name: string;
  126959. shader: string;
  126960. };
  126961. }
  126962. declare module BABYLON {
  126963. /** @hidden */
  126964. export var gpuRenderParticlesVertexShader: {
  126965. name: string;
  126966. shader: string;
  126967. };
  126968. }
  126969. declare module BABYLON {
  126970. /**
  126971. * This represents a GPU particle system in Babylon
  126972. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  126973. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  126974. */
  126975. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  126976. /**
  126977. * The layer mask we are rendering the particles through.
  126978. */
  126979. layerMask: number;
  126980. private _capacity;
  126981. private _activeCount;
  126982. private _currentActiveCount;
  126983. private _accumulatedCount;
  126984. private _renderEffect;
  126985. private _updateEffect;
  126986. private _buffer0;
  126987. private _buffer1;
  126988. private _spriteBuffer;
  126989. private _updateVAO;
  126990. private _renderVAO;
  126991. private _targetIndex;
  126992. private _sourceBuffer;
  126993. private _targetBuffer;
  126994. private _engine;
  126995. private _currentRenderId;
  126996. private _started;
  126997. private _stopped;
  126998. private _timeDelta;
  126999. private _randomTexture;
  127000. private _randomTexture2;
  127001. private _attributesStrideSize;
  127002. private _updateEffectOptions;
  127003. private _randomTextureSize;
  127004. private _actualFrame;
  127005. private readonly _rawTextureWidth;
  127006. /**
  127007. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  127008. */
  127009. static readonly IsSupported: boolean;
  127010. /**
  127011. * An event triggered when the system is disposed.
  127012. */
  127013. onDisposeObservable: Observable<GPUParticleSystem>;
  127014. /**
  127015. * Gets the maximum number of particles active at the same time.
  127016. * @returns The max number of active particles.
  127017. */
  127018. getCapacity(): number;
  127019. /**
  127020. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  127021. * to override the particles.
  127022. */
  127023. forceDepthWrite: boolean;
  127024. /**
  127025. * Gets or set the number of active particles
  127026. */
  127027. activeParticleCount: number;
  127028. private _preWarmDone;
  127029. /**
  127030. * Is this system ready to be used/rendered
  127031. * @return true if the system is ready
  127032. */
  127033. isReady(): boolean;
  127034. /**
  127035. * Gets if the system has been started. (Note: this will still be true after stop is called)
  127036. * @returns True if it has been started, otherwise false.
  127037. */
  127038. isStarted(): boolean;
  127039. /**
  127040. * Starts the particle system and begins to emit
  127041. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  127042. */
  127043. start(delay?: number): void;
  127044. /**
  127045. * Stops the particle system.
  127046. */
  127047. stop(): void;
  127048. /**
  127049. * Remove all active particles
  127050. */
  127051. reset(): void;
  127052. /**
  127053. * Returns the string "GPUParticleSystem"
  127054. * @returns a string containing the class name
  127055. */
  127056. getClassName(): string;
  127057. private _colorGradientsTexture;
  127058. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  127059. /**
  127060. * Adds a new color gradient
  127061. * @param gradient defines the gradient to use (between 0 and 1)
  127062. * @param color1 defines the color to affect to the specified gradient
  127063. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  127064. * @returns the current particle system
  127065. */
  127066. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  127067. /**
  127068. * Remove a specific color gradient
  127069. * @param gradient defines the gradient to remove
  127070. * @returns the current particle system
  127071. */
  127072. removeColorGradient(gradient: number): GPUParticleSystem;
  127073. private _angularSpeedGradientsTexture;
  127074. private _sizeGradientsTexture;
  127075. private _velocityGradientsTexture;
  127076. private _limitVelocityGradientsTexture;
  127077. private _dragGradientsTexture;
  127078. private _addFactorGradient;
  127079. /**
  127080. * Adds a new size gradient
  127081. * @param gradient defines the gradient to use (between 0 and 1)
  127082. * @param factor defines the size factor to affect to the specified gradient
  127083. * @returns the current particle system
  127084. */
  127085. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  127086. /**
  127087. * Remove a specific size gradient
  127088. * @param gradient defines the gradient to remove
  127089. * @returns the current particle system
  127090. */
  127091. removeSizeGradient(gradient: number): GPUParticleSystem;
  127092. /**
  127093. * Adds a new angular speed gradient
  127094. * @param gradient defines the gradient to use (between 0 and 1)
  127095. * @param factor defines the angular speed to affect to the specified gradient
  127096. * @returns the current particle system
  127097. */
  127098. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  127099. /**
  127100. * Remove a specific angular speed gradient
  127101. * @param gradient defines the gradient to remove
  127102. * @returns the current particle system
  127103. */
  127104. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  127105. /**
  127106. * Adds a new velocity gradient
  127107. * @param gradient defines the gradient to use (between 0 and 1)
  127108. * @param factor defines the velocity to affect to the specified gradient
  127109. * @returns the current particle system
  127110. */
  127111. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127112. /**
  127113. * Remove a specific velocity gradient
  127114. * @param gradient defines the gradient to remove
  127115. * @returns the current particle system
  127116. */
  127117. removeVelocityGradient(gradient: number): GPUParticleSystem;
  127118. /**
  127119. * Adds a new limit velocity gradient
  127120. * @param gradient defines the gradient to use (between 0 and 1)
  127121. * @param factor defines the limit velocity value to affect to the specified gradient
  127122. * @returns the current particle system
  127123. */
  127124. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  127125. /**
  127126. * Remove a specific limit velocity gradient
  127127. * @param gradient defines the gradient to remove
  127128. * @returns the current particle system
  127129. */
  127130. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  127131. /**
  127132. * Adds a new drag gradient
  127133. * @param gradient defines the gradient to use (between 0 and 1)
  127134. * @param factor defines the drag value to affect to the specified gradient
  127135. * @returns the current particle system
  127136. */
  127137. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  127138. /**
  127139. * Remove a specific drag gradient
  127140. * @param gradient defines the gradient to remove
  127141. * @returns the current particle system
  127142. */
  127143. removeDragGradient(gradient: number): GPUParticleSystem;
  127144. /**
  127145. * Not supported by GPUParticleSystem
  127146. * @param gradient defines the gradient to use (between 0 and 1)
  127147. * @param factor defines the emit rate value to affect to the specified gradient
  127148. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127149. * @returns the current particle system
  127150. */
  127151. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127152. /**
  127153. * Not supported by GPUParticleSystem
  127154. * @param gradient defines the gradient to remove
  127155. * @returns the current particle system
  127156. */
  127157. removeEmitRateGradient(gradient: number): IParticleSystem;
  127158. /**
  127159. * Not supported by GPUParticleSystem
  127160. * @param gradient defines the gradient to use (between 0 and 1)
  127161. * @param factor defines the start size value to affect to the specified gradient
  127162. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127163. * @returns the current particle system
  127164. */
  127165. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127166. /**
  127167. * Not supported by GPUParticleSystem
  127168. * @param gradient defines the gradient to remove
  127169. * @returns the current particle system
  127170. */
  127171. removeStartSizeGradient(gradient: number): IParticleSystem;
  127172. /**
  127173. * Not supported by GPUParticleSystem
  127174. * @param gradient defines the gradient to use (between 0 and 1)
  127175. * @param min defines the color remap minimal range
  127176. * @param max defines the color remap maximal range
  127177. * @returns the current particle system
  127178. */
  127179. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127180. /**
  127181. * Not supported by GPUParticleSystem
  127182. * @param gradient defines the gradient to remove
  127183. * @returns the current particle system
  127184. */
  127185. removeColorRemapGradient(): IParticleSystem;
  127186. /**
  127187. * Not supported by GPUParticleSystem
  127188. * @param gradient defines the gradient to use (between 0 and 1)
  127189. * @param min defines the alpha remap minimal range
  127190. * @param max defines the alpha remap maximal range
  127191. * @returns the current particle system
  127192. */
  127193. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  127194. /**
  127195. * Not supported by GPUParticleSystem
  127196. * @param gradient defines the gradient to remove
  127197. * @returns the current particle system
  127198. */
  127199. removeAlphaRemapGradient(): IParticleSystem;
  127200. /**
  127201. * Not supported by GPUParticleSystem
  127202. * @param gradient defines the gradient to use (between 0 and 1)
  127203. * @param color defines the color to affect to the specified gradient
  127204. * @returns the current particle system
  127205. */
  127206. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  127207. /**
  127208. * Not supported by GPUParticleSystem
  127209. * @param gradient defines the gradient to remove
  127210. * @returns the current particle system
  127211. */
  127212. removeRampGradient(): IParticleSystem;
  127213. /**
  127214. * Not supported by GPUParticleSystem
  127215. * @returns the list of ramp gradients
  127216. */
  127217. getRampGradients(): Nullable<Array<Color3Gradient>>;
  127218. /**
  127219. * Not supported by GPUParticleSystem
  127220. * Gets or sets a boolean indicating that ramp gradients must be used
  127221. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  127222. */
  127223. useRampGradients: boolean;
  127224. /**
  127225. * Not supported by GPUParticleSystem
  127226. * @param gradient defines the gradient to use (between 0 and 1)
  127227. * @param factor defines the life time factor to affect to the specified gradient
  127228. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  127229. * @returns the current particle system
  127230. */
  127231. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  127232. /**
  127233. * Not supported by GPUParticleSystem
  127234. * @param gradient defines the gradient to remove
  127235. * @returns the current particle system
  127236. */
  127237. removeLifeTimeGradient(gradient: number): IParticleSystem;
  127238. /**
  127239. * Instantiates a GPU particle system.
  127240. * 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.
  127241. * @param name The name of the particle system
  127242. * @param options The options used to create the system
  127243. * @param scene The scene the particle system belongs to
  127244. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  127245. */
  127246. constructor(name: string, options: Partial<{
  127247. capacity: number;
  127248. randomTextureSize: number;
  127249. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  127250. protected _reset(): void;
  127251. private _createUpdateVAO;
  127252. private _createRenderVAO;
  127253. private _initialize;
  127254. /** @hidden */
  127255. _recreateUpdateEffect(): void;
  127256. /** @hidden */
  127257. _recreateRenderEffect(): void;
  127258. /**
  127259. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  127260. * @param preWarm defines if we are in the pre-warmimg phase
  127261. */
  127262. animate(preWarm?: boolean): void;
  127263. private _createFactorGradientTexture;
  127264. private _createSizeGradientTexture;
  127265. private _createAngularSpeedGradientTexture;
  127266. private _createVelocityGradientTexture;
  127267. private _createLimitVelocityGradientTexture;
  127268. private _createDragGradientTexture;
  127269. private _createColorGradientTexture;
  127270. /**
  127271. * Renders the particle system in its current state
  127272. * @param preWarm defines if the system should only update the particles but not render them
  127273. * @returns the current number of particles
  127274. */
  127275. render(preWarm?: boolean): number;
  127276. /**
  127277. * Rebuilds the particle system
  127278. */
  127279. rebuild(): void;
  127280. private _releaseBuffers;
  127281. private _releaseVAOs;
  127282. /**
  127283. * Disposes the particle system and free the associated resources
  127284. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  127285. */
  127286. dispose(disposeTexture?: boolean): void;
  127287. /**
  127288. * Clones the particle system.
  127289. * @param name The name of the cloned object
  127290. * @param newEmitter The new emitter to use
  127291. * @returns the cloned particle system
  127292. */
  127293. clone(name: string, newEmitter: any): GPUParticleSystem;
  127294. /**
  127295. * Serializes the particle system to a JSON object.
  127296. * @returns the JSON object
  127297. */
  127298. serialize(): any;
  127299. /**
  127300. * Parses a JSON object to create a GPU particle system.
  127301. * @param parsedParticleSystem The JSON object to parse
  127302. * @param scene The scene to create the particle system in
  127303. * @param rootUrl The root url to use to load external dependencies like texture
  127304. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  127305. * @returns the parsed GPU particle system
  127306. */
  127307. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  127308. }
  127309. }
  127310. declare module BABYLON {
  127311. /**
  127312. * Represents a set of particle systems working together to create a specific effect
  127313. */
  127314. export class ParticleSystemSet implements IDisposable {
  127315. /**
  127316. * Gets or sets base Assets URL
  127317. */
  127318. static BaseAssetsUrl: string;
  127319. private _emitterCreationOptions;
  127320. private _emitterNode;
  127321. /**
  127322. * Gets the particle system list
  127323. */
  127324. systems: IParticleSystem[];
  127325. /**
  127326. * Gets the emitter node used with this set
  127327. */
  127328. readonly emitterNode: Nullable<TransformNode>;
  127329. /**
  127330. * Creates a new emitter mesh as a sphere
  127331. * @param options defines the options used to create the sphere
  127332. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  127333. * @param scene defines the hosting scene
  127334. */
  127335. setEmitterAsSphere(options: {
  127336. diameter: number;
  127337. segments: number;
  127338. color: Color3;
  127339. }, renderingGroupId: number, scene: Scene): void;
  127340. /**
  127341. * Starts all particle systems of the set
  127342. * @param emitter defines an optional mesh to use as emitter for the particle systems
  127343. */
  127344. start(emitter?: AbstractMesh): void;
  127345. /**
  127346. * Release all associated resources
  127347. */
  127348. dispose(): void;
  127349. /**
  127350. * Serialize the set into a JSON compatible object
  127351. * @returns a JSON compatible representation of the set
  127352. */
  127353. serialize(): any;
  127354. /**
  127355. * Parse a new ParticleSystemSet from a serialized source
  127356. * @param data defines a JSON compatible representation of the set
  127357. * @param scene defines the hosting scene
  127358. * @param gpu defines if we want GPU particles or CPU particles
  127359. * @returns a new ParticleSystemSet
  127360. */
  127361. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  127362. }
  127363. }
  127364. declare module BABYLON {
  127365. /**
  127366. * This class is made for on one-liner static method to help creating particle system set.
  127367. */
  127368. export class ParticleHelper {
  127369. /**
  127370. * Gets or sets base Assets URL
  127371. */
  127372. static BaseAssetsUrl: string;
  127373. /**
  127374. * Create a default particle system that you can tweak
  127375. * @param emitter defines the emitter to use
  127376. * @param capacity defines the system capacity (default is 500 particles)
  127377. * @param scene defines the hosting scene
  127378. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  127379. * @returns the new Particle system
  127380. */
  127381. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  127382. /**
  127383. * This is the main static method (one-liner) of this helper to create different particle systems
  127384. * @param type This string represents the type to the particle system to create
  127385. * @param scene The scene where the particle system should live
  127386. * @param gpu If the system will use gpu
  127387. * @returns the ParticleSystemSet created
  127388. */
  127389. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  127390. /**
  127391. * Static function used to export a particle system to a ParticleSystemSet variable.
  127392. * Please note that the emitter shape is not exported
  127393. * @param systems defines the particle systems to export
  127394. * @returns the created particle system set
  127395. */
  127396. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  127397. }
  127398. }
  127399. declare module BABYLON {
  127400. interface Engine {
  127401. /**
  127402. * Create an effect to use with particle systems.
  127403. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  127404. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  127405. * @param uniformsNames defines a list of attribute names
  127406. * @param samplers defines an array of string used to represent textures
  127407. * @param defines defines the string containing the defines to use to compile the shaders
  127408. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  127409. * @param onCompiled defines a function to call when the effect creation is successful
  127410. * @param onError defines a function to call when the effect creation has failed
  127411. * @returns the new Effect
  127412. */
  127413. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  127414. }
  127415. interface Mesh {
  127416. /**
  127417. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  127418. * @returns an array of IParticleSystem
  127419. */
  127420. getEmittedParticleSystems(): IParticleSystem[];
  127421. /**
  127422. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  127423. * @returns an array of IParticleSystem
  127424. */
  127425. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  127426. }
  127427. /**
  127428. * @hidden
  127429. */
  127430. export var _IDoNeedToBeInTheBuild: number;
  127431. }
  127432. declare module BABYLON {
  127433. /** Defines the 4 color options */
  127434. export enum PointColor {
  127435. /** color value */
  127436. Color = 2,
  127437. /** uv value */
  127438. UV = 1,
  127439. /** random value */
  127440. Random = 0,
  127441. /** stated value */
  127442. Stated = 3
  127443. }
  127444. /**
  127445. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127446. * 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.
  127447. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127448. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127449. *
  127450. * Full documentation here : TO BE ENTERED
  127451. */
  127452. export class PointsCloudSystem implements IDisposable {
  127453. /**
  127454. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127455. * Example : var p = SPS.particles[i];
  127456. */
  127457. particles: CloudPoint[];
  127458. /**
  127459. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127460. */
  127461. nbParticles: number;
  127462. /**
  127463. * This a counter for your own usage. It's not set by any SPS functions.
  127464. */
  127465. counter: number;
  127466. /**
  127467. * The PCS name. This name is also given to the underlying mesh.
  127468. */
  127469. name: string;
  127470. /**
  127471. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127472. */
  127473. mesh: Mesh;
  127474. /**
  127475. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127476. * Please read :
  127477. */
  127478. vars: any;
  127479. /**
  127480. * @hidden
  127481. */
  127482. _size: number;
  127483. private _scene;
  127484. private _promises;
  127485. private _positions;
  127486. private _indices;
  127487. private _normals;
  127488. private _colors;
  127489. private _uvs;
  127490. private _indices32;
  127491. private _positions32;
  127492. private _colors32;
  127493. private _uvs32;
  127494. private _updatable;
  127495. private _isVisibilityBoxLocked;
  127496. private _alwaysVisible;
  127497. private _groups;
  127498. private _groupCounter;
  127499. private _computeParticleColor;
  127500. private _computeParticleTexture;
  127501. private _computeParticleRotation;
  127502. private _computeBoundingBox;
  127503. private _isReady;
  127504. /**
  127505. * Creates a PCS (Points Cloud System) object
  127506. * @param name (String) is the PCS name, this will be the underlying mesh name
  127507. * @param pointSize (number) is the size for each point
  127508. * @param scene (Scene) is the scene in which the PCS is added
  127509. * @param options defines the options of the PCS e.g.
  127510. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127511. */
  127512. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127513. updatable?: boolean;
  127514. });
  127515. /**
  127516. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127517. * If no points were added to the PCS, the returned mesh is just a single point.
  127518. * @returns a promise for the created mesh
  127519. */
  127520. buildMeshAsync(): Promise<Mesh>;
  127521. /**
  127522. * @hidden
  127523. */
  127524. private _buildMesh;
  127525. private _addParticle;
  127526. private _randomUnitVector;
  127527. private _getColorIndicesForCoord;
  127528. private _setPointsColorOrUV;
  127529. private _colorFromTexture;
  127530. private _calculateDensity;
  127531. /**
  127532. * Adds points to the PCS in random positions within a unit sphere
  127533. * @param nb (positive integer) the number of particles to be created from this model
  127534. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127535. * @returns the number of groups in the system
  127536. */
  127537. addPoints(nb: number, pointFunction?: any): number;
  127538. /**
  127539. * Adds points to the PCS from the surface of the model shape
  127540. * @param mesh is any Mesh object that will be used as a surface model for the points
  127541. * @param nb (positive integer) the number of particles to be created from this model
  127542. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127543. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127544. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127545. * @returns the number of groups in the system
  127546. */
  127547. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127548. /**
  127549. * Adds points to the PCS inside the model shape
  127550. * @param mesh is any Mesh object that will be used as a surface model for the points
  127551. * @param nb (positive integer) the number of particles to be created from this model
  127552. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127553. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127554. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127555. * @returns the number of groups in the system
  127556. */
  127557. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127558. /**
  127559. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127560. * This method calls `updateParticle()` for each particle of the SPS.
  127561. * For an animated SPS, it is usually called within the render loop.
  127562. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127563. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127564. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127565. * @returns the PCS.
  127566. */
  127567. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127568. /**
  127569. * Disposes the PCS.
  127570. */
  127571. dispose(): void;
  127572. /**
  127573. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127574. * doc :
  127575. * @returns the PCS.
  127576. */
  127577. refreshVisibleSize(): PointsCloudSystem;
  127578. /**
  127579. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127580. * @param size the size (float) of the visibility box
  127581. * note : this doesn't lock the PCS mesh bounding box.
  127582. * doc :
  127583. */
  127584. setVisibilityBox(size: number): void;
  127585. /**
  127586. * Gets whether the PCS is always visible or not
  127587. * doc :
  127588. */
  127589. /**
  127590. * Sets the PCS as always visible or not
  127591. * doc :
  127592. */
  127593. isAlwaysVisible: boolean;
  127594. /**
  127595. * Tells to `setParticles()` to compute the particle rotations or not
  127596. * Default value : false. The PCS is faster when it's set to false
  127597. * Note : particle rotations are only applied to parent particles
  127598. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127599. */
  127600. computeParticleRotation: boolean;
  127601. /**
  127602. * Tells to `setParticles()` to compute the particle colors or not.
  127603. * Default value : true. The PCS is faster when it's set to false.
  127604. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127605. */
  127606. /**
  127607. * Gets if `setParticles()` computes the particle colors or not.
  127608. * Default value : false. The PCS is faster when it's set to false.
  127609. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127610. */
  127611. computeParticleColor: boolean;
  127612. /**
  127613. * Gets if `setParticles()` computes the particle textures or not.
  127614. * Default value : false. The PCS is faster when it's set to false.
  127615. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127616. */
  127617. computeParticleTexture: boolean;
  127618. /**
  127619. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127620. */
  127621. /**
  127622. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127623. */
  127624. computeBoundingBox: boolean;
  127625. /**
  127626. * This function does nothing. It may be overwritten to set all the particle first values.
  127627. * The PCS doesn't call this function, you may have to call it by your own.
  127628. * doc :
  127629. */
  127630. initParticles(): void;
  127631. /**
  127632. * This function does nothing. It may be overwritten to recycle a particle
  127633. * The PCS doesn't call this function, you can to call it
  127634. * doc :
  127635. * @param particle The particle to recycle
  127636. * @returns the recycled particle
  127637. */
  127638. recycleParticle(particle: CloudPoint): CloudPoint;
  127639. /**
  127640. * Updates a particle : this function should be overwritten by the user.
  127641. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  127642. * doc :
  127643. * @example : just set a particle position or velocity and recycle conditions
  127644. * @param particle The particle to update
  127645. * @returns the updated particle
  127646. */
  127647. updateParticle(particle: CloudPoint): CloudPoint;
  127648. /**
  127649. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  127650. * This does nothing and may be overwritten by the user.
  127651. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127652. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127653. * @param update the boolean update value actually passed to setParticles()
  127654. */
  127655. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127656. /**
  127657. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  127658. * This will be passed three parameters.
  127659. * This does nothing and may be overwritten by the user.
  127660. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127661. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127662. * @param update the boolean update value actually passed to setParticles()
  127663. */
  127664. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127665. }
  127666. }
  127667. declare module BABYLON {
  127668. /**
  127669. * Represents one particle of a points cloud system.
  127670. */
  127671. export class CloudPoint {
  127672. /**
  127673. * particle global index
  127674. */
  127675. idx: number;
  127676. /**
  127677. * The color of the particle
  127678. */
  127679. color: Nullable<Color4>;
  127680. /**
  127681. * The world space position of the particle.
  127682. */
  127683. position: Vector3;
  127684. /**
  127685. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  127686. */
  127687. rotation: Vector3;
  127688. /**
  127689. * The world space rotation quaternion of the particle.
  127690. */
  127691. rotationQuaternion: Nullable<Quaternion>;
  127692. /**
  127693. * The uv of the particle.
  127694. */
  127695. uv: Nullable<Vector2>;
  127696. /**
  127697. * The current speed of the particle.
  127698. */
  127699. velocity: Vector3;
  127700. /**
  127701. * The pivot point in the particle local space.
  127702. */
  127703. pivot: Vector3;
  127704. /**
  127705. * Must the particle be translated from its pivot point in its local space ?
  127706. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  127707. * Default : false
  127708. */
  127709. translateFromPivot: boolean;
  127710. /**
  127711. * Index of this particle in the global "positions" array (Internal use)
  127712. * @hidden
  127713. */
  127714. _pos: number;
  127715. /**
  127716. * @hidden Index of this particle in the global "indices" array (Internal use)
  127717. */
  127718. _ind: number;
  127719. /**
  127720. * Group this particle belongs to
  127721. */
  127722. _group: PointsGroup;
  127723. /**
  127724. * Group id of this particle
  127725. */
  127726. groupId: number;
  127727. /**
  127728. * Index of the particle in its group id (Internal use)
  127729. */
  127730. idxInGroup: number;
  127731. /**
  127732. * @hidden Particle BoundingInfo object (Internal use)
  127733. */
  127734. _boundingInfo: BoundingInfo;
  127735. /**
  127736. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  127737. */
  127738. _pcs: PointsCloudSystem;
  127739. /**
  127740. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  127741. */
  127742. _stillInvisible: boolean;
  127743. /**
  127744. * @hidden Last computed particle rotation matrix
  127745. */
  127746. _rotationMatrix: number[];
  127747. /**
  127748. * Parent particle Id, if any.
  127749. * Default null.
  127750. */
  127751. parentId: Nullable<number>;
  127752. /**
  127753. * @hidden Internal global position in the PCS.
  127754. */
  127755. _globalPosition: Vector3;
  127756. /**
  127757. * Creates a Point Cloud object.
  127758. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  127759. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  127760. * @param group (PointsGroup) is the group the particle belongs to
  127761. * @param groupId (integer) is the group identifier in the PCS.
  127762. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  127763. * @param pcs defines the PCS it is associated to
  127764. */
  127765. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  127766. /**
  127767. * get point size
  127768. */
  127769. /**
  127770. * Set point size
  127771. */
  127772. size: Vector3;
  127773. /**
  127774. * Legacy support, changed quaternion to rotationQuaternion
  127775. */
  127776. /**
  127777. * Legacy support, changed quaternion to rotationQuaternion
  127778. */
  127779. quaternion: Nullable<Quaternion>;
  127780. /**
  127781. * Returns a boolean. True if the particle intersects a mesh, else false
  127782. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  127783. * @param target is the object (point or mesh) what the intersection is computed against
  127784. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  127785. * @returns true if it intersects
  127786. */
  127787. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  127788. /**
  127789. * get the rotation matrix of the particle
  127790. * @hidden
  127791. */
  127792. getRotationMatrix(m: Matrix): void;
  127793. }
  127794. /**
  127795. * Represents a group of points in a points cloud system
  127796. * * PCS internal tool, don't use it manually.
  127797. */
  127798. export class PointsGroup {
  127799. /**
  127800. * The group id
  127801. * @hidden
  127802. */
  127803. groupID: number;
  127804. /**
  127805. * image data for group (internal use)
  127806. * @hidden
  127807. */
  127808. _groupImageData: Nullable<ArrayBufferView>;
  127809. /**
  127810. * Image Width (internal use)
  127811. * @hidden
  127812. */
  127813. _groupImgWidth: number;
  127814. /**
  127815. * Image Height (internal use)
  127816. * @hidden
  127817. */
  127818. _groupImgHeight: number;
  127819. /**
  127820. * Custom position function (internal use)
  127821. * @hidden
  127822. */
  127823. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  127824. /**
  127825. * density per facet for surface points
  127826. * @hidden
  127827. */
  127828. _groupDensity: number[];
  127829. /**
  127830. * Only when points are colored by texture carries pointer to texture list array
  127831. * @hidden
  127832. */
  127833. _textureNb: number;
  127834. /**
  127835. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  127836. * PCS internal tool, don't use it manually.
  127837. * @hidden
  127838. */
  127839. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  127840. }
  127841. }
  127842. declare module BABYLON {
  127843. interface Scene {
  127844. /** @hidden (Backing field) */
  127845. _physicsEngine: Nullable<IPhysicsEngine>;
  127846. /**
  127847. * Gets the current physics engine
  127848. * @returns a IPhysicsEngine or null if none attached
  127849. */
  127850. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  127851. /**
  127852. * Enables physics to the current scene
  127853. * @param gravity defines the scene's gravity for the physics engine
  127854. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  127855. * @return a boolean indicating if the physics engine was initialized
  127856. */
  127857. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  127858. /**
  127859. * Disables and disposes the physics engine associated with the scene
  127860. */
  127861. disablePhysicsEngine(): void;
  127862. /**
  127863. * Gets a boolean indicating if there is an active physics engine
  127864. * @returns a boolean indicating if there is an active physics engine
  127865. */
  127866. isPhysicsEnabled(): boolean;
  127867. /**
  127868. * Deletes a physics compound impostor
  127869. * @param compound defines the compound to delete
  127870. */
  127871. deleteCompoundImpostor(compound: any): void;
  127872. /**
  127873. * An event triggered when physic simulation is about to be run
  127874. */
  127875. onBeforePhysicsObservable: Observable<Scene>;
  127876. /**
  127877. * An event triggered when physic simulation has been done
  127878. */
  127879. onAfterPhysicsObservable: Observable<Scene>;
  127880. }
  127881. interface AbstractMesh {
  127882. /** @hidden */
  127883. _physicsImpostor: Nullable<PhysicsImpostor>;
  127884. /**
  127885. * Gets or sets impostor used for physic simulation
  127886. * @see http://doc.babylonjs.com/features/physics_engine
  127887. */
  127888. physicsImpostor: Nullable<PhysicsImpostor>;
  127889. /**
  127890. * Gets the current physics impostor
  127891. * @see http://doc.babylonjs.com/features/physics_engine
  127892. * @returns a physics impostor or null
  127893. */
  127894. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  127895. /** Apply a physic impulse to the mesh
  127896. * @param force defines the force to apply
  127897. * @param contactPoint defines where to apply the force
  127898. * @returns the current mesh
  127899. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127900. */
  127901. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  127902. /**
  127903. * Creates a physic joint between two meshes
  127904. * @param otherMesh defines the other mesh to use
  127905. * @param pivot1 defines the pivot to use on this mesh
  127906. * @param pivot2 defines the pivot to use on the other mesh
  127907. * @param options defines additional options (can be plugin dependent)
  127908. * @returns the current mesh
  127909. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  127910. */
  127911. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  127912. /** @hidden */
  127913. _disposePhysicsObserver: Nullable<Observer<Node>>;
  127914. }
  127915. /**
  127916. * Defines the physics engine scene component responsible to manage a physics engine
  127917. */
  127918. export class PhysicsEngineSceneComponent implements ISceneComponent {
  127919. /**
  127920. * The component name helpful to identify the component in the list of scene components.
  127921. */
  127922. readonly name: string;
  127923. /**
  127924. * The scene the component belongs to.
  127925. */
  127926. scene: Scene;
  127927. /**
  127928. * Creates a new instance of the component for the given scene
  127929. * @param scene Defines the scene to register the component in
  127930. */
  127931. constructor(scene: Scene);
  127932. /**
  127933. * Registers the component in a given scene
  127934. */
  127935. register(): void;
  127936. /**
  127937. * Rebuilds the elements related to this component in case of
  127938. * context lost for instance.
  127939. */
  127940. rebuild(): void;
  127941. /**
  127942. * Disposes the component and the associated ressources
  127943. */
  127944. dispose(): void;
  127945. }
  127946. }
  127947. declare module BABYLON {
  127948. /**
  127949. * A helper for physics simulations
  127950. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127951. */
  127952. export class PhysicsHelper {
  127953. private _scene;
  127954. private _physicsEngine;
  127955. /**
  127956. * Initializes the Physics helper
  127957. * @param scene Babylon.js scene
  127958. */
  127959. constructor(scene: Scene);
  127960. /**
  127961. * Applies a radial explosion impulse
  127962. * @param origin the origin of the explosion
  127963. * @param radiusOrEventOptions the radius or the options of radial explosion
  127964. * @param strength the explosion strength
  127965. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127966. * @returns A physics radial explosion event, or null
  127967. */
  127968. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127969. /**
  127970. * Applies a radial explosion force
  127971. * @param origin the origin of the explosion
  127972. * @param radiusOrEventOptions the radius or the options of radial explosion
  127973. * @param strength the explosion strength
  127974. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127975. * @returns A physics radial explosion event, or null
  127976. */
  127977. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127978. /**
  127979. * Creates a gravitational field
  127980. * @param origin the origin of the explosion
  127981. * @param radiusOrEventOptions the radius or the options of radial explosion
  127982. * @param strength the explosion strength
  127983. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127984. * @returns A physics gravitational field event, or null
  127985. */
  127986. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  127987. /**
  127988. * Creates a physics updraft event
  127989. * @param origin the origin of the updraft
  127990. * @param radiusOrEventOptions the radius or the options of the updraft
  127991. * @param strength the strength of the updraft
  127992. * @param height the height of the updraft
  127993. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  127994. * @returns A physics updraft event, or null
  127995. */
  127996. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  127997. /**
  127998. * Creates a physics vortex event
  127999. * @param origin the of the vortex
  128000. * @param radiusOrEventOptions the radius or the options of the vortex
  128001. * @param strength the strength of the vortex
  128002. * @param height the height of the vortex
  128003. * @returns a Physics vortex event, or null
  128004. * A physics vortex event or null
  128005. */
  128006. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  128007. }
  128008. /**
  128009. * Represents a physics radial explosion event
  128010. */
  128011. class PhysicsRadialExplosionEvent {
  128012. private _scene;
  128013. private _options;
  128014. private _sphere;
  128015. private _dataFetched;
  128016. /**
  128017. * Initializes a radial explosioin event
  128018. * @param _scene BabylonJS scene
  128019. * @param _options The options for the vortex event
  128020. */
  128021. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  128022. /**
  128023. * Returns the data related to the radial explosion event (sphere).
  128024. * @returns The radial explosion event data
  128025. */
  128026. getData(): PhysicsRadialExplosionEventData;
  128027. /**
  128028. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  128029. * @param impostor A physics imposter
  128030. * @param origin the origin of the explosion
  128031. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  128032. */
  128033. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  128034. /**
  128035. * Triggers affecterd impostors callbacks
  128036. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  128037. */
  128038. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  128039. /**
  128040. * Disposes the sphere.
  128041. * @param force Specifies if the sphere should be disposed by force
  128042. */
  128043. dispose(force?: boolean): void;
  128044. /*** Helpers ***/
  128045. private _prepareSphere;
  128046. private _intersectsWithSphere;
  128047. }
  128048. /**
  128049. * Represents a gravitational field event
  128050. */
  128051. class PhysicsGravitationalFieldEvent {
  128052. private _physicsHelper;
  128053. private _scene;
  128054. private _origin;
  128055. private _options;
  128056. private _tickCallback;
  128057. private _sphere;
  128058. private _dataFetched;
  128059. /**
  128060. * Initializes the physics gravitational field event
  128061. * @param _physicsHelper A physics helper
  128062. * @param _scene BabylonJS scene
  128063. * @param _origin The origin position of the gravitational field event
  128064. * @param _options The options for the vortex event
  128065. */
  128066. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  128067. /**
  128068. * Returns the data related to the gravitational field event (sphere).
  128069. * @returns A gravitational field event
  128070. */
  128071. getData(): PhysicsGravitationalFieldEventData;
  128072. /**
  128073. * Enables the gravitational field.
  128074. */
  128075. enable(): void;
  128076. /**
  128077. * Disables the gravitational field.
  128078. */
  128079. disable(): void;
  128080. /**
  128081. * Disposes the sphere.
  128082. * @param force The force to dispose from the gravitational field event
  128083. */
  128084. dispose(force?: boolean): void;
  128085. private _tick;
  128086. }
  128087. /**
  128088. * Represents a physics updraft event
  128089. */
  128090. class PhysicsUpdraftEvent {
  128091. private _scene;
  128092. private _origin;
  128093. private _options;
  128094. private _physicsEngine;
  128095. private _originTop;
  128096. private _originDirection;
  128097. private _tickCallback;
  128098. private _cylinder;
  128099. private _cylinderPosition;
  128100. private _dataFetched;
  128101. /**
  128102. * Initializes the physics updraft event
  128103. * @param _scene BabylonJS scene
  128104. * @param _origin The origin position of the updraft
  128105. * @param _options The options for the updraft event
  128106. */
  128107. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  128108. /**
  128109. * Returns the data related to the updraft event (cylinder).
  128110. * @returns A physics updraft event
  128111. */
  128112. getData(): PhysicsUpdraftEventData;
  128113. /**
  128114. * Enables the updraft.
  128115. */
  128116. enable(): void;
  128117. /**
  128118. * Disables the updraft.
  128119. */
  128120. disable(): void;
  128121. /**
  128122. * Disposes the cylinder.
  128123. * @param force Specifies if the updraft should be disposed by force
  128124. */
  128125. dispose(force?: boolean): void;
  128126. private getImpostorHitData;
  128127. private _tick;
  128128. /*** Helpers ***/
  128129. private _prepareCylinder;
  128130. private _intersectsWithCylinder;
  128131. }
  128132. /**
  128133. * Represents a physics vortex event
  128134. */
  128135. class PhysicsVortexEvent {
  128136. private _scene;
  128137. private _origin;
  128138. private _options;
  128139. private _physicsEngine;
  128140. private _originTop;
  128141. private _tickCallback;
  128142. private _cylinder;
  128143. private _cylinderPosition;
  128144. private _dataFetched;
  128145. /**
  128146. * Initializes the physics vortex event
  128147. * @param _scene The BabylonJS scene
  128148. * @param _origin The origin position of the vortex
  128149. * @param _options The options for the vortex event
  128150. */
  128151. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  128152. /**
  128153. * Returns the data related to the vortex event (cylinder).
  128154. * @returns The physics vortex event data
  128155. */
  128156. getData(): PhysicsVortexEventData;
  128157. /**
  128158. * Enables the vortex.
  128159. */
  128160. enable(): void;
  128161. /**
  128162. * Disables the cortex.
  128163. */
  128164. disable(): void;
  128165. /**
  128166. * Disposes the sphere.
  128167. * @param force
  128168. */
  128169. dispose(force?: boolean): void;
  128170. private getImpostorHitData;
  128171. private _tick;
  128172. /*** Helpers ***/
  128173. private _prepareCylinder;
  128174. private _intersectsWithCylinder;
  128175. }
  128176. /**
  128177. * Options fot the radial explosion event
  128178. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128179. */
  128180. export class PhysicsRadialExplosionEventOptions {
  128181. /**
  128182. * The radius of the sphere for the radial explosion.
  128183. */
  128184. radius: number;
  128185. /**
  128186. * The strenth of the explosion.
  128187. */
  128188. strength: number;
  128189. /**
  128190. * The strenght of the force in correspondence to the distance of the affected object
  128191. */
  128192. falloff: PhysicsRadialImpulseFalloff;
  128193. /**
  128194. * Sphere options for the radial explosion.
  128195. */
  128196. sphere: {
  128197. segments: number;
  128198. diameter: number;
  128199. };
  128200. /**
  128201. * Sphere options for the radial explosion.
  128202. */
  128203. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  128204. }
  128205. /**
  128206. * Options fot the updraft event
  128207. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128208. */
  128209. export class PhysicsUpdraftEventOptions {
  128210. /**
  128211. * The radius of the cylinder for the vortex
  128212. */
  128213. radius: number;
  128214. /**
  128215. * The strenth of the updraft.
  128216. */
  128217. strength: number;
  128218. /**
  128219. * The height of the cylinder for the updraft.
  128220. */
  128221. height: number;
  128222. /**
  128223. * The mode for the the updraft.
  128224. */
  128225. updraftMode: PhysicsUpdraftMode;
  128226. }
  128227. /**
  128228. * Options fot the vortex event
  128229. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128230. */
  128231. export class PhysicsVortexEventOptions {
  128232. /**
  128233. * The radius of the cylinder for the vortex
  128234. */
  128235. radius: number;
  128236. /**
  128237. * The strenth of the vortex.
  128238. */
  128239. strength: number;
  128240. /**
  128241. * The height of the cylinder for the vortex.
  128242. */
  128243. height: number;
  128244. /**
  128245. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  128246. */
  128247. centripetalForceThreshold: number;
  128248. /**
  128249. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  128250. */
  128251. centripetalForceMultiplier: number;
  128252. /**
  128253. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  128254. */
  128255. centrifugalForceMultiplier: number;
  128256. /**
  128257. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  128258. */
  128259. updraftForceMultiplier: number;
  128260. }
  128261. /**
  128262. * The strenght of the force in correspondence to the distance of the affected object
  128263. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128264. */
  128265. export enum PhysicsRadialImpulseFalloff {
  128266. /** Defines that impulse is constant in strength across it's whole radius */
  128267. Constant = 0,
  128268. /** Defines that impulse gets weaker if it's further from the origin */
  128269. Linear = 1
  128270. }
  128271. /**
  128272. * The strength of the force in correspondence to the distance of the affected object
  128273. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128274. */
  128275. export enum PhysicsUpdraftMode {
  128276. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  128277. Center = 0,
  128278. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  128279. Perpendicular = 1
  128280. }
  128281. /**
  128282. * Interface for a physics hit data
  128283. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128284. */
  128285. export interface PhysicsHitData {
  128286. /**
  128287. * The force applied at the contact point
  128288. */
  128289. force: Vector3;
  128290. /**
  128291. * The contact point
  128292. */
  128293. contactPoint: Vector3;
  128294. /**
  128295. * The distance from the origin to the contact point
  128296. */
  128297. distanceFromOrigin: number;
  128298. }
  128299. /**
  128300. * Interface for radial explosion event data
  128301. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128302. */
  128303. export interface PhysicsRadialExplosionEventData {
  128304. /**
  128305. * A sphere used for the radial explosion event
  128306. */
  128307. sphere: Mesh;
  128308. }
  128309. /**
  128310. * Interface for gravitational field event data
  128311. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128312. */
  128313. export interface PhysicsGravitationalFieldEventData {
  128314. /**
  128315. * A sphere mesh used for the gravitational field event
  128316. */
  128317. sphere: Mesh;
  128318. }
  128319. /**
  128320. * Interface for updraft event data
  128321. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128322. */
  128323. export interface PhysicsUpdraftEventData {
  128324. /**
  128325. * A cylinder used for the updraft event
  128326. */
  128327. cylinder: Mesh;
  128328. }
  128329. /**
  128330. * Interface for vortex event data
  128331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128332. */
  128333. export interface PhysicsVortexEventData {
  128334. /**
  128335. * A cylinder used for the vortex event
  128336. */
  128337. cylinder: Mesh;
  128338. }
  128339. /**
  128340. * Interface for an affected physics impostor
  128341. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  128342. */
  128343. export interface PhysicsAffectedImpostorWithData {
  128344. /**
  128345. * The impostor affected by the effect
  128346. */
  128347. impostor: PhysicsImpostor;
  128348. /**
  128349. * The data about the hit/horce from the explosion
  128350. */
  128351. hitData: PhysicsHitData;
  128352. }
  128353. }
  128354. declare module BABYLON {
  128355. /** @hidden */
  128356. export var blackAndWhitePixelShader: {
  128357. name: string;
  128358. shader: string;
  128359. };
  128360. }
  128361. declare module BABYLON {
  128362. /**
  128363. * Post process used to render in black and white
  128364. */
  128365. export class BlackAndWhitePostProcess extends PostProcess {
  128366. /**
  128367. * Linear about to convert he result to black and white (default: 1)
  128368. */
  128369. degree: number;
  128370. /**
  128371. * Creates a black and white post process
  128372. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  128373. * @param name The name of the effect.
  128374. * @param options The required width/height ratio to downsize to before computing the render pass.
  128375. * @param camera The camera to apply the render pass to.
  128376. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128377. * @param engine The engine which the post process will be applied. (default: current engine)
  128378. * @param reusable If the post process can be reused on the same frame. (default: false)
  128379. */
  128380. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128381. }
  128382. }
  128383. declare module BABYLON {
  128384. /**
  128385. * This represents a set of one or more post processes in Babylon.
  128386. * A post process can be used to apply a shader to a texture after it is rendered.
  128387. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  128388. */
  128389. export class PostProcessRenderEffect {
  128390. private _postProcesses;
  128391. private _getPostProcesses;
  128392. private _singleInstance;
  128393. private _cameras;
  128394. private _indicesForCamera;
  128395. /**
  128396. * Name of the effect
  128397. * @hidden
  128398. */
  128399. _name: string;
  128400. /**
  128401. * Instantiates a post process render effect.
  128402. * A post process can be used to apply a shader to a texture after it is rendered.
  128403. * @param engine The engine the effect is tied to
  128404. * @param name The name of the effect
  128405. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  128406. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  128407. */
  128408. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  128409. /**
  128410. * Checks if all the post processes in the effect are supported.
  128411. */
  128412. readonly isSupported: boolean;
  128413. /**
  128414. * Updates the current state of the effect
  128415. * @hidden
  128416. */
  128417. _update(): void;
  128418. /**
  128419. * Attaches the effect on cameras
  128420. * @param cameras The camera to attach to.
  128421. * @hidden
  128422. */
  128423. _attachCameras(cameras: Camera): void;
  128424. /**
  128425. * Attaches the effect on cameras
  128426. * @param cameras The camera to attach to.
  128427. * @hidden
  128428. */
  128429. _attachCameras(cameras: Camera[]): void;
  128430. /**
  128431. * Detaches the effect on cameras
  128432. * @param cameras The camera to detatch from.
  128433. * @hidden
  128434. */
  128435. _detachCameras(cameras: Camera): void;
  128436. /**
  128437. * Detatches the effect on cameras
  128438. * @param cameras The camera to detatch from.
  128439. * @hidden
  128440. */
  128441. _detachCameras(cameras: Camera[]): void;
  128442. /**
  128443. * Enables the effect on given cameras
  128444. * @param cameras The camera to enable.
  128445. * @hidden
  128446. */
  128447. _enable(cameras: Camera): void;
  128448. /**
  128449. * Enables the effect on given cameras
  128450. * @param cameras The camera to enable.
  128451. * @hidden
  128452. */
  128453. _enable(cameras: Nullable<Camera[]>): void;
  128454. /**
  128455. * Disables the effect on the given cameras
  128456. * @param cameras The camera to disable.
  128457. * @hidden
  128458. */
  128459. _disable(cameras: Camera): void;
  128460. /**
  128461. * Disables the effect on the given cameras
  128462. * @param cameras The camera to disable.
  128463. * @hidden
  128464. */
  128465. _disable(cameras: Nullable<Camera[]>): void;
  128466. /**
  128467. * Gets a list of the post processes contained in the effect.
  128468. * @param camera The camera to get the post processes on.
  128469. * @returns The list of the post processes in the effect.
  128470. */
  128471. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128472. }
  128473. }
  128474. declare module BABYLON {
  128475. /** @hidden */
  128476. export var extractHighlightsPixelShader: {
  128477. name: string;
  128478. shader: string;
  128479. };
  128480. }
  128481. declare module BABYLON {
  128482. /**
  128483. * 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.
  128484. */
  128485. export class ExtractHighlightsPostProcess extends PostProcess {
  128486. /**
  128487. * The luminance threshold, pixels below this value will be set to black.
  128488. */
  128489. threshold: number;
  128490. /** @hidden */
  128491. _exposure: number;
  128492. /**
  128493. * Post process which has the input texture to be used when performing highlight extraction
  128494. * @hidden
  128495. */
  128496. _inputPostProcess: Nullable<PostProcess>;
  128497. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128498. }
  128499. }
  128500. declare module BABYLON {
  128501. /** @hidden */
  128502. export var bloomMergePixelShader: {
  128503. name: string;
  128504. shader: string;
  128505. };
  128506. }
  128507. declare module BABYLON {
  128508. /**
  128509. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128510. */
  128511. export class BloomMergePostProcess extends PostProcess {
  128512. /** Weight of the bloom to be added to the original input. */
  128513. weight: number;
  128514. /**
  128515. * Creates a new instance of @see BloomMergePostProcess
  128516. * @param name The name of the effect.
  128517. * @param originalFromInput Post process which's input will be used for the merge.
  128518. * @param blurred Blurred highlights post process which's output will be used.
  128519. * @param weight Weight of the bloom to be added to the original input.
  128520. * @param options The required width/height ratio to downsize to before computing the render pass.
  128521. * @param camera The camera to apply the render pass to.
  128522. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128523. * @param engine The engine which the post process will be applied. (default: current engine)
  128524. * @param reusable If the post process can be reused on the same frame. (default: false)
  128525. * @param textureType Type of textures used when performing the post process. (default: 0)
  128526. * @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)
  128527. */
  128528. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128529. /** Weight of the bloom to be added to the original input. */
  128530. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128531. }
  128532. }
  128533. declare module BABYLON {
  128534. /**
  128535. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128536. */
  128537. export class BloomEffect extends PostProcessRenderEffect {
  128538. private bloomScale;
  128539. /**
  128540. * @hidden Internal
  128541. */
  128542. _effects: Array<PostProcess>;
  128543. /**
  128544. * @hidden Internal
  128545. */
  128546. _downscale: ExtractHighlightsPostProcess;
  128547. private _blurX;
  128548. private _blurY;
  128549. private _merge;
  128550. /**
  128551. * The luminance threshold to find bright areas of the image to bloom.
  128552. */
  128553. threshold: number;
  128554. /**
  128555. * The strength of the bloom.
  128556. */
  128557. weight: number;
  128558. /**
  128559. * Specifies the size of the bloom blur kernel, relative to the final output size
  128560. */
  128561. kernel: number;
  128562. /**
  128563. * Creates a new instance of @see BloomEffect
  128564. * @param scene The scene the effect belongs to.
  128565. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128566. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128567. * @param bloomWeight The the strength of bloom.
  128568. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128569. * @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)
  128570. */
  128571. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128572. /**
  128573. * Disposes each of the internal effects for a given camera.
  128574. * @param camera The camera to dispose the effect on.
  128575. */
  128576. disposeEffects(camera: Camera): void;
  128577. /**
  128578. * @hidden Internal
  128579. */
  128580. _updateEffects(): void;
  128581. /**
  128582. * Internal
  128583. * @returns if all the contained post processes are ready.
  128584. * @hidden
  128585. */
  128586. _isReady(): boolean;
  128587. }
  128588. }
  128589. declare module BABYLON {
  128590. /** @hidden */
  128591. export var chromaticAberrationPixelShader: {
  128592. name: string;
  128593. shader: string;
  128594. };
  128595. }
  128596. declare module BABYLON {
  128597. /**
  128598. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128599. */
  128600. export class ChromaticAberrationPostProcess extends PostProcess {
  128601. /**
  128602. * The amount of seperation of rgb channels (default: 30)
  128603. */
  128604. aberrationAmount: number;
  128605. /**
  128606. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128607. */
  128608. radialIntensity: number;
  128609. /**
  128610. * 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))
  128611. */
  128612. direction: Vector2;
  128613. /**
  128614. * 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))
  128615. */
  128616. centerPosition: Vector2;
  128617. /**
  128618. * Creates a new instance ChromaticAberrationPostProcess
  128619. * @param name The name of the effect.
  128620. * @param screenWidth The width of the screen to apply the effect on.
  128621. * @param screenHeight The height of the screen to apply the effect on.
  128622. * @param options The required width/height ratio to downsize to before computing the render pass.
  128623. * @param camera The camera to apply the render pass to.
  128624. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128625. * @param engine The engine which the post process will be applied. (default: current engine)
  128626. * @param reusable If the post process can be reused on the same frame. (default: false)
  128627. * @param textureType Type of textures used when performing the post process. (default: 0)
  128628. * @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)
  128629. */
  128630. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128631. }
  128632. }
  128633. declare module BABYLON {
  128634. /** @hidden */
  128635. export var circleOfConfusionPixelShader: {
  128636. name: string;
  128637. shader: string;
  128638. };
  128639. }
  128640. declare module BABYLON {
  128641. /**
  128642. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  128643. */
  128644. export class CircleOfConfusionPostProcess extends PostProcess {
  128645. /**
  128646. * 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.
  128647. */
  128648. lensSize: number;
  128649. /**
  128650. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128651. */
  128652. fStop: number;
  128653. /**
  128654. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128655. */
  128656. focusDistance: number;
  128657. /**
  128658. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  128659. */
  128660. focalLength: number;
  128661. private _depthTexture;
  128662. /**
  128663. * Creates a new instance CircleOfConfusionPostProcess
  128664. * @param name The name of the effect.
  128665. * @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.
  128666. * @param options The required width/height ratio to downsize to before computing the render pass.
  128667. * @param camera The camera to apply the render pass to.
  128668. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128669. * @param engine The engine which the post process will be applied. (default: current engine)
  128670. * @param reusable If the post process can be reused on the same frame. (default: false)
  128671. * @param textureType Type of textures used when performing the post process. (default: 0)
  128672. * @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)
  128673. */
  128674. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128675. /**
  128676. * 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.
  128677. */
  128678. depthTexture: RenderTargetTexture;
  128679. }
  128680. }
  128681. declare module BABYLON {
  128682. /** @hidden */
  128683. export var colorCorrectionPixelShader: {
  128684. name: string;
  128685. shader: string;
  128686. };
  128687. }
  128688. declare module BABYLON {
  128689. /**
  128690. *
  128691. * This post-process allows the modification of rendered colors by using
  128692. * a 'look-up table' (LUT). This effect is also called Color Grading.
  128693. *
  128694. * The object needs to be provided an url to a texture containing the color
  128695. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  128696. * Use an image editing software to tweak the LUT to match your needs.
  128697. *
  128698. * For an example of a color LUT, see here:
  128699. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  128700. * For explanations on color grading, see here:
  128701. * @see http://udn.epicgames.com/Three/ColorGrading.html
  128702. *
  128703. */
  128704. export class ColorCorrectionPostProcess extends PostProcess {
  128705. private _colorTableTexture;
  128706. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128707. }
  128708. }
  128709. declare module BABYLON {
  128710. /** @hidden */
  128711. export var convolutionPixelShader: {
  128712. name: string;
  128713. shader: string;
  128714. };
  128715. }
  128716. declare module BABYLON {
  128717. /**
  128718. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  128719. * input texture to perform effects such as edge detection or sharpening
  128720. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128721. */
  128722. export class ConvolutionPostProcess extends PostProcess {
  128723. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128724. kernel: number[];
  128725. /**
  128726. * Creates a new instance ConvolutionPostProcess
  128727. * @param name The name of the effect.
  128728. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  128729. * @param options The required width/height ratio to downsize to before computing the render pass.
  128730. * @param camera The camera to apply the render pass to.
  128731. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128732. * @param engine The engine which the post process will be applied. (default: current engine)
  128733. * @param reusable If the post process can be reused on the same frame. (default: false)
  128734. * @param textureType Type of textures used when performing the post process. (default: 0)
  128735. */
  128736. constructor(name: string,
  128737. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128738. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128739. /**
  128740. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128741. */
  128742. static EdgeDetect0Kernel: number[];
  128743. /**
  128744. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128745. */
  128746. static EdgeDetect1Kernel: number[];
  128747. /**
  128748. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128749. */
  128750. static EdgeDetect2Kernel: number[];
  128751. /**
  128752. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128753. */
  128754. static SharpenKernel: number[];
  128755. /**
  128756. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128757. */
  128758. static EmbossKernel: number[];
  128759. /**
  128760. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128761. */
  128762. static GaussianKernel: number[];
  128763. }
  128764. }
  128765. declare module BABYLON {
  128766. /**
  128767. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  128768. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  128769. * based on samples that have a large difference in distance than the center pixel.
  128770. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  128771. */
  128772. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  128773. direction: Vector2;
  128774. /**
  128775. * Creates a new instance CircleOfConfusionPostProcess
  128776. * @param name The name of the effect.
  128777. * @param scene The scene the effect belongs to.
  128778. * @param direction The direction the blur should be applied.
  128779. * @param kernel The size of the kernel used to blur.
  128780. * @param options The required width/height ratio to downsize to before computing the render pass.
  128781. * @param camera The camera to apply the render pass to.
  128782. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  128783. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  128784. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128785. * @param engine The engine which the post process will be applied. (default: current engine)
  128786. * @param reusable If the post process can be reused on the same frame. (default: false)
  128787. * @param textureType Type of textures used when performing the post process. (default: 0)
  128788. * @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)
  128789. */
  128790. 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);
  128791. }
  128792. }
  128793. declare module BABYLON {
  128794. /** @hidden */
  128795. export var depthOfFieldMergePixelShader: {
  128796. name: string;
  128797. shader: string;
  128798. };
  128799. }
  128800. declare module BABYLON {
  128801. /**
  128802. * Options to be set when merging outputs from the default pipeline.
  128803. */
  128804. export class DepthOfFieldMergePostProcessOptions {
  128805. /**
  128806. * The original image to merge on top of
  128807. */
  128808. originalFromInput: PostProcess;
  128809. /**
  128810. * Parameters to perform the merge of the depth of field effect
  128811. */
  128812. depthOfField?: {
  128813. circleOfConfusion: PostProcess;
  128814. blurSteps: Array<PostProcess>;
  128815. };
  128816. /**
  128817. * Parameters to perform the merge of bloom effect
  128818. */
  128819. bloom?: {
  128820. blurred: PostProcess;
  128821. weight: number;
  128822. };
  128823. }
  128824. /**
  128825. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128826. */
  128827. export class DepthOfFieldMergePostProcess extends PostProcess {
  128828. private blurSteps;
  128829. /**
  128830. * Creates a new instance of DepthOfFieldMergePostProcess
  128831. * @param name The name of the effect.
  128832. * @param originalFromInput Post process which's input will be used for the merge.
  128833. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  128834. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  128835. * @param options The required width/height ratio to downsize to before computing the render pass.
  128836. * @param camera The camera to apply the render pass to.
  128837. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128838. * @param engine The engine which the post process will be applied. (default: current engine)
  128839. * @param reusable If the post process can be reused on the same frame. (default: false)
  128840. * @param textureType Type of textures used when performing the post process. (default: 0)
  128841. * @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)
  128842. */
  128843. 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);
  128844. /**
  128845. * Updates the effect with the current post process compile time values and recompiles the shader.
  128846. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  128847. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  128848. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  128849. * @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
  128850. * @param onCompiled Called when the shader has been compiled.
  128851. * @param onError Called if there is an error when compiling a shader.
  128852. */
  128853. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  128854. }
  128855. }
  128856. declare module BABYLON {
  128857. /**
  128858. * Specifies the level of max blur that should be applied when using the depth of field effect
  128859. */
  128860. export enum DepthOfFieldEffectBlurLevel {
  128861. /**
  128862. * Subtle blur
  128863. */
  128864. Low = 0,
  128865. /**
  128866. * Medium blur
  128867. */
  128868. Medium = 1,
  128869. /**
  128870. * Large blur
  128871. */
  128872. High = 2
  128873. }
  128874. /**
  128875. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  128876. */
  128877. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  128878. private _circleOfConfusion;
  128879. /**
  128880. * @hidden Internal, blurs from high to low
  128881. */
  128882. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  128883. private _depthOfFieldBlurY;
  128884. private _dofMerge;
  128885. /**
  128886. * @hidden Internal post processes in depth of field effect
  128887. */
  128888. _effects: Array<PostProcess>;
  128889. /**
  128890. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  128891. */
  128892. focalLength: number;
  128893. /**
  128894. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128895. */
  128896. fStop: number;
  128897. /**
  128898. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128899. */
  128900. focusDistance: number;
  128901. /**
  128902. * 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.
  128903. */
  128904. lensSize: number;
  128905. /**
  128906. * Creates a new instance DepthOfFieldEffect
  128907. * @param scene The scene the effect belongs to.
  128908. * @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.
  128909. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128910. * @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)
  128911. */
  128912. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  128913. /**
  128914. * Get the current class name of the current effet
  128915. * @returns "DepthOfFieldEffect"
  128916. */
  128917. getClassName(): string;
  128918. /**
  128919. * 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.
  128920. */
  128921. depthTexture: RenderTargetTexture;
  128922. /**
  128923. * Disposes each of the internal effects for a given camera.
  128924. * @param camera The camera to dispose the effect on.
  128925. */
  128926. disposeEffects(camera: Camera): void;
  128927. /**
  128928. * @hidden Internal
  128929. */
  128930. _updateEffects(): void;
  128931. /**
  128932. * Internal
  128933. * @returns if all the contained post processes are ready.
  128934. * @hidden
  128935. */
  128936. _isReady(): boolean;
  128937. }
  128938. }
  128939. declare module BABYLON {
  128940. /** @hidden */
  128941. export var displayPassPixelShader: {
  128942. name: string;
  128943. shader: string;
  128944. };
  128945. }
  128946. declare module BABYLON {
  128947. /**
  128948. * DisplayPassPostProcess which produces an output the same as it's input
  128949. */
  128950. export class DisplayPassPostProcess extends PostProcess {
  128951. /**
  128952. * Creates the DisplayPassPostProcess
  128953. * @param name The name of the effect.
  128954. * @param options The required width/height ratio to downsize to before computing the render pass.
  128955. * @param camera The camera to apply the render pass to.
  128956. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128957. * @param engine The engine which the post process will be applied. (default: current engine)
  128958. * @param reusable If the post process can be reused on the same frame. (default: false)
  128959. */
  128960. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128961. }
  128962. }
  128963. declare module BABYLON {
  128964. /** @hidden */
  128965. export var filterPixelShader: {
  128966. name: string;
  128967. shader: string;
  128968. };
  128969. }
  128970. declare module BABYLON {
  128971. /**
  128972. * Applies a kernel filter to the image
  128973. */
  128974. export class FilterPostProcess extends PostProcess {
  128975. /** The matrix to be applied to the image */
  128976. kernelMatrix: Matrix;
  128977. /**
  128978. *
  128979. * @param name The name of the effect.
  128980. * @param kernelMatrix The matrix to be applied to the image
  128981. * @param options The required width/height ratio to downsize to before computing the render pass.
  128982. * @param camera The camera to apply the render pass to.
  128983. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128984. * @param engine The engine which the post process will be applied. (default: current engine)
  128985. * @param reusable If the post process can be reused on the same frame. (default: false)
  128986. */
  128987. constructor(name: string,
  128988. /** The matrix to be applied to the image */
  128989. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128990. }
  128991. }
  128992. declare module BABYLON {
  128993. /** @hidden */
  128994. export var fxaaPixelShader: {
  128995. name: string;
  128996. shader: string;
  128997. };
  128998. }
  128999. declare module BABYLON {
  129000. /** @hidden */
  129001. export var fxaaVertexShader: {
  129002. name: string;
  129003. shader: string;
  129004. };
  129005. }
  129006. declare module BABYLON {
  129007. /**
  129008. * Fxaa post process
  129009. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  129010. */
  129011. export class FxaaPostProcess extends PostProcess {
  129012. /** @hidden */
  129013. texelWidth: number;
  129014. /** @hidden */
  129015. texelHeight: number;
  129016. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129017. private _getDefines;
  129018. }
  129019. }
  129020. declare module BABYLON {
  129021. /** @hidden */
  129022. export var grainPixelShader: {
  129023. name: string;
  129024. shader: string;
  129025. };
  129026. }
  129027. declare module BABYLON {
  129028. /**
  129029. * The GrainPostProcess adds noise to the image at mid luminance levels
  129030. */
  129031. export class GrainPostProcess extends PostProcess {
  129032. /**
  129033. * The intensity of the grain added (default: 30)
  129034. */
  129035. intensity: number;
  129036. /**
  129037. * If the grain should be randomized on every frame
  129038. */
  129039. animated: boolean;
  129040. /**
  129041. * Creates a new instance of @see GrainPostProcess
  129042. * @param name The name of the effect.
  129043. * @param options The required width/height ratio to downsize to before computing the render pass.
  129044. * @param camera The camera to apply the render pass to.
  129045. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129046. * @param engine The engine which the post process will be applied. (default: current engine)
  129047. * @param reusable If the post process can be reused on the same frame. (default: false)
  129048. * @param textureType Type of textures used when performing the post process. (default: 0)
  129049. * @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)
  129050. */
  129051. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129052. }
  129053. }
  129054. declare module BABYLON {
  129055. /** @hidden */
  129056. export var highlightsPixelShader: {
  129057. name: string;
  129058. shader: string;
  129059. };
  129060. }
  129061. declare module BABYLON {
  129062. /**
  129063. * Extracts highlights from the image
  129064. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129065. */
  129066. export class HighlightsPostProcess extends PostProcess {
  129067. /**
  129068. * Extracts highlights from the image
  129069. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  129070. * @param name The name of the effect.
  129071. * @param options The required width/height ratio to downsize to before computing the render pass.
  129072. * @param camera The camera to apply the render pass to.
  129073. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129074. * @param engine The engine which the post process will be applied. (default: current engine)
  129075. * @param reusable If the post process can be reused on the same frame. (default: false)
  129076. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  129077. */
  129078. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  129079. }
  129080. }
  129081. declare module BABYLON {
  129082. /** @hidden */
  129083. export var mrtFragmentDeclaration: {
  129084. name: string;
  129085. shader: string;
  129086. };
  129087. }
  129088. declare module BABYLON {
  129089. /** @hidden */
  129090. export var geometryPixelShader: {
  129091. name: string;
  129092. shader: string;
  129093. };
  129094. }
  129095. declare module BABYLON {
  129096. /** @hidden */
  129097. export var geometryVertexShader: {
  129098. name: string;
  129099. shader: string;
  129100. };
  129101. }
  129102. declare module BABYLON {
  129103. /** @hidden */
  129104. interface ISavedTransformationMatrix {
  129105. world: Matrix;
  129106. viewProjection: Matrix;
  129107. }
  129108. /**
  129109. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  129110. */
  129111. export class GeometryBufferRenderer {
  129112. /**
  129113. * Constant used to retrieve the position texture index in the G-Buffer textures array
  129114. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  129115. */
  129116. static readonly POSITION_TEXTURE_TYPE: number;
  129117. /**
  129118. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  129119. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  129120. */
  129121. static readonly VELOCITY_TEXTURE_TYPE: number;
  129122. /**
  129123. * Dictionary used to store the previous transformation matrices of each rendered mesh
  129124. * in order to compute objects velocities when enableVelocity is set to "true"
  129125. * @hidden
  129126. */
  129127. _previousTransformationMatrices: {
  129128. [index: number]: ISavedTransformationMatrix;
  129129. };
  129130. /**
  129131. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  129132. * in order to compute objects velocities when enableVelocity is set to "true"
  129133. * @hidden
  129134. */
  129135. _previousBonesTransformationMatrices: {
  129136. [index: number]: Float32Array;
  129137. };
  129138. /**
  129139. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  129140. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  129141. */
  129142. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  129143. private _scene;
  129144. private _multiRenderTarget;
  129145. private _ratio;
  129146. private _enablePosition;
  129147. private _enableVelocity;
  129148. private _positionIndex;
  129149. private _velocityIndex;
  129150. protected _effect: Effect;
  129151. protected _cachedDefines: string;
  129152. /**
  129153. * Set the render list (meshes to be rendered) used in the G buffer.
  129154. */
  129155. renderList: Mesh[];
  129156. /**
  129157. * Gets wether or not G buffer are supported by the running hardware.
  129158. * This requires draw buffer supports
  129159. */
  129160. readonly isSupported: boolean;
  129161. /**
  129162. * Returns the index of the given texture type in the G-Buffer textures array
  129163. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  129164. * @returns the index of the given texture type in the G-Buffer textures array
  129165. */
  129166. getTextureIndex(textureType: number): number;
  129167. /**
  129168. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  129169. */
  129170. /**
  129171. * Sets whether or not objects positions are enabled for the G buffer.
  129172. */
  129173. enablePosition: boolean;
  129174. /**
  129175. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  129176. */
  129177. /**
  129178. * Sets wether or not objects velocities are enabled for the G buffer.
  129179. */
  129180. enableVelocity: boolean;
  129181. /**
  129182. * Gets the scene associated with the buffer.
  129183. */
  129184. readonly scene: Scene;
  129185. /**
  129186. * Gets the ratio used by the buffer during its creation.
  129187. * How big is the buffer related to the main canvas.
  129188. */
  129189. readonly ratio: number;
  129190. /** @hidden */
  129191. static _SceneComponentInitialization: (scene: Scene) => void;
  129192. /**
  129193. * Creates a new G Buffer for the scene
  129194. * @param scene The scene the buffer belongs to
  129195. * @param ratio How big is the buffer related to the main canvas.
  129196. */
  129197. constructor(scene: Scene, ratio?: number);
  129198. /**
  129199. * Checks wether everything is ready to render a submesh to the G buffer.
  129200. * @param subMesh the submesh to check readiness for
  129201. * @param useInstances is the mesh drawn using instance or not
  129202. * @returns true if ready otherwise false
  129203. */
  129204. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  129205. /**
  129206. * Gets the current underlying G Buffer.
  129207. * @returns the buffer
  129208. */
  129209. getGBuffer(): MultiRenderTarget;
  129210. /**
  129211. * Gets the number of samples used to render the buffer (anti aliasing).
  129212. */
  129213. /**
  129214. * Sets the number of samples used to render the buffer (anti aliasing).
  129215. */
  129216. samples: number;
  129217. /**
  129218. * Disposes the renderer and frees up associated resources.
  129219. */
  129220. dispose(): void;
  129221. protected _createRenderTargets(): void;
  129222. private _copyBonesTransformationMatrices;
  129223. }
  129224. }
  129225. declare module BABYLON {
  129226. interface Scene {
  129227. /** @hidden (Backing field) */
  129228. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129229. /**
  129230. * Gets or Sets the current geometry buffer associated to the scene.
  129231. */
  129232. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  129233. /**
  129234. * Enables a GeometryBufferRender and associates it with the scene
  129235. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  129236. * @returns the GeometryBufferRenderer
  129237. */
  129238. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  129239. /**
  129240. * Disables the GeometryBufferRender associated with the scene
  129241. */
  129242. disableGeometryBufferRenderer(): void;
  129243. }
  129244. /**
  129245. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  129246. * in several rendering techniques.
  129247. */
  129248. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  129249. /**
  129250. * The component name helpful to identify the component in the list of scene components.
  129251. */
  129252. readonly name: string;
  129253. /**
  129254. * The scene the component belongs to.
  129255. */
  129256. scene: Scene;
  129257. /**
  129258. * Creates a new instance of the component for the given scene
  129259. * @param scene Defines the scene to register the component in
  129260. */
  129261. constructor(scene: Scene);
  129262. /**
  129263. * Registers the component in a given scene
  129264. */
  129265. register(): void;
  129266. /**
  129267. * Rebuilds the elements related to this component in case of
  129268. * context lost for instance.
  129269. */
  129270. rebuild(): void;
  129271. /**
  129272. * Disposes the component and the associated ressources
  129273. */
  129274. dispose(): void;
  129275. private _gatherRenderTargets;
  129276. }
  129277. }
  129278. declare module BABYLON {
  129279. /** @hidden */
  129280. export var motionBlurPixelShader: {
  129281. name: string;
  129282. shader: string;
  129283. };
  129284. }
  129285. declare module BABYLON {
  129286. /**
  129287. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  129288. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  129289. * As an example, all you have to do is to create the post-process:
  129290. * var mb = new BABYLON.MotionBlurPostProcess(
  129291. * 'mb', // The name of the effect.
  129292. * scene, // The scene containing the objects to blur according to their velocity.
  129293. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  129294. * camera // The camera to apply the render pass to.
  129295. * );
  129296. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  129297. */
  129298. export class MotionBlurPostProcess extends PostProcess {
  129299. /**
  129300. * Defines how much the image is blurred by the movement. Default value is equal to 1
  129301. */
  129302. motionStrength: number;
  129303. /**
  129304. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  129305. */
  129306. /**
  129307. * Sets the number of iterations to be used for motion blur quality
  129308. */
  129309. motionBlurSamples: number;
  129310. private _motionBlurSamples;
  129311. private _geometryBufferRenderer;
  129312. /**
  129313. * Creates a new instance MotionBlurPostProcess
  129314. * @param name The name of the effect.
  129315. * @param scene The scene containing the objects to blur according to their velocity.
  129316. * @param options The required width/height ratio to downsize to before computing the render pass.
  129317. * @param camera The camera to apply the render pass to.
  129318. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129319. * @param engine The engine which the post process will be applied. (default: current engine)
  129320. * @param reusable If the post process can be reused on the same frame. (default: false)
  129321. * @param textureType Type of textures used when performing the post process. (default: 0)
  129322. * @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)
  129323. */
  129324. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129325. /**
  129326. * Excludes the given skinned mesh from computing bones velocities.
  129327. * 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.
  129328. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  129329. */
  129330. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129331. /**
  129332. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  129333. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  129334. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  129335. */
  129336. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  129337. /**
  129338. * Disposes the post process.
  129339. * @param camera The camera to dispose the post process on.
  129340. */
  129341. dispose(camera?: Camera): void;
  129342. }
  129343. }
  129344. declare module BABYLON {
  129345. /** @hidden */
  129346. export var refractionPixelShader: {
  129347. name: string;
  129348. shader: string;
  129349. };
  129350. }
  129351. declare module BABYLON {
  129352. /**
  129353. * Post process which applies a refractin texture
  129354. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129355. */
  129356. export class RefractionPostProcess extends PostProcess {
  129357. /** the base color of the refraction (used to taint the rendering) */
  129358. color: Color3;
  129359. /** simulated refraction depth */
  129360. depth: number;
  129361. /** the coefficient of the base color (0 to remove base color tainting) */
  129362. colorLevel: number;
  129363. private _refTexture;
  129364. private _ownRefractionTexture;
  129365. /**
  129366. * Gets or sets the refraction texture
  129367. * Please note that you are responsible for disposing the texture if you set it manually
  129368. */
  129369. refractionTexture: Texture;
  129370. /**
  129371. * Initializes the RefractionPostProcess
  129372. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  129373. * @param name The name of the effect.
  129374. * @param refractionTextureUrl Url of the refraction texture to use
  129375. * @param color the base color of the refraction (used to taint the rendering)
  129376. * @param depth simulated refraction depth
  129377. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  129378. * @param camera The camera to apply the render pass to.
  129379. * @param options The required width/height ratio to downsize to before computing the render pass.
  129380. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129381. * @param engine The engine which the post process will be applied. (default: current engine)
  129382. * @param reusable If the post process can be reused on the same frame. (default: false)
  129383. */
  129384. constructor(name: string, refractionTextureUrl: string,
  129385. /** the base color of the refraction (used to taint the rendering) */
  129386. color: Color3,
  129387. /** simulated refraction depth */
  129388. depth: number,
  129389. /** the coefficient of the base color (0 to remove base color tainting) */
  129390. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  129391. /**
  129392. * Disposes of the post process
  129393. * @param camera Camera to dispose post process on
  129394. */
  129395. dispose(camera: Camera): void;
  129396. }
  129397. }
  129398. declare module BABYLON {
  129399. /** @hidden */
  129400. export var sharpenPixelShader: {
  129401. name: string;
  129402. shader: string;
  129403. };
  129404. }
  129405. declare module BABYLON {
  129406. /**
  129407. * The SharpenPostProcess applies a sharpen kernel to every pixel
  129408. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  129409. */
  129410. export class SharpenPostProcess extends PostProcess {
  129411. /**
  129412. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  129413. */
  129414. colorAmount: number;
  129415. /**
  129416. * How much sharpness should be applied (default: 0.3)
  129417. */
  129418. edgeAmount: number;
  129419. /**
  129420. * Creates a new instance ConvolutionPostProcess
  129421. * @param name The name of the effect.
  129422. * @param options The required width/height ratio to downsize to before computing the render pass.
  129423. * @param camera The camera to apply the render pass to.
  129424. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  129425. * @param engine The engine which the post process will be applied. (default: current engine)
  129426. * @param reusable If the post process can be reused on the same frame. (default: false)
  129427. * @param textureType Type of textures used when performing the post process. (default: 0)
  129428. * @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)
  129429. */
  129430. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  129431. }
  129432. }
  129433. declare module BABYLON {
  129434. /**
  129435. * PostProcessRenderPipeline
  129436. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129437. */
  129438. export class PostProcessRenderPipeline {
  129439. private engine;
  129440. private _renderEffects;
  129441. private _renderEffectsForIsolatedPass;
  129442. /**
  129443. * List of inspectable custom properties (used by the Inspector)
  129444. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129445. */
  129446. inspectableCustomProperties: IInspectable[];
  129447. /**
  129448. * @hidden
  129449. */
  129450. protected _cameras: Camera[];
  129451. /** @hidden */
  129452. _name: string;
  129453. /**
  129454. * Gets pipeline name
  129455. */
  129456. readonly name: string;
  129457. /** Gets the list of attached cameras */
  129458. readonly cameras: Camera[];
  129459. /**
  129460. * Initializes a PostProcessRenderPipeline
  129461. * @param engine engine to add the pipeline to
  129462. * @param name name of the pipeline
  129463. */
  129464. constructor(engine: Engine, name: string);
  129465. /**
  129466. * Gets the class name
  129467. * @returns "PostProcessRenderPipeline"
  129468. */
  129469. getClassName(): string;
  129470. /**
  129471. * If all the render effects in the pipeline are supported
  129472. */
  129473. readonly isSupported: boolean;
  129474. /**
  129475. * Adds an effect to the pipeline
  129476. * @param renderEffect the effect to add
  129477. */
  129478. addEffect(renderEffect: PostProcessRenderEffect): void;
  129479. /** @hidden */
  129480. _rebuild(): void;
  129481. /** @hidden */
  129482. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129483. /** @hidden */
  129484. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129485. /** @hidden */
  129486. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129487. /** @hidden */
  129488. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129489. /** @hidden */
  129490. _attachCameras(cameras: Camera, unique: boolean): void;
  129491. /** @hidden */
  129492. _attachCameras(cameras: Camera[], unique: boolean): void;
  129493. /** @hidden */
  129494. _detachCameras(cameras: Camera): void;
  129495. /** @hidden */
  129496. _detachCameras(cameras: Nullable<Camera[]>): void;
  129497. /** @hidden */
  129498. _update(): void;
  129499. /** @hidden */
  129500. _reset(): void;
  129501. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129502. /**
  129503. * Disposes of the pipeline
  129504. */
  129505. dispose(): void;
  129506. }
  129507. }
  129508. declare module BABYLON {
  129509. /**
  129510. * PostProcessRenderPipelineManager class
  129511. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129512. */
  129513. export class PostProcessRenderPipelineManager {
  129514. private _renderPipelines;
  129515. /**
  129516. * Initializes a PostProcessRenderPipelineManager
  129517. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129518. */
  129519. constructor();
  129520. /**
  129521. * Gets the list of supported render pipelines
  129522. */
  129523. readonly supportedPipelines: PostProcessRenderPipeline[];
  129524. /**
  129525. * Adds a pipeline to the manager
  129526. * @param renderPipeline The pipeline to add
  129527. */
  129528. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129529. /**
  129530. * Attaches a camera to the pipeline
  129531. * @param renderPipelineName The name of the pipeline to attach to
  129532. * @param cameras the camera to attach
  129533. * @param unique if the camera can be attached multiple times to the pipeline
  129534. */
  129535. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129536. /**
  129537. * Detaches a camera from the pipeline
  129538. * @param renderPipelineName The name of the pipeline to detach from
  129539. * @param cameras the camera to detach
  129540. */
  129541. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129542. /**
  129543. * Enables an effect by name on a pipeline
  129544. * @param renderPipelineName the name of the pipeline to enable the effect in
  129545. * @param renderEffectName the name of the effect to enable
  129546. * @param cameras the cameras that the effect should be enabled on
  129547. */
  129548. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129549. /**
  129550. * Disables an effect by name on a pipeline
  129551. * @param renderPipelineName the name of the pipeline to disable the effect in
  129552. * @param renderEffectName the name of the effect to disable
  129553. * @param cameras the cameras that the effect should be disabled on
  129554. */
  129555. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129556. /**
  129557. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129558. */
  129559. update(): void;
  129560. /** @hidden */
  129561. _rebuild(): void;
  129562. /**
  129563. * Disposes of the manager and pipelines
  129564. */
  129565. dispose(): void;
  129566. }
  129567. }
  129568. declare module BABYLON {
  129569. interface Scene {
  129570. /** @hidden (Backing field) */
  129571. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129572. /**
  129573. * Gets the postprocess render pipeline manager
  129574. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129575. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129576. */
  129577. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129578. }
  129579. /**
  129580. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129581. */
  129582. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129583. /**
  129584. * The component name helpfull to identify the component in the list of scene components.
  129585. */
  129586. readonly name: string;
  129587. /**
  129588. * The scene the component belongs to.
  129589. */
  129590. scene: Scene;
  129591. /**
  129592. * Creates a new instance of the component for the given scene
  129593. * @param scene Defines the scene to register the component in
  129594. */
  129595. constructor(scene: Scene);
  129596. /**
  129597. * Registers the component in a given scene
  129598. */
  129599. register(): void;
  129600. /**
  129601. * Rebuilds the elements related to this component in case of
  129602. * context lost for instance.
  129603. */
  129604. rebuild(): void;
  129605. /**
  129606. * Disposes the component and the associated ressources
  129607. */
  129608. dispose(): void;
  129609. private _gatherRenderTargets;
  129610. }
  129611. }
  129612. declare module BABYLON {
  129613. /**
  129614. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129615. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129616. */
  129617. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129618. private _scene;
  129619. private _camerasToBeAttached;
  129620. /**
  129621. * ID of the sharpen post process,
  129622. */
  129623. private readonly SharpenPostProcessId;
  129624. /**
  129625. * @ignore
  129626. * ID of the image processing post process;
  129627. */
  129628. readonly ImageProcessingPostProcessId: string;
  129629. /**
  129630. * @ignore
  129631. * ID of the Fast Approximate Anti-Aliasing post process;
  129632. */
  129633. readonly FxaaPostProcessId: string;
  129634. /**
  129635. * ID of the chromatic aberration post process,
  129636. */
  129637. private readonly ChromaticAberrationPostProcessId;
  129638. /**
  129639. * ID of the grain post process
  129640. */
  129641. private readonly GrainPostProcessId;
  129642. /**
  129643. * Sharpen post process which will apply a sharpen convolution to enhance edges
  129644. */
  129645. sharpen: SharpenPostProcess;
  129646. private _sharpenEffect;
  129647. private bloom;
  129648. /**
  129649. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  129650. */
  129651. depthOfField: DepthOfFieldEffect;
  129652. /**
  129653. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129654. */
  129655. fxaa: FxaaPostProcess;
  129656. /**
  129657. * Image post processing pass used to perform operations such as tone mapping or color grading.
  129658. */
  129659. imageProcessing: ImageProcessingPostProcess;
  129660. /**
  129661. * Chromatic aberration post process which will shift rgb colors in the image
  129662. */
  129663. chromaticAberration: ChromaticAberrationPostProcess;
  129664. private _chromaticAberrationEffect;
  129665. /**
  129666. * Grain post process which add noise to the image
  129667. */
  129668. grain: GrainPostProcess;
  129669. private _grainEffect;
  129670. /**
  129671. * Glow post process which adds a glow to emissive areas of the image
  129672. */
  129673. private _glowLayer;
  129674. /**
  129675. * Animations which can be used to tweak settings over a period of time
  129676. */
  129677. animations: Animation[];
  129678. private _imageProcessingConfigurationObserver;
  129679. private _sharpenEnabled;
  129680. private _bloomEnabled;
  129681. private _depthOfFieldEnabled;
  129682. private _depthOfFieldBlurLevel;
  129683. private _fxaaEnabled;
  129684. private _imageProcessingEnabled;
  129685. private _defaultPipelineTextureType;
  129686. private _bloomScale;
  129687. private _chromaticAberrationEnabled;
  129688. private _grainEnabled;
  129689. private _buildAllowed;
  129690. /**
  129691. * Gets active scene
  129692. */
  129693. readonly scene: Scene;
  129694. /**
  129695. * Enable or disable the sharpen process from the pipeline
  129696. */
  129697. sharpenEnabled: boolean;
  129698. private _resizeObserver;
  129699. private _hardwareScaleLevel;
  129700. private _bloomKernel;
  129701. /**
  129702. * Specifies the size of the bloom blur kernel, relative to the final output size
  129703. */
  129704. bloomKernel: number;
  129705. /**
  129706. * Specifies the weight of the bloom in the final rendering
  129707. */
  129708. private _bloomWeight;
  129709. /**
  129710. * Specifies the luma threshold for the area that will be blurred by the bloom
  129711. */
  129712. private _bloomThreshold;
  129713. private _hdr;
  129714. /**
  129715. * The strength of the bloom.
  129716. */
  129717. bloomWeight: number;
  129718. /**
  129719. * The strength of the bloom.
  129720. */
  129721. bloomThreshold: number;
  129722. /**
  129723. * The scale of the bloom, lower value will provide better performance.
  129724. */
  129725. bloomScale: number;
  129726. /**
  129727. * Enable or disable the bloom from the pipeline
  129728. */
  129729. bloomEnabled: boolean;
  129730. private _rebuildBloom;
  129731. /**
  129732. * If the depth of field is enabled.
  129733. */
  129734. depthOfFieldEnabled: boolean;
  129735. /**
  129736. * Blur level of the depth of field effect. (Higher blur will effect performance)
  129737. */
  129738. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  129739. /**
  129740. * If the anti aliasing is enabled.
  129741. */
  129742. fxaaEnabled: boolean;
  129743. private _samples;
  129744. /**
  129745. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129746. */
  129747. samples: number;
  129748. /**
  129749. * If image processing is enabled.
  129750. */
  129751. imageProcessingEnabled: boolean;
  129752. /**
  129753. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  129754. */
  129755. glowLayerEnabled: boolean;
  129756. /**
  129757. * Gets the glow layer (or null if not defined)
  129758. */
  129759. readonly glowLayer: Nullable<GlowLayer>;
  129760. /**
  129761. * Enable or disable the chromaticAberration process from the pipeline
  129762. */
  129763. chromaticAberrationEnabled: boolean;
  129764. /**
  129765. * Enable or disable the grain process from the pipeline
  129766. */
  129767. grainEnabled: boolean;
  129768. /**
  129769. * @constructor
  129770. * @param name - The rendering pipeline name (default: "")
  129771. * @param hdr - If high dynamic range textures should be used (default: true)
  129772. * @param scene - The scene linked to this pipeline (default: the last created scene)
  129773. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  129774. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  129775. */
  129776. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  129777. /**
  129778. * Get the class name
  129779. * @returns "DefaultRenderingPipeline"
  129780. */
  129781. getClassName(): string;
  129782. /**
  129783. * Force the compilation of the entire pipeline.
  129784. */
  129785. prepare(): void;
  129786. private _hasCleared;
  129787. private _prevPostProcess;
  129788. private _prevPrevPostProcess;
  129789. private _setAutoClearAndTextureSharing;
  129790. private _depthOfFieldSceneObserver;
  129791. private _buildPipeline;
  129792. private _disposePostProcesses;
  129793. /**
  129794. * Adds a camera to the pipeline
  129795. * @param camera the camera to be added
  129796. */
  129797. addCamera(camera: Camera): void;
  129798. /**
  129799. * Removes a camera from the pipeline
  129800. * @param camera the camera to remove
  129801. */
  129802. removeCamera(camera: Camera): void;
  129803. /**
  129804. * Dispose of the pipeline and stop all post processes
  129805. */
  129806. dispose(): void;
  129807. /**
  129808. * Serialize the rendering pipeline (Used when exporting)
  129809. * @returns the serialized object
  129810. */
  129811. serialize(): any;
  129812. /**
  129813. * Parse the serialized pipeline
  129814. * @param source Source pipeline.
  129815. * @param scene The scene to load the pipeline to.
  129816. * @param rootUrl The URL of the serialized pipeline.
  129817. * @returns An instantiated pipeline from the serialized object.
  129818. */
  129819. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  129820. }
  129821. }
  129822. declare module BABYLON {
  129823. /** @hidden */
  129824. export var lensHighlightsPixelShader: {
  129825. name: string;
  129826. shader: string;
  129827. };
  129828. }
  129829. declare module BABYLON {
  129830. /** @hidden */
  129831. export var depthOfFieldPixelShader: {
  129832. name: string;
  129833. shader: string;
  129834. };
  129835. }
  129836. declare module BABYLON {
  129837. /**
  129838. * BABYLON.JS Chromatic Aberration GLSL Shader
  129839. * Author: Olivier Guyot
  129840. * Separates very slightly R, G and B colors on the edges of the screen
  129841. * Inspired by Francois Tarlier & Martins Upitis
  129842. */
  129843. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  129844. /**
  129845. * @ignore
  129846. * The chromatic aberration PostProcess id in the pipeline
  129847. */
  129848. LensChromaticAberrationEffect: string;
  129849. /**
  129850. * @ignore
  129851. * The highlights enhancing PostProcess id in the pipeline
  129852. */
  129853. HighlightsEnhancingEffect: string;
  129854. /**
  129855. * @ignore
  129856. * The depth-of-field PostProcess id in the pipeline
  129857. */
  129858. LensDepthOfFieldEffect: string;
  129859. private _scene;
  129860. private _depthTexture;
  129861. private _grainTexture;
  129862. private _chromaticAberrationPostProcess;
  129863. private _highlightsPostProcess;
  129864. private _depthOfFieldPostProcess;
  129865. private _edgeBlur;
  129866. private _grainAmount;
  129867. private _chromaticAberration;
  129868. private _distortion;
  129869. private _highlightsGain;
  129870. private _highlightsThreshold;
  129871. private _dofDistance;
  129872. private _dofAperture;
  129873. private _dofDarken;
  129874. private _dofPentagon;
  129875. private _blurNoise;
  129876. /**
  129877. * @constructor
  129878. *
  129879. * Effect parameters are as follow:
  129880. * {
  129881. * chromatic_aberration: number; // from 0 to x (1 for realism)
  129882. * edge_blur: number; // from 0 to x (1 for realism)
  129883. * distortion: number; // from 0 to x (1 for realism)
  129884. * grain_amount: number; // from 0 to 1
  129885. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  129886. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  129887. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  129888. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  129889. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  129890. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  129891. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  129892. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  129893. * }
  129894. * Note: if an effect parameter is unset, effect is disabled
  129895. *
  129896. * @param name The rendering pipeline name
  129897. * @param parameters - An object containing all parameters (see above)
  129898. * @param scene The scene linked to this pipeline
  129899. * @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)
  129900. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129901. */
  129902. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  129903. /**
  129904. * Get the class name
  129905. * @returns "LensRenderingPipeline"
  129906. */
  129907. getClassName(): string;
  129908. /**
  129909. * Gets associated scene
  129910. */
  129911. readonly scene: Scene;
  129912. /**
  129913. * Gets or sets the edge blur
  129914. */
  129915. edgeBlur: number;
  129916. /**
  129917. * Gets or sets the grain amount
  129918. */
  129919. grainAmount: number;
  129920. /**
  129921. * Gets or sets the chromatic aberration amount
  129922. */
  129923. chromaticAberration: number;
  129924. /**
  129925. * Gets or sets the depth of field aperture
  129926. */
  129927. dofAperture: number;
  129928. /**
  129929. * Gets or sets the edge distortion
  129930. */
  129931. edgeDistortion: number;
  129932. /**
  129933. * Gets or sets the depth of field distortion
  129934. */
  129935. dofDistortion: number;
  129936. /**
  129937. * Gets or sets the darken out of focus amount
  129938. */
  129939. darkenOutOfFocus: number;
  129940. /**
  129941. * Gets or sets a boolean indicating if blur noise is enabled
  129942. */
  129943. blurNoise: boolean;
  129944. /**
  129945. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  129946. */
  129947. pentagonBokeh: boolean;
  129948. /**
  129949. * Gets or sets the highlight grain amount
  129950. */
  129951. highlightsGain: number;
  129952. /**
  129953. * Gets or sets the highlight threshold
  129954. */
  129955. highlightsThreshold: number;
  129956. /**
  129957. * Sets the amount of blur at the edges
  129958. * @param amount blur amount
  129959. */
  129960. setEdgeBlur(amount: number): void;
  129961. /**
  129962. * Sets edge blur to 0
  129963. */
  129964. disableEdgeBlur(): void;
  129965. /**
  129966. * Sets the amout of grain
  129967. * @param amount Amount of grain
  129968. */
  129969. setGrainAmount(amount: number): void;
  129970. /**
  129971. * Set grain amount to 0
  129972. */
  129973. disableGrain(): void;
  129974. /**
  129975. * Sets the chromatic aberration amount
  129976. * @param amount amount of chromatic aberration
  129977. */
  129978. setChromaticAberration(amount: number): void;
  129979. /**
  129980. * Sets chromatic aberration amount to 0
  129981. */
  129982. disableChromaticAberration(): void;
  129983. /**
  129984. * Sets the EdgeDistortion amount
  129985. * @param amount amount of EdgeDistortion
  129986. */
  129987. setEdgeDistortion(amount: number): void;
  129988. /**
  129989. * Sets edge distortion to 0
  129990. */
  129991. disableEdgeDistortion(): void;
  129992. /**
  129993. * Sets the FocusDistance amount
  129994. * @param amount amount of FocusDistance
  129995. */
  129996. setFocusDistance(amount: number): void;
  129997. /**
  129998. * Disables depth of field
  129999. */
  130000. disableDepthOfField(): void;
  130001. /**
  130002. * Sets the Aperture amount
  130003. * @param amount amount of Aperture
  130004. */
  130005. setAperture(amount: number): void;
  130006. /**
  130007. * Sets the DarkenOutOfFocus amount
  130008. * @param amount amount of DarkenOutOfFocus
  130009. */
  130010. setDarkenOutOfFocus(amount: number): void;
  130011. private _pentagonBokehIsEnabled;
  130012. /**
  130013. * Creates a pentagon bokeh effect
  130014. */
  130015. enablePentagonBokeh(): void;
  130016. /**
  130017. * Disables the pentagon bokeh effect
  130018. */
  130019. disablePentagonBokeh(): void;
  130020. /**
  130021. * Enables noise blur
  130022. */
  130023. enableNoiseBlur(): void;
  130024. /**
  130025. * Disables noise blur
  130026. */
  130027. disableNoiseBlur(): void;
  130028. /**
  130029. * Sets the HighlightsGain amount
  130030. * @param amount amount of HighlightsGain
  130031. */
  130032. setHighlightsGain(amount: number): void;
  130033. /**
  130034. * Sets the HighlightsThreshold amount
  130035. * @param amount amount of HighlightsThreshold
  130036. */
  130037. setHighlightsThreshold(amount: number): void;
  130038. /**
  130039. * Disables highlights
  130040. */
  130041. disableHighlights(): void;
  130042. /**
  130043. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  130044. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  130045. */
  130046. dispose(disableDepthRender?: boolean): void;
  130047. private _createChromaticAberrationPostProcess;
  130048. private _createHighlightsPostProcess;
  130049. private _createDepthOfFieldPostProcess;
  130050. private _createGrainTexture;
  130051. }
  130052. }
  130053. declare module BABYLON {
  130054. /** @hidden */
  130055. export var ssao2PixelShader: {
  130056. name: string;
  130057. shader: string;
  130058. };
  130059. }
  130060. declare module BABYLON {
  130061. /** @hidden */
  130062. export var ssaoCombinePixelShader: {
  130063. name: string;
  130064. shader: string;
  130065. };
  130066. }
  130067. declare module BABYLON {
  130068. /**
  130069. * Render pipeline to produce ssao effect
  130070. */
  130071. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  130072. /**
  130073. * @ignore
  130074. * The PassPostProcess id in the pipeline that contains the original scene color
  130075. */
  130076. SSAOOriginalSceneColorEffect: string;
  130077. /**
  130078. * @ignore
  130079. * The SSAO PostProcess id in the pipeline
  130080. */
  130081. SSAORenderEffect: string;
  130082. /**
  130083. * @ignore
  130084. * The horizontal blur PostProcess id in the pipeline
  130085. */
  130086. SSAOBlurHRenderEffect: string;
  130087. /**
  130088. * @ignore
  130089. * The vertical blur PostProcess id in the pipeline
  130090. */
  130091. SSAOBlurVRenderEffect: string;
  130092. /**
  130093. * @ignore
  130094. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130095. */
  130096. SSAOCombineRenderEffect: string;
  130097. /**
  130098. * The output strength of the SSAO post-process. Default value is 1.0.
  130099. */
  130100. totalStrength: number;
  130101. /**
  130102. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  130103. */
  130104. maxZ: number;
  130105. /**
  130106. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  130107. */
  130108. minZAspect: number;
  130109. private _samples;
  130110. /**
  130111. * Number of samples used for the SSAO calculations. Default value is 8
  130112. */
  130113. samples: number;
  130114. private _textureSamples;
  130115. /**
  130116. * Number of samples to use for antialiasing
  130117. */
  130118. textureSamples: number;
  130119. /**
  130120. * Ratio object used for SSAO ratio and blur ratio
  130121. */
  130122. private _ratio;
  130123. /**
  130124. * Dynamically generated sphere sampler.
  130125. */
  130126. private _sampleSphere;
  130127. /**
  130128. * Blur filter offsets
  130129. */
  130130. private _samplerOffsets;
  130131. private _expensiveBlur;
  130132. /**
  130133. * If bilateral blur should be used
  130134. */
  130135. expensiveBlur: boolean;
  130136. /**
  130137. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  130138. */
  130139. radius: number;
  130140. /**
  130141. * The base color of the SSAO post-process
  130142. * The final result is "base + ssao" between [0, 1]
  130143. */
  130144. base: number;
  130145. /**
  130146. * Support test.
  130147. */
  130148. static readonly IsSupported: boolean;
  130149. private _scene;
  130150. private _depthTexture;
  130151. private _normalTexture;
  130152. private _randomTexture;
  130153. private _originalColorPostProcess;
  130154. private _ssaoPostProcess;
  130155. private _blurHPostProcess;
  130156. private _blurVPostProcess;
  130157. private _ssaoCombinePostProcess;
  130158. /**
  130159. * Gets active scene
  130160. */
  130161. readonly scene: Scene;
  130162. /**
  130163. * @constructor
  130164. * @param name The rendering pipeline name
  130165. * @param scene The scene linked to this pipeline
  130166. * @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 }
  130167. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130168. */
  130169. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130170. /**
  130171. * Get the class name
  130172. * @returns "SSAO2RenderingPipeline"
  130173. */
  130174. getClassName(): string;
  130175. /**
  130176. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130177. */
  130178. dispose(disableGeometryBufferRenderer?: boolean): void;
  130179. private _createBlurPostProcess;
  130180. /** @hidden */
  130181. _rebuild(): void;
  130182. private _bits;
  130183. private _radicalInverse_VdC;
  130184. private _hammersley;
  130185. private _hemisphereSample_uniform;
  130186. private _generateHemisphere;
  130187. private _createSSAOPostProcess;
  130188. private _createSSAOCombinePostProcess;
  130189. private _createRandomTexture;
  130190. /**
  130191. * Serialize the rendering pipeline (Used when exporting)
  130192. * @returns the serialized object
  130193. */
  130194. serialize(): any;
  130195. /**
  130196. * Parse the serialized pipeline
  130197. * @param source Source pipeline.
  130198. * @param scene The scene to load the pipeline to.
  130199. * @param rootUrl The URL of the serialized pipeline.
  130200. * @returns An instantiated pipeline from the serialized object.
  130201. */
  130202. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  130203. }
  130204. }
  130205. declare module BABYLON {
  130206. /** @hidden */
  130207. export var ssaoPixelShader: {
  130208. name: string;
  130209. shader: string;
  130210. };
  130211. }
  130212. declare module BABYLON {
  130213. /**
  130214. * Render pipeline to produce ssao effect
  130215. */
  130216. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  130217. /**
  130218. * @ignore
  130219. * The PassPostProcess id in the pipeline that contains the original scene color
  130220. */
  130221. SSAOOriginalSceneColorEffect: string;
  130222. /**
  130223. * @ignore
  130224. * The SSAO PostProcess id in the pipeline
  130225. */
  130226. SSAORenderEffect: string;
  130227. /**
  130228. * @ignore
  130229. * The horizontal blur PostProcess id in the pipeline
  130230. */
  130231. SSAOBlurHRenderEffect: string;
  130232. /**
  130233. * @ignore
  130234. * The vertical blur PostProcess id in the pipeline
  130235. */
  130236. SSAOBlurVRenderEffect: string;
  130237. /**
  130238. * @ignore
  130239. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  130240. */
  130241. SSAOCombineRenderEffect: string;
  130242. /**
  130243. * The output strength of the SSAO post-process. Default value is 1.0.
  130244. */
  130245. totalStrength: number;
  130246. /**
  130247. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  130248. */
  130249. radius: number;
  130250. /**
  130251. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  130252. * Must not be equal to fallOff and superior to fallOff.
  130253. * Default value is 0.0075
  130254. */
  130255. area: number;
  130256. /**
  130257. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  130258. * Must not be equal to area and inferior to area.
  130259. * Default value is 0.000001
  130260. */
  130261. fallOff: number;
  130262. /**
  130263. * The base color of the SSAO post-process
  130264. * The final result is "base + ssao" between [0, 1]
  130265. */
  130266. base: number;
  130267. private _scene;
  130268. private _depthTexture;
  130269. private _randomTexture;
  130270. private _originalColorPostProcess;
  130271. private _ssaoPostProcess;
  130272. private _blurHPostProcess;
  130273. private _blurVPostProcess;
  130274. private _ssaoCombinePostProcess;
  130275. private _firstUpdate;
  130276. /**
  130277. * Gets active scene
  130278. */
  130279. readonly scene: Scene;
  130280. /**
  130281. * @constructor
  130282. * @param name - The rendering pipeline name
  130283. * @param scene - The scene linked to this pipeline
  130284. * @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 }
  130285. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  130286. */
  130287. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  130288. /**
  130289. * Get the class name
  130290. * @returns "SSAORenderingPipeline"
  130291. */
  130292. getClassName(): string;
  130293. /**
  130294. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  130295. */
  130296. dispose(disableDepthRender?: boolean): void;
  130297. private _createBlurPostProcess;
  130298. /** @hidden */
  130299. _rebuild(): void;
  130300. private _createSSAOPostProcess;
  130301. private _createSSAOCombinePostProcess;
  130302. private _createRandomTexture;
  130303. }
  130304. }
  130305. declare module BABYLON {
  130306. /** @hidden */
  130307. export var standardPixelShader: {
  130308. name: string;
  130309. shader: string;
  130310. };
  130311. }
  130312. declare module BABYLON {
  130313. /**
  130314. * Standard rendering pipeline
  130315. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130316. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  130317. */
  130318. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  130319. /**
  130320. * Public members
  130321. */
  130322. /**
  130323. * Post-process which contains the original scene color before the pipeline applies all the effects
  130324. */
  130325. originalPostProcess: Nullable<PostProcess>;
  130326. /**
  130327. * Post-process used to down scale an image x4
  130328. */
  130329. downSampleX4PostProcess: Nullable<PostProcess>;
  130330. /**
  130331. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  130332. */
  130333. brightPassPostProcess: Nullable<PostProcess>;
  130334. /**
  130335. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  130336. */
  130337. blurHPostProcesses: PostProcess[];
  130338. /**
  130339. * Post-process array storing all the vertical blur post-processes used by the pipeline
  130340. */
  130341. blurVPostProcesses: PostProcess[];
  130342. /**
  130343. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  130344. */
  130345. textureAdderPostProcess: Nullable<PostProcess>;
  130346. /**
  130347. * Post-process used to create volumetric lighting effect
  130348. */
  130349. volumetricLightPostProcess: Nullable<PostProcess>;
  130350. /**
  130351. * Post-process used to smooth the previous volumetric light post-process on the X axis
  130352. */
  130353. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  130354. /**
  130355. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  130356. */
  130357. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  130358. /**
  130359. * Post-process used to merge the volumetric light effect and the real scene color
  130360. */
  130361. volumetricLightMergePostProces: Nullable<PostProcess>;
  130362. /**
  130363. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  130364. */
  130365. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  130366. /**
  130367. * Base post-process used to calculate the average luminance of the final image for HDR
  130368. */
  130369. luminancePostProcess: Nullable<PostProcess>;
  130370. /**
  130371. * Post-processes used to create down sample post-processes in order to get
  130372. * the average luminance of the final image for HDR
  130373. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  130374. */
  130375. luminanceDownSamplePostProcesses: PostProcess[];
  130376. /**
  130377. * Post-process used to create a HDR effect (light adaptation)
  130378. */
  130379. hdrPostProcess: Nullable<PostProcess>;
  130380. /**
  130381. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  130382. */
  130383. textureAdderFinalPostProcess: Nullable<PostProcess>;
  130384. /**
  130385. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  130386. */
  130387. lensFlareFinalPostProcess: Nullable<PostProcess>;
  130388. /**
  130389. * Post-process used to merge the final HDR post-process and the real scene color
  130390. */
  130391. hdrFinalPostProcess: Nullable<PostProcess>;
  130392. /**
  130393. * Post-process used to create a lens flare effect
  130394. */
  130395. lensFlarePostProcess: Nullable<PostProcess>;
  130396. /**
  130397. * Post-process that merges the result of the lens flare post-process and the real scene color
  130398. */
  130399. lensFlareComposePostProcess: Nullable<PostProcess>;
  130400. /**
  130401. * Post-process used to create a motion blur effect
  130402. */
  130403. motionBlurPostProcess: Nullable<PostProcess>;
  130404. /**
  130405. * Post-process used to create a depth of field effect
  130406. */
  130407. depthOfFieldPostProcess: Nullable<PostProcess>;
  130408. /**
  130409. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  130410. */
  130411. fxaaPostProcess: Nullable<FxaaPostProcess>;
  130412. /**
  130413. * Represents the brightness threshold in order to configure the illuminated surfaces
  130414. */
  130415. brightThreshold: number;
  130416. /**
  130417. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  130418. */
  130419. blurWidth: number;
  130420. /**
  130421. * Sets if the blur for highlighted surfaces must be only horizontal
  130422. */
  130423. horizontalBlur: boolean;
  130424. /**
  130425. * Gets the overall exposure used by the pipeline
  130426. */
  130427. /**
  130428. * Sets the overall exposure used by the pipeline
  130429. */
  130430. exposure: number;
  130431. /**
  130432. * Texture used typically to simulate "dirty" on camera lens
  130433. */
  130434. lensTexture: Nullable<Texture>;
  130435. /**
  130436. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130437. */
  130438. volumetricLightCoefficient: number;
  130439. /**
  130440. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130441. */
  130442. volumetricLightPower: number;
  130443. /**
  130444. * Used the set the blur intensity to smooth the volumetric lights
  130445. */
  130446. volumetricLightBlurScale: number;
  130447. /**
  130448. * Light (spot or directional) used to generate the volumetric lights rays
  130449. * The source light must have a shadow generate so the pipeline can get its
  130450. * depth map
  130451. */
  130452. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130453. /**
  130454. * For eye adaptation, represents the minimum luminance the eye can see
  130455. */
  130456. hdrMinimumLuminance: number;
  130457. /**
  130458. * For eye adaptation, represents the decrease luminance speed
  130459. */
  130460. hdrDecreaseRate: number;
  130461. /**
  130462. * For eye adaptation, represents the increase luminance speed
  130463. */
  130464. hdrIncreaseRate: number;
  130465. /**
  130466. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130467. */
  130468. /**
  130469. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130470. */
  130471. hdrAutoExposure: boolean;
  130472. /**
  130473. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130474. */
  130475. lensColorTexture: Nullable<Texture>;
  130476. /**
  130477. * The overall strengh for the lens flare effect
  130478. */
  130479. lensFlareStrength: number;
  130480. /**
  130481. * Dispersion coefficient for lens flare ghosts
  130482. */
  130483. lensFlareGhostDispersal: number;
  130484. /**
  130485. * Main lens flare halo width
  130486. */
  130487. lensFlareHaloWidth: number;
  130488. /**
  130489. * Based on the lens distortion effect, defines how much the lens flare result
  130490. * is distorted
  130491. */
  130492. lensFlareDistortionStrength: number;
  130493. /**
  130494. * Configures the blur intensity used for for lens flare (halo)
  130495. */
  130496. lensFlareBlurWidth: number;
  130497. /**
  130498. * Lens star texture must be used to simulate rays on the flares and is available
  130499. * in the documentation
  130500. */
  130501. lensStarTexture: Nullable<Texture>;
  130502. /**
  130503. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130504. * flare effect by taking account of the dirt texture
  130505. */
  130506. lensFlareDirtTexture: Nullable<Texture>;
  130507. /**
  130508. * Represents the focal length for the depth of field effect
  130509. */
  130510. depthOfFieldDistance: number;
  130511. /**
  130512. * Represents the blur intensity for the blurred part of the depth of field effect
  130513. */
  130514. depthOfFieldBlurWidth: number;
  130515. /**
  130516. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130517. */
  130518. /**
  130519. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130520. */
  130521. motionStrength: number;
  130522. /**
  130523. * Gets wether or not the motion blur post-process is object based or screen based.
  130524. */
  130525. /**
  130526. * Sets wether or not the motion blur post-process should be object based or screen based
  130527. */
  130528. objectBasedMotionBlur: boolean;
  130529. /**
  130530. * List of animations for the pipeline (IAnimatable implementation)
  130531. */
  130532. animations: Animation[];
  130533. /**
  130534. * Private members
  130535. */
  130536. private _scene;
  130537. private _currentDepthOfFieldSource;
  130538. private _basePostProcess;
  130539. private _fixedExposure;
  130540. private _currentExposure;
  130541. private _hdrAutoExposure;
  130542. private _hdrCurrentLuminance;
  130543. private _motionStrength;
  130544. private _isObjectBasedMotionBlur;
  130545. private _floatTextureType;
  130546. private _camerasToBeAttached;
  130547. private _ratio;
  130548. private _bloomEnabled;
  130549. private _depthOfFieldEnabled;
  130550. private _vlsEnabled;
  130551. private _lensFlareEnabled;
  130552. private _hdrEnabled;
  130553. private _motionBlurEnabled;
  130554. private _fxaaEnabled;
  130555. private _motionBlurSamples;
  130556. private _volumetricLightStepsCount;
  130557. private _samples;
  130558. /**
  130559. * @ignore
  130560. * Specifies if the bloom pipeline is enabled
  130561. */
  130562. BloomEnabled: boolean;
  130563. /**
  130564. * @ignore
  130565. * Specifies if the depth of field pipeline is enabed
  130566. */
  130567. DepthOfFieldEnabled: boolean;
  130568. /**
  130569. * @ignore
  130570. * Specifies if the lens flare pipeline is enabed
  130571. */
  130572. LensFlareEnabled: boolean;
  130573. /**
  130574. * @ignore
  130575. * Specifies if the HDR pipeline is enabled
  130576. */
  130577. HDREnabled: boolean;
  130578. /**
  130579. * @ignore
  130580. * Specifies if the volumetric lights scattering effect is enabled
  130581. */
  130582. VLSEnabled: boolean;
  130583. /**
  130584. * @ignore
  130585. * Specifies if the motion blur effect is enabled
  130586. */
  130587. MotionBlurEnabled: boolean;
  130588. /**
  130589. * Specifies if anti-aliasing is enabled
  130590. */
  130591. fxaaEnabled: boolean;
  130592. /**
  130593. * Specifies the number of steps used to calculate the volumetric lights
  130594. * Typically in interval [50, 200]
  130595. */
  130596. volumetricLightStepsCount: number;
  130597. /**
  130598. * Specifies the number of samples used for the motion blur effect
  130599. * Typically in interval [16, 64]
  130600. */
  130601. motionBlurSamples: number;
  130602. /**
  130603. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130604. */
  130605. samples: number;
  130606. /**
  130607. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130608. * @constructor
  130609. * @param name The rendering pipeline name
  130610. * @param scene The scene linked to this pipeline
  130611. * @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)
  130612. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130613. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130614. */
  130615. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130616. private _buildPipeline;
  130617. private _createDownSampleX4PostProcess;
  130618. private _createBrightPassPostProcess;
  130619. private _createBlurPostProcesses;
  130620. private _createTextureAdderPostProcess;
  130621. private _createVolumetricLightPostProcess;
  130622. private _createLuminancePostProcesses;
  130623. private _createHdrPostProcess;
  130624. private _createLensFlarePostProcess;
  130625. private _createDepthOfFieldPostProcess;
  130626. private _createMotionBlurPostProcess;
  130627. private _getDepthTexture;
  130628. private _disposePostProcesses;
  130629. /**
  130630. * Dispose of the pipeline and stop all post processes
  130631. */
  130632. dispose(): void;
  130633. /**
  130634. * Serialize the rendering pipeline (Used when exporting)
  130635. * @returns the serialized object
  130636. */
  130637. serialize(): any;
  130638. /**
  130639. * Parse the serialized pipeline
  130640. * @param source Source pipeline.
  130641. * @param scene The scene to load the pipeline to.
  130642. * @param rootUrl The URL of the serialized pipeline.
  130643. * @returns An instantiated pipeline from the serialized object.
  130644. */
  130645. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  130646. /**
  130647. * Luminance steps
  130648. */
  130649. static LuminanceSteps: number;
  130650. }
  130651. }
  130652. declare module BABYLON {
  130653. /** @hidden */
  130654. export var tonemapPixelShader: {
  130655. name: string;
  130656. shader: string;
  130657. };
  130658. }
  130659. declare module BABYLON {
  130660. /** Defines operator used for tonemapping */
  130661. export enum TonemappingOperator {
  130662. /** Hable */
  130663. Hable = 0,
  130664. /** Reinhard */
  130665. Reinhard = 1,
  130666. /** HejiDawson */
  130667. HejiDawson = 2,
  130668. /** Photographic */
  130669. Photographic = 3
  130670. }
  130671. /**
  130672. * Defines a post process to apply tone mapping
  130673. */
  130674. export class TonemapPostProcess extends PostProcess {
  130675. private _operator;
  130676. /** Defines the required exposure adjustement */
  130677. exposureAdjustment: number;
  130678. /**
  130679. * Creates a new TonemapPostProcess
  130680. * @param name defines the name of the postprocess
  130681. * @param _operator defines the operator to use
  130682. * @param exposureAdjustment defines the required exposure adjustement
  130683. * @param camera defines the camera to use (can be null)
  130684. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  130685. * @param engine defines the hosting engine (can be ignore if camera is set)
  130686. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  130687. */
  130688. constructor(name: string, _operator: TonemappingOperator,
  130689. /** Defines the required exposure adjustement */
  130690. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  130691. }
  130692. }
  130693. declare module BABYLON {
  130694. /** @hidden */
  130695. export var depthVertexShader: {
  130696. name: string;
  130697. shader: string;
  130698. };
  130699. }
  130700. declare module BABYLON {
  130701. /** @hidden */
  130702. export var volumetricLightScatteringPixelShader: {
  130703. name: string;
  130704. shader: string;
  130705. };
  130706. }
  130707. declare module BABYLON {
  130708. /** @hidden */
  130709. export var volumetricLightScatteringPassVertexShader: {
  130710. name: string;
  130711. shader: string;
  130712. };
  130713. }
  130714. declare module BABYLON {
  130715. /** @hidden */
  130716. export var volumetricLightScatteringPassPixelShader: {
  130717. name: string;
  130718. shader: string;
  130719. };
  130720. }
  130721. declare module BABYLON {
  130722. /**
  130723. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  130724. */
  130725. export class VolumetricLightScatteringPostProcess extends PostProcess {
  130726. private _volumetricLightScatteringPass;
  130727. private _volumetricLightScatteringRTT;
  130728. private _viewPort;
  130729. private _screenCoordinates;
  130730. private _cachedDefines;
  130731. /**
  130732. * If not undefined, the mesh position is computed from the attached node position
  130733. */
  130734. attachedNode: {
  130735. position: Vector3;
  130736. };
  130737. /**
  130738. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  130739. */
  130740. customMeshPosition: Vector3;
  130741. /**
  130742. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  130743. */
  130744. useCustomMeshPosition: boolean;
  130745. /**
  130746. * If the post-process should inverse the light scattering direction
  130747. */
  130748. invert: boolean;
  130749. /**
  130750. * The internal mesh used by the post-process
  130751. */
  130752. mesh: Mesh;
  130753. /**
  130754. * @hidden
  130755. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  130756. */
  130757. useDiffuseColor: boolean;
  130758. /**
  130759. * Array containing the excluded meshes not rendered in the internal pass
  130760. */
  130761. excludedMeshes: AbstractMesh[];
  130762. /**
  130763. * Controls the overall intensity of the post-process
  130764. */
  130765. exposure: number;
  130766. /**
  130767. * Dissipates each sample's contribution in range [0, 1]
  130768. */
  130769. decay: number;
  130770. /**
  130771. * Controls the overall intensity of each sample
  130772. */
  130773. weight: number;
  130774. /**
  130775. * Controls the density of each sample
  130776. */
  130777. density: number;
  130778. /**
  130779. * @constructor
  130780. * @param name The post-process name
  130781. * @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)
  130782. * @param camera The camera that the post-process will be attached to
  130783. * @param mesh The mesh used to create the light scattering
  130784. * @param samples The post-process quality, default 100
  130785. * @param samplingModeThe post-process filtering mode
  130786. * @param engine The babylon engine
  130787. * @param reusable If the post-process is reusable
  130788. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  130789. */
  130790. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  130791. /**
  130792. * Returns the string "VolumetricLightScatteringPostProcess"
  130793. * @returns "VolumetricLightScatteringPostProcess"
  130794. */
  130795. getClassName(): string;
  130796. private _isReady;
  130797. /**
  130798. * Sets the new light position for light scattering effect
  130799. * @param position The new custom light position
  130800. */
  130801. setCustomMeshPosition(position: Vector3): void;
  130802. /**
  130803. * Returns the light position for light scattering effect
  130804. * @return Vector3 The custom light position
  130805. */
  130806. getCustomMeshPosition(): Vector3;
  130807. /**
  130808. * Disposes the internal assets and detaches the post-process from the camera
  130809. */
  130810. dispose(camera: Camera): void;
  130811. /**
  130812. * Returns the render target texture used by the post-process
  130813. * @return the render target texture used by the post-process
  130814. */
  130815. getPass(): RenderTargetTexture;
  130816. private _meshExcluded;
  130817. private _createPass;
  130818. private _updateMeshScreenCoordinates;
  130819. /**
  130820. * Creates a default mesh for the Volumeric Light Scattering post-process
  130821. * @param name The mesh name
  130822. * @param scene The scene where to create the mesh
  130823. * @return the default mesh
  130824. */
  130825. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  130826. }
  130827. }
  130828. declare module BABYLON {
  130829. interface Scene {
  130830. /** @hidden (Backing field) */
  130831. _boundingBoxRenderer: BoundingBoxRenderer;
  130832. /** @hidden (Backing field) */
  130833. _forceShowBoundingBoxes: boolean;
  130834. /**
  130835. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  130836. */
  130837. forceShowBoundingBoxes: boolean;
  130838. /**
  130839. * Gets the bounding box renderer associated with the scene
  130840. * @returns a BoundingBoxRenderer
  130841. */
  130842. getBoundingBoxRenderer(): BoundingBoxRenderer;
  130843. }
  130844. interface AbstractMesh {
  130845. /** @hidden (Backing field) */
  130846. _showBoundingBox: boolean;
  130847. /**
  130848. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  130849. */
  130850. showBoundingBox: boolean;
  130851. }
  130852. /**
  130853. * Component responsible of rendering the bounding box of the meshes in a scene.
  130854. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  130855. */
  130856. export class BoundingBoxRenderer implements ISceneComponent {
  130857. /**
  130858. * The component name helpfull to identify the component in the list of scene components.
  130859. */
  130860. readonly name: string;
  130861. /**
  130862. * The scene the component belongs to.
  130863. */
  130864. scene: Scene;
  130865. /**
  130866. * Color of the bounding box lines placed in front of an object
  130867. */
  130868. frontColor: Color3;
  130869. /**
  130870. * Color of the bounding box lines placed behind an object
  130871. */
  130872. backColor: Color3;
  130873. /**
  130874. * Defines if the renderer should show the back lines or not
  130875. */
  130876. showBackLines: boolean;
  130877. /**
  130878. * @hidden
  130879. */
  130880. renderList: SmartArray<BoundingBox>;
  130881. private _colorShader;
  130882. private _vertexBuffers;
  130883. private _indexBuffer;
  130884. private _fillIndexBuffer;
  130885. private _fillIndexData;
  130886. /**
  130887. * Instantiates a new bounding box renderer in a scene.
  130888. * @param scene the scene the renderer renders in
  130889. */
  130890. constructor(scene: Scene);
  130891. /**
  130892. * Registers the component in a given scene
  130893. */
  130894. register(): void;
  130895. private _evaluateSubMesh;
  130896. private _activeMesh;
  130897. private _prepareRessources;
  130898. private _createIndexBuffer;
  130899. /**
  130900. * Rebuilds the elements related to this component in case of
  130901. * context lost for instance.
  130902. */
  130903. rebuild(): void;
  130904. /**
  130905. * @hidden
  130906. */
  130907. reset(): void;
  130908. /**
  130909. * Render the bounding boxes of a specific rendering group
  130910. * @param renderingGroupId defines the rendering group to render
  130911. */
  130912. render(renderingGroupId: number): void;
  130913. /**
  130914. * In case of occlusion queries, we can render the occlusion bounding box through this method
  130915. * @param mesh Define the mesh to render the occlusion bounding box for
  130916. */
  130917. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  130918. /**
  130919. * Dispose and release the resources attached to this renderer.
  130920. */
  130921. dispose(): void;
  130922. }
  130923. }
  130924. declare module BABYLON {
  130925. /** @hidden */
  130926. export var depthPixelShader: {
  130927. name: string;
  130928. shader: string;
  130929. };
  130930. }
  130931. declare module BABYLON {
  130932. /**
  130933. * This represents a depth renderer in Babylon.
  130934. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  130935. */
  130936. export class DepthRenderer {
  130937. private _scene;
  130938. private _depthMap;
  130939. private _effect;
  130940. private readonly _storeNonLinearDepth;
  130941. private readonly _clearColor;
  130942. /** Get if the depth renderer is using packed depth or not */
  130943. readonly isPacked: boolean;
  130944. private _cachedDefines;
  130945. private _camera;
  130946. /**
  130947. * Specifiess that the depth renderer will only be used within
  130948. * the camera it is created for.
  130949. * This can help forcing its rendering during the camera processing.
  130950. */
  130951. useOnlyInActiveCamera: boolean;
  130952. /** @hidden */
  130953. static _SceneComponentInitialization: (scene: Scene) => void;
  130954. /**
  130955. * Instantiates a depth renderer
  130956. * @param scene The scene the renderer belongs to
  130957. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  130958. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  130959. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130960. */
  130961. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  130962. /**
  130963. * Creates the depth rendering effect and checks if the effect is ready.
  130964. * @param subMesh The submesh to be used to render the depth map of
  130965. * @param useInstances If multiple world instances should be used
  130966. * @returns if the depth renderer is ready to render the depth map
  130967. */
  130968. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130969. /**
  130970. * Gets the texture which the depth map will be written to.
  130971. * @returns The depth map texture
  130972. */
  130973. getDepthMap(): RenderTargetTexture;
  130974. /**
  130975. * Disposes of the depth renderer.
  130976. */
  130977. dispose(): void;
  130978. }
  130979. }
  130980. declare module BABYLON {
  130981. interface Scene {
  130982. /** @hidden (Backing field) */
  130983. _depthRenderer: {
  130984. [id: string]: DepthRenderer;
  130985. };
  130986. /**
  130987. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  130988. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  130989. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130990. * @returns the created depth renderer
  130991. */
  130992. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  130993. /**
  130994. * Disables a depth renderer for a given camera
  130995. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  130996. */
  130997. disableDepthRenderer(camera?: Nullable<Camera>): void;
  130998. }
  130999. /**
  131000. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  131001. * in several rendering techniques.
  131002. */
  131003. export class DepthRendererSceneComponent implements ISceneComponent {
  131004. /**
  131005. * The component name helpfull to identify the component in the list of scene components.
  131006. */
  131007. readonly name: string;
  131008. /**
  131009. * The scene the component belongs to.
  131010. */
  131011. scene: Scene;
  131012. /**
  131013. * Creates a new instance of the component for the given scene
  131014. * @param scene Defines the scene to register the component in
  131015. */
  131016. constructor(scene: Scene);
  131017. /**
  131018. * Registers the component in a given scene
  131019. */
  131020. register(): void;
  131021. /**
  131022. * Rebuilds the elements related to this component in case of
  131023. * context lost for instance.
  131024. */
  131025. rebuild(): void;
  131026. /**
  131027. * Disposes the component and the associated ressources
  131028. */
  131029. dispose(): void;
  131030. private _gatherRenderTargets;
  131031. private _gatherActiveCameraRenderTargets;
  131032. }
  131033. }
  131034. declare module BABYLON {
  131035. /** @hidden */
  131036. export var outlinePixelShader: {
  131037. name: string;
  131038. shader: string;
  131039. };
  131040. }
  131041. declare module BABYLON {
  131042. /** @hidden */
  131043. export var outlineVertexShader: {
  131044. name: string;
  131045. shader: string;
  131046. };
  131047. }
  131048. declare module BABYLON {
  131049. interface Scene {
  131050. /** @hidden */
  131051. _outlineRenderer: OutlineRenderer;
  131052. /**
  131053. * Gets the outline renderer associated with the scene
  131054. * @returns a OutlineRenderer
  131055. */
  131056. getOutlineRenderer(): OutlineRenderer;
  131057. }
  131058. interface AbstractMesh {
  131059. /** @hidden (Backing field) */
  131060. _renderOutline: boolean;
  131061. /**
  131062. * Gets or sets a boolean indicating if the outline must be rendered as well
  131063. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  131064. */
  131065. renderOutline: boolean;
  131066. /** @hidden (Backing field) */
  131067. _renderOverlay: boolean;
  131068. /**
  131069. * Gets or sets a boolean indicating if the overlay must be rendered as well
  131070. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  131071. */
  131072. renderOverlay: boolean;
  131073. }
  131074. /**
  131075. * This class is responsible to draw bothe outline/overlay of meshes.
  131076. * It should not be used directly but through the available method on mesh.
  131077. */
  131078. export class OutlineRenderer implements ISceneComponent {
  131079. /**
  131080. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  131081. */
  131082. private static _StencilReference;
  131083. /**
  131084. * The name of the component. Each component must have a unique name.
  131085. */
  131086. name: string;
  131087. /**
  131088. * The scene the component belongs to.
  131089. */
  131090. scene: Scene;
  131091. /**
  131092. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  131093. */
  131094. zOffset: number;
  131095. private _engine;
  131096. private _effect;
  131097. private _cachedDefines;
  131098. private _savedDepthWrite;
  131099. /**
  131100. * Instantiates a new outline renderer. (There could be only one per scene).
  131101. * @param scene Defines the scene it belongs to
  131102. */
  131103. constructor(scene: Scene);
  131104. /**
  131105. * Register the component to one instance of a scene.
  131106. */
  131107. register(): void;
  131108. /**
  131109. * Rebuilds the elements related to this component in case of
  131110. * context lost for instance.
  131111. */
  131112. rebuild(): void;
  131113. /**
  131114. * Disposes the component and the associated ressources.
  131115. */
  131116. dispose(): void;
  131117. /**
  131118. * Renders the outline in the canvas.
  131119. * @param subMesh Defines the sumesh to render
  131120. * @param batch Defines the batch of meshes in case of instances
  131121. * @param useOverlay Defines if the rendering is for the overlay or the outline
  131122. */
  131123. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  131124. /**
  131125. * Returns whether or not the outline renderer is ready for a given submesh.
  131126. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  131127. * @param subMesh Defines the submesh to check readyness for
  131128. * @param useInstances Defines wheter wee are trying to render instances or not
  131129. * @returns true if ready otherwise false
  131130. */
  131131. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  131132. private _beforeRenderingMesh;
  131133. private _afterRenderingMesh;
  131134. }
  131135. }
  131136. declare module BABYLON {
  131137. /**
  131138. * Class used to manage multiple sprites of different sizes on the same spritesheet
  131139. * @see http://doc.babylonjs.com/babylon101/sprites
  131140. */
  131141. export class SpritePackedManager extends SpriteManager {
  131142. /** defines the packed manager's name */
  131143. name: string;
  131144. /**
  131145. * Creates a new sprite manager from a packed sprite sheet
  131146. * @param name defines the manager's name
  131147. * @param imgUrl defines the sprite sheet url
  131148. * @param capacity defines the maximum allowed number of sprites
  131149. * @param scene defines the hosting scene
  131150. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  131151. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  131152. * @param samplingMode defines the smapling mode to use with spritesheet
  131153. * @param fromPacked set to true; do not alter
  131154. */
  131155. constructor(
  131156. /** defines the packed manager's name */
  131157. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  131158. }
  131159. }
  131160. declare module BABYLON {
  131161. /**
  131162. * Defines the list of states available for a task inside a AssetsManager
  131163. */
  131164. export enum AssetTaskState {
  131165. /**
  131166. * Initialization
  131167. */
  131168. INIT = 0,
  131169. /**
  131170. * Running
  131171. */
  131172. RUNNING = 1,
  131173. /**
  131174. * Done
  131175. */
  131176. DONE = 2,
  131177. /**
  131178. * Error
  131179. */
  131180. ERROR = 3
  131181. }
  131182. /**
  131183. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  131184. */
  131185. export abstract class AbstractAssetTask {
  131186. /**
  131187. * Task name
  131188. */ name: string;
  131189. /**
  131190. * Callback called when the task is successful
  131191. */
  131192. onSuccess: (task: any) => void;
  131193. /**
  131194. * Callback called when the task is not successful
  131195. */
  131196. onError: (task: any, message?: string, exception?: any) => void;
  131197. /**
  131198. * Creates a new AssetsManager
  131199. * @param name defines the name of the task
  131200. */
  131201. constructor(
  131202. /**
  131203. * Task name
  131204. */ name: string);
  131205. private _isCompleted;
  131206. private _taskState;
  131207. private _errorObject;
  131208. /**
  131209. * Get if the task is completed
  131210. */
  131211. readonly isCompleted: boolean;
  131212. /**
  131213. * Gets the current state of the task
  131214. */
  131215. readonly taskState: AssetTaskState;
  131216. /**
  131217. * Gets the current error object (if task is in error)
  131218. */
  131219. readonly errorObject: {
  131220. message?: string;
  131221. exception?: any;
  131222. };
  131223. /**
  131224. * Internal only
  131225. * @hidden
  131226. */
  131227. _setErrorObject(message?: string, exception?: any): void;
  131228. /**
  131229. * Execute the current task
  131230. * @param scene defines the scene where you want your assets to be loaded
  131231. * @param onSuccess is a callback called when the task is successfully executed
  131232. * @param onError is a callback called if an error occurs
  131233. */
  131234. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131235. /**
  131236. * Execute the current task
  131237. * @param scene defines the scene where you want your assets to be loaded
  131238. * @param onSuccess is a callback called when the task is successfully executed
  131239. * @param onError is a callback called if an error occurs
  131240. */
  131241. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131242. /**
  131243. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  131244. * This can be used with failed tasks that have the reason for failure fixed.
  131245. */
  131246. reset(): void;
  131247. private onErrorCallback;
  131248. private onDoneCallback;
  131249. }
  131250. /**
  131251. * Define the interface used by progress events raised during assets loading
  131252. */
  131253. export interface IAssetsProgressEvent {
  131254. /**
  131255. * Defines the number of remaining tasks to process
  131256. */
  131257. remainingCount: number;
  131258. /**
  131259. * Defines the total number of tasks
  131260. */
  131261. totalCount: number;
  131262. /**
  131263. * Defines the task that was just processed
  131264. */
  131265. task: AbstractAssetTask;
  131266. }
  131267. /**
  131268. * Class used to share progress information about assets loading
  131269. */
  131270. export class AssetsProgressEvent implements IAssetsProgressEvent {
  131271. /**
  131272. * Defines the number of remaining tasks to process
  131273. */
  131274. remainingCount: number;
  131275. /**
  131276. * Defines the total number of tasks
  131277. */
  131278. totalCount: number;
  131279. /**
  131280. * Defines the task that was just processed
  131281. */
  131282. task: AbstractAssetTask;
  131283. /**
  131284. * Creates a AssetsProgressEvent
  131285. * @param remainingCount defines the number of remaining tasks to process
  131286. * @param totalCount defines the total number of tasks
  131287. * @param task defines the task that was just processed
  131288. */
  131289. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  131290. }
  131291. /**
  131292. * Define a task used by AssetsManager to load meshes
  131293. */
  131294. export class MeshAssetTask extends AbstractAssetTask {
  131295. /**
  131296. * Defines the name of the task
  131297. */
  131298. name: string;
  131299. /**
  131300. * Defines the list of mesh's names you want to load
  131301. */
  131302. meshesNames: any;
  131303. /**
  131304. * Defines the root url to use as a base to load your meshes and associated resources
  131305. */
  131306. rootUrl: string;
  131307. /**
  131308. * Defines the filename of the scene to load from
  131309. */
  131310. sceneFilename: string;
  131311. /**
  131312. * Gets the list of loaded meshes
  131313. */
  131314. loadedMeshes: Array<AbstractMesh>;
  131315. /**
  131316. * Gets the list of loaded particle systems
  131317. */
  131318. loadedParticleSystems: Array<IParticleSystem>;
  131319. /**
  131320. * Gets the list of loaded skeletons
  131321. */
  131322. loadedSkeletons: Array<Skeleton>;
  131323. /**
  131324. * Gets the list of loaded animation groups
  131325. */
  131326. loadedAnimationGroups: Array<AnimationGroup>;
  131327. /**
  131328. * Callback called when the task is successful
  131329. */
  131330. onSuccess: (task: MeshAssetTask) => void;
  131331. /**
  131332. * Callback called when the task is successful
  131333. */
  131334. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  131335. /**
  131336. * Creates a new MeshAssetTask
  131337. * @param name defines the name of the task
  131338. * @param meshesNames defines the list of mesh's names you want to load
  131339. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  131340. * @param sceneFilename defines the filename of the scene to load from
  131341. */
  131342. constructor(
  131343. /**
  131344. * Defines the name of the task
  131345. */
  131346. name: string,
  131347. /**
  131348. * Defines the list of mesh's names you want to load
  131349. */
  131350. meshesNames: any,
  131351. /**
  131352. * Defines the root url to use as a base to load your meshes and associated resources
  131353. */
  131354. rootUrl: string,
  131355. /**
  131356. * Defines the filename of the scene to load from
  131357. */
  131358. sceneFilename: string);
  131359. /**
  131360. * Execute the current task
  131361. * @param scene defines the scene where you want your assets to be loaded
  131362. * @param onSuccess is a callback called when the task is successfully executed
  131363. * @param onError is a callback called if an error occurs
  131364. */
  131365. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131366. }
  131367. /**
  131368. * Define a task used by AssetsManager to load text content
  131369. */
  131370. export class TextFileAssetTask extends AbstractAssetTask {
  131371. /**
  131372. * Defines the name of the task
  131373. */
  131374. name: string;
  131375. /**
  131376. * Defines the location of the file to load
  131377. */
  131378. url: string;
  131379. /**
  131380. * Gets the loaded text string
  131381. */
  131382. text: string;
  131383. /**
  131384. * Callback called when the task is successful
  131385. */
  131386. onSuccess: (task: TextFileAssetTask) => void;
  131387. /**
  131388. * Callback called when the task is successful
  131389. */
  131390. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  131391. /**
  131392. * Creates a new TextFileAssetTask object
  131393. * @param name defines the name of the task
  131394. * @param url defines the location of the file to load
  131395. */
  131396. constructor(
  131397. /**
  131398. * Defines the name of the task
  131399. */
  131400. name: string,
  131401. /**
  131402. * Defines the location of the file to load
  131403. */
  131404. url: string);
  131405. /**
  131406. * Execute the current task
  131407. * @param scene defines the scene where you want your assets to be loaded
  131408. * @param onSuccess is a callback called when the task is successfully executed
  131409. * @param onError is a callback called if an error occurs
  131410. */
  131411. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131412. }
  131413. /**
  131414. * Define a task used by AssetsManager to load binary data
  131415. */
  131416. export class BinaryFileAssetTask extends AbstractAssetTask {
  131417. /**
  131418. * Defines the name of the task
  131419. */
  131420. name: string;
  131421. /**
  131422. * Defines the location of the file to load
  131423. */
  131424. url: string;
  131425. /**
  131426. * Gets the lodaded data (as an array buffer)
  131427. */
  131428. data: ArrayBuffer;
  131429. /**
  131430. * Callback called when the task is successful
  131431. */
  131432. onSuccess: (task: BinaryFileAssetTask) => void;
  131433. /**
  131434. * Callback called when the task is successful
  131435. */
  131436. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131437. /**
  131438. * Creates a new BinaryFileAssetTask object
  131439. * @param name defines the name of the new task
  131440. * @param url defines the location of the file to load
  131441. */
  131442. constructor(
  131443. /**
  131444. * Defines the name of the task
  131445. */
  131446. name: string,
  131447. /**
  131448. * Defines the location of the file to load
  131449. */
  131450. url: string);
  131451. /**
  131452. * Execute the current task
  131453. * @param scene defines the scene where you want your assets to be loaded
  131454. * @param onSuccess is a callback called when the task is successfully executed
  131455. * @param onError is a callback called if an error occurs
  131456. */
  131457. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131458. }
  131459. /**
  131460. * Define a task used by AssetsManager to load images
  131461. */
  131462. export class ImageAssetTask extends AbstractAssetTask {
  131463. /**
  131464. * Defines the name of the task
  131465. */
  131466. name: string;
  131467. /**
  131468. * Defines the location of the image to load
  131469. */
  131470. url: string;
  131471. /**
  131472. * Gets the loaded images
  131473. */
  131474. image: HTMLImageElement;
  131475. /**
  131476. * Callback called when the task is successful
  131477. */
  131478. onSuccess: (task: ImageAssetTask) => void;
  131479. /**
  131480. * Callback called when the task is successful
  131481. */
  131482. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131483. /**
  131484. * Creates a new ImageAssetTask
  131485. * @param name defines the name of the task
  131486. * @param url defines the location of the image to load
  131487. */
  131488. constructor(
  131489. /**
  131490. * Defines the name of the task
  131491. */
  131492. name: string,
  131493. /**
  131494. * Defines the location of the image to load
  131495. */
  131496. url: string);
  131497. /**
  131498. * Execute the current task
  131499. * @param scene defines the scene where you want your assets to be loaded
  131500. * @param onSuccess is a callback called when the task is successfully executed
  131501. * @param onError is a callback called if an error occurs
  131502. */
  131503. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131504. }
  131505. /**
  131506. * Defines the interface used by texture loading tasks
  131507. */
  131508. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131509. /**
  131510. * Gets the loaded texture
  131511. */
  131512. texture: TEX;
  131513. }
  131514. /**
  131515. * Define a task used by AssetsManager to load 2D textures
  131516. */
  131517. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131518. /**
  131519. * Defines the name of the task
  131520. */
  131521. name: string;
  131522. /**
  131523. * Defines the location of the file to load
  131524. */
  131525. url: string;
  131526. /**
  131527. * Defines if mipmap should not be generated (default is false)
  131528. */
  131529. noMipmap?: boolean | undefined;
  131530. /**
  131531. * Defines if texture must be inverted on Y axis (default is false)
  131532. */
  131533. invertY?: boolean | undefined;
  131534. /**
  131535. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131536. */
  131537. samplingMode: number;
  131538. /**
  131539. * Gets the loaded texture
  131540. */
  131541. texture: Texture;
  131542. /**
  131543. * Callback called when the task is successful
  131544. */
  131545. onSuccess: (task: TextureAssetTask) => void;
  131546. /**
  131547. * Callback called when the task is successful
  131548. */
  131549. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131550. /**
  131551. * Creates a new TextureAssetTask object
  131552. * @param name defines the name of the task
  131553. * @param url defines the location of the file to load
  131554. * @param noMipmap defines if mipmap should not be generated (default is false)
  131555. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131556. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131557. */
  131558. constructor(
  131559. /**
  131560. * Defines the name of the task
  131561. */
  131562. name: string,
  131563. /**
  131564. * Defines the location of the file to load
  131565. */
  131566. url: string,
  131567. /**
  131568. * Defines if mipmap should not be generated (default is false)
  131569. */
  131570. noMipmap?: boolean | undefined,
  131571. /**
  131572. * Defines if texture must be inverted on Y axis (default is false)
  131573. */
  131574. invertY?: boolean | undefined,
  131575. /**
  131576. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131577. */
  131578. samplingMode?: number);
  131579. /**
  131580. * Execute the current task
  131581. * @param scene defines the scene where you want your assets to be loaded
  131582. * @param onSuccess is a callback called when the task is successfully executed
  131583. * @param onError is a callback called if an error occurs
  131584. */
  131585. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131586. }
  131587. /**
  131588. * Define a task used by AssetsManager to load cube textures
  131589. */
  131590. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131591. /**
  131592. * Defines the name of the task
  131593. */
  131594. name: string;
  131595. /**
  131596. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131597. */
  131598. url: string;
  131599. /**
  131600. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131601. */
  131602. extensions?: string[] | undefined;
  131603. /**
  131604. * Defines if mipmaps should not be generated (default is false)
  131605. */
  131606. noMipmap?: boolean | undefined;
  131607. /**
  131608. * Defines the explicit list of files (undefined by default)
  131609. */
  131610. files?: string[] | undefined;
  131611. /**
  131612. * Gets the loaded texture
  131613. */
  131614. texture: CubeTexture;
  131615. /**
  131616. * Callback called when the task is successful
  131617. */
  131618. onSuccess: (task: CubeTextureAssetTask) => void;
  131619. /**
  131620. * Callback called when the task is successful
  131621. */
  131622. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131623. /**
  131624. * Creates a new CubeTextureAssetTask
  131625. * @param name defines the name of the task
  131626. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131627. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131628. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131629. * @param files defines the explicit list of files (undefined by default)
  131630. */
  131631. constructor(
  131632. /**
  131633. * Defines the name of the task
  131634. */
  131635. name: string,
  131636. /**
  131637. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131638. */
  131639. url: string,
  131640. /**
  131641. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131642. */
  131643. extensions?: string[] | undefined,
  131644. /**
  131645. * Defines if mipmaps should not be generated (default is false)
  131646. */
  131647. noMipmap?: boolean | undefined,
  131648. /**
  131649. * Defines the explicit list of files (undefined by default)
  131650. */
  131651. files?: string[] | undefined);
  131652. /**
  131653. * Execute the current task
  131654. * @param scene defines the scene where you want your assets to be loaded
  131655. * @param onSuccess is a callback called when the task is successfully executed
  131656. * @param onError is a callback called if an error occurs
  131657. */
  131658. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131659. }
  131660. /**
  131661. * Define a task used by AssetsManager to load HDR cube textures
  131662. */
  131663. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  131664. /**
  131665. * Defines the name of the task
  131666. */
  131667. name: string;
  131668. /**
  131669. * Defines the location of the file to load
  131670. */
  131671. url: string;
  131672. /**
  131673. * Defines the desired size (the more it increases the longer the generation will be)
  131674. */
  131675. size: number;
  131676. /**
  131677. * Defines if mipmaps should not be generated (default is false)
  131678. */
  131679. noMipmap: boolean;
  131680. /**
  131681. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131682. */
  131683. generateHarmonics: boolean;
  131684. /**
  131685. * 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)
  131686. */
  131687. gammaSpace: boolean;
  131688. /**
  131689. * Internal Use Only
  131690. */
  131691. reserved: boolean;
  131692. /**
  131693. * Gets the loaded texture
  131694. */
  131695. texture: HDRCubeTexture;
  131696. /**
  131697. * Callback called when the task is successful
  131698. */
  131699. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  131700. /**
  131701. * Callback called when the task is successful
  131702. */
  131703. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  131704. /**
  131705. * Creates a new HDRCubeTextureAssetTask object
  131706. * @param name defines the name of the task
  131707. * @param url defines the location of the file to load
  131708. * @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.
  131709. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131710. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131711. * @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)
  131712. * @param reserved Internal use only
  131713. */
  131714. constructor(
  131715. /**
  131716. * Defines the name of the task
  131717. */
  131718. name: string,
  131719. /**
  131720. * Defines the location of the file to load
  131721. */
  131722. url: string,
  131723. /**
  131724. * Defines the desired size (the more it increases the longer the generation will be)
  131725. */
  131726. size: number,
  131727. /**
  131728. * Defines if mipmaps should not be generated (default is false)
  131729. */
  131730. noMipmap?: boolean,
  131731. /**
  131732. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131733. */
  131734. generateHarmonics?: boolean,
  131735. /**
  131736. * 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)
  131737. */
  131738. gammaSpace?: boolean,
  131739. /**
  131740. * Internal Use Only
  131741. */
  131742. reserved?: boolean);
  131743. /**
  131744. * Execute the current task
  131745. * @param scene defines the scene where you want your assets to be loaded
  131746. * @param onSuccess is a callback called when the task is successfully executed
  131747. * @param onError is a callback called if an error occurs
  131748. */
  131749. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131750. }
  131751. /**
  131752. * Define a task used by AssetsManager to load Equirectangular cube textures
  131753. */
  131754. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  131755. /**
  131756. * Defines the name of the task
  131757. */
  131758. name: string;
  131759. /**
  131760. * Defines the location of the file to load
  131761. */
  131762. url: string;
  131763. /**
  131764. * Defines the desired size (the more it increases the longer the generation will be)
  131765. */
  131766. size: number;
  131767. /**
  131768. * Defines if mipmaps should not be generated (default is false)
  131769. */
  131770. noMipmap: boolean;
  131771. /**
  131772. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131773. * but the standard material would require them in Gamma space) (default is true)
  131774. */
  131775. gammaSpace: boolean;
  131776. /**
  131777. * Gets the loaded texture
  131778. */
  131779. texture: EquiRectangularCubeTexture;
  131780. /**
  131781. * Callback called when the task is successful
  131782. */
  131783. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  131784. /**
  131785. * Callback called when the task is successful
  131786. */
  131787. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  131788. /**
  131789. * Creates a new EquiRectangularCubeTextureAssetTask object
  131790. * @param name defines the name of the task
  131791. * @param url defines the location of the file to load
  131792. * @param size defines the desired size (the more it increases the longer the generation will be)
  131793. * If the size is omitted this implies you are using a preprocessed cubemap.
  131794. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131795. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  131796. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  131797. * (default is true)
  131798. */
  131799. constructor(
  131800. /**
  131801. * Defines the name of the task
  131802. */
  131803. name: string,
  131804. /**
  131805. * Defines the location of the file to load
  131806. */
  131807. url: string,
  131808. /**
  131809. * Defines the desired size (the more it increases the longer the generation will be)
  131810. */
  131811. size: number,
  131812. /**
  131813. * Defines if mipmaps should not be generated (default is false)
  131814. */
  131815. noMipmap?: boolean,
  131816. /**
  131817. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131818. * but the standard material would require them in Gamma space) (default is true)
  131819. */
  131820. gammaSpace?: boolean);
  131821. /**
  131822. * Execute the current task
  131823. * @param scene defines the scene where you want your assets to be loaded
  131824. * @param onSuccess is a callback called when the task is successfully executed
  131825. * @param onError is a callback called if an error occurs
  131826. */
  131827. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131828. }
  131829. /**
  131830. * This class can be used to easily import assets into a scene
  131831. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  131832. */
  131833. export class AssetsManager {
  131834. private _scene;
  131835. private _isLoading;
  131836. protected _tasks: AbstractAssetTask[];
  131837. protected _waitingTasksCount: number;
  131838. protected _totalTasksCount: number;
  131839. /**
  131840. * Callback called when all tasks are processed
  131841. */
  131842. onFinish: (tasks: AbstractAssetTask[]) => void;
  131843. /**
  131844. * Callback called when a task is successful
  131845. */
  131846. onTaskSuccess: (task: AbstractAssetTask) => void;
  131847. /**
  131848. * Callback called when a task had an error
  131849. */
  131850. onTaskError: (task: AbstractAssetTask) => void;
  131851. /**
  131852. * Callback called when a task is done (whatever the result is)
  131853. */
  131854. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  131855. /**
  131856. * Observable called when all tasks are processed
  131857. */
  131858. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  131859. /**
  131860. * Observable called when a task had an error
  131861. */
  131862. onTaskErrorObservable: Observable<AbstractAssetTask>;
  131863. /**
  131864. * Observable called when all tasks were executed
  131865. */
  131866. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  131867. /**
  131868. * Observable called when a task is done (whatever the result is)
  131869. */
  131870. onProgressObservable: Observable<IAssetsProgressEvent>;
  131871. /**
  131872. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  131873. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  131874. */
  131875. useDefaultLoadingScreen: boolean;
  131876. /**
  131877. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  131878. * when all assets have been downloaded.
  131879. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  131880. */
  131881. autoHideLoadingUI: boolean;
  131882. /**
  131883. * Creates a new AssetsManager
  131884. * @param scene defines the scene to work on
  131885. */
  131886. constructor(scene: Scene);
  131887. /**
  131888. * Add a MeshAssetTask to the list of active tasks
  131889. * @param taskName defines the name of the new task
  131890. * @param meshesNames defines the name of meshes to load
  131891. * @param rootUrl defines the root url to use to locate files
  131892. * @param sceneFilename defines the filename of the scene file
  131893. * @returns a new MeshAssetTask object
  131894. */
  131895. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  131896. /**
  131897. * Add a TextFileAssetTask to the list of active tasks
  131898. * @param taskName defines the name of the new task
  131899. * @param url defines the url of the file to load
  131900. * @returns a new TextFileAssetTask object
  131901. */
  131902. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  131903. /**
  131904. * Add a BinaryFileAssetTask to the list of active tasks
  131905. * @param taskName defines the name of the new task
  131906. * @param url defines the url of the file to load
  131907. * @returns a new BinaryFileAssetTask object
  131908. */
  131909. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  131910. /**
  131911. * Add a ImageAssetTask to the list of active tasks
  131912. * @param taskName defines the name of the new task
  131913. * @param url defines the url of the file to load
  131914. * @returns a new ImageAssetTask object
  131915. */
  131916. addImageTask(taskName: string, url: string): ImageAssetTask;
  131917. /**
  131918. * Add a TextureAssetTask to the list of active tasks
  131919. * @param taskName defines the name of the new task
  131920. * @param url defines the url of the file to load
  131921. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131922. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  131923. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  131924. * @returns a new TextureAssetTask object
  131925. */
  131926. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  131927. /**
  131928. * Add a CubeTextureAssetTask to the list of active tasks
  131929. * @param taskName defines the name of the new task
  131930. * @param url defines the url of the file to load
  131931. * @param extensions defines the extension to use to load the cube map (can be null)
  131932. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131933. * @param files defines the list of files to load (can be null)
  131934. * @returns a new CubeTextureAssetTask object
  131935. */
  131936. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  131937. /**
  131938. *
  131939. * Add a HDRCubeTextureAssetTask to the list of active tasks
  131940. * @param taskName defines the name of the new task
  131941. * @param url defines the url of the file to load
  131942. * @param size defines the size you want for the cubemap (can be null)
  131943. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131944. * @param generateHarmonics defines if you want to automatically generate (true by default)
  131945. * @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)
  131946. * @param reserved Internal use only
  131947. * @returns a new HDRCubeTextureAssetTask object
  131948. */
  131949. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  131950. /**
  131951. *
  131952. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  131953. * @param taskName defines the name of the new task
  131954. * @param url defines the url of the file to load
  131955. * @param size defines the size you want for the cubemap (can be null)
  131956. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131957. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  131958. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  131959. * @returns a new EquiRectangularCubeTextureAssetTask object
  131960. */
  131961. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  131962. /**
  131963. * Remove a task from the assets manager.
  131964. * @param task the task to remove
  131965. */
  131966. removeTask(task: AbstractAssetTask): void;
  131967. private _decreaseWaitingTasksCount;
  131968. private _runTask;
  131969. /**
  131970. * Reset the AssetsManager and remove all tasks
  131971. * @return the current instance of the AssetsManager
  131972. */
  131973. reset(): AssetsManager;
  131974. /**
  131975. * Start the loading process
  131976. * @return the current instance of the AssetsManager
  131977. */
  131978. load(): AssetsManager;
  131979. /**
  131980. * Start the loading process as an async operation
  131981. * @return a promise returning the list of failed tasks
  131982. */
  131983. loadAsync(): Promise<void>;
  131984. }
  131985. }
  131986. declare module BABYLON {
  131987. /**
  131988. * Wrapper class for promise with external resolve and reject.
  131989. */
  131990. export class Deferred<T> {
  131991. /**
  131992. * The promise associated with this deferred object.
  131993. */
  131994. readonly promise: Promise<T>;
  131995. private _resolve;
  131996. private _reject;
  131997. /**
  131998. * The resolve method of the promise associated with this deferred object.
  131999. */
  132000. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  132001. /**
  132002. * The reject method of the promise associated with this deferred object.
  132003. */
  132004. readonly reject: (reason?: any) => void;
  132005. /**
  132006. * Constructor for this deferred object.
  132007. */
  132008. constructor();
  132009. }
  132010. }
  132011. declare module BABYLON {
  132012. /**
  132013. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  132014. */
  132015. export class MeshExploder {
  132016. private _centerMesh;
  132017. private _meshes;
  132018. private _meshesOrigins;
  132019. private _toCenterVectors;
  132020. private _scaledDirection;
  132021. private _newPosition;
  132022. private _centerPosition;
  132023. /**
  132024. * Explodes meshes from a center mesh.
  132025. * @param meshes The meshes to explode.
  132026. * @param centerMesh The mesh to be center of explosion.
  132027. */
  132028. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  132029. private _setCenterMesh;
  132030. /**
  132031. * Get class name
  132032. * @returns "MeshExploder"
  132033. */
  132034. getClassName(): string;
  132035. /**
  132036. * "Exploded meshes"
  132037. * @returns Array of meshes with the centerMesh at index 0.
  132038. */
  132039. getMeshes(): Array<Mesh>;
  132040. /**
  132041. * Explodes meshes giving a specific direction
  132042. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  132043. */
  132044. explode(direction?: number): void;
  132045. }
  132046. }
  132047. declare module BABYLON {
  132048. /**
  132049. * Class used to help managing file picking and drag'n'drop
  132050. */
  132051. export class FilesInput {
  132052. /**
  132053. * List of files ready to be loaded
  132054. */
  132055. static readonly FilesToLoad: {
  132056. [key: string]: File;
  132057. };
  132058. /**
  132059. * Callback called when a file is processed
  132060. */
  132061. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  132062. private _engine;
  132063. private _currentScene;
  132064. private _sceneLoadedCallback;
  132065. private _progressCallback;
  132066. private _additionalRenderLoopLogicCallback;
  132067. private _textureLoadingCallback;
  132068. private _startingProcessingFilesCallback;
  132069. private _onReloadCallback;
  132070. private _errorCallback;
  132071. private _elementToMonitor;
  132072. private _sceneFileToLoad;
  132073. private _filesToLoad;
  132074. /**
  132075. * Creates a new FilesInput
  132076. * @param engine defines the rendering engine
  132077. * @param scene defines the hosting scene
  132078. * @param sceneLoadedCallback callback called when scene is loaded
  132079. * @param progressCallback callback called to track progress
  132080. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  132081. * @param textureLoadingCallback callback called when a texture is loading
  132082. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  132083. * @param onReloadCallback callback called when a reload is requested
  132084. * @param errorCallback callback call if an error occurs
  132085. */
  132086. 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);
  132087. private _dragEnterHandler;
  132088. private _dragOverHandler;
  132089. private _dropHandler;
  132090. /**
  132091. * Calls this function to listen to drag'n'drop events on a specific DOM element
  132092. * @param elementToMonitor defines the DOM element to track
  132093. */
  132094. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  132095. /**
  132096. * Release all associated resources
  132097. */
  132098. dispose(): void;
  132099. private renderFunction;
  132100. private drag;
  132101. private drop;
  132102. private _traverseFolder;
  132103. private _processFiles;
  132104. /**
  132105. * Load files from a drop event
  132106. * @param event defines the drop event to use as source
  132107. */
  132108. loadFiles(event: any): void;
  132109. private _processReload;
  132110. /**
  132111. * Reload the current scene from the loaded files
  132112. */
  132113. reload(): void;
  132114. }
  132115. }
  132116. declare module BABYLON {
  132117. /**
  132118. * Defines the root class used to create scene optimization to use with SceneOptimizer
  132119. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132120. */
  132121. export class SceneOptimization {
  132122. /**
  132123. * Defines the priority of this optimization (0 by default which means first in the list)
  132124. */
  132125. priority: number;
  132126. /**
  132127. * Gets a string describing the action executed by the current optimization
  132128. * @returns description string
  132129. */
  132130. getDescription(): string;
  132131. /**
  132132. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132133. * @param scene defines the current scene where to apply this optimization
  132134. * @param optimizer defines the current optimizer
  132135. * @returns true if everything that can be done was applied
  132136. */
  132137. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132138. /**
  132139. * Creates the SceneOptimization object
  132140. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132141. * @param desc defines the description associated with the optimization
  132142. */
  132143. constructor(
  132144. /**
  132145. * Defines the priority of this optimization (0 by default which means first in the list)
  132146. */
  132147. priority?: number);
  132148. }
  132149. /**
  132150. * Defines an optimization used to reduce the size of render target textures
  132151. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132152. */
  132153. export class TextureOptimization extends SceneOptimization {
  132154. /**
  132155. * Defines the priority of this optimization (0 by default which means first in the list)
  132156. */
  132157. priority: number;
  132158. /**
  132159. * 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
  132160. */
  132161. maximumSize: number;
  132162. /**
  132163. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132164. */
  132165. step: number;
  132166. /**
  132167. * Gets a string describing the action executed by the current optimization
  132168. * @returns description string
  132169. */
  132170. getDescription(): string;
  132171. /**
  132172. * Creates the TextureOptimization object
  132173. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132174. * @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
  132175. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132176. */
  132177. constructor(
  132178. /**
  132179. * Defines the priority of this optimization (0 by default which means first in the list)
  132180. */
  132181. priority?: number,
  132182. /**
  132183. * 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
  132184. */
  132185. maximumSize?: number,
  132186. /**
  132187. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  132188. */
  132189. step?: number);
  132190. /**
  132191. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132192. * @param scene defines the current scene where to apply this optimization
  132193. * @param optimizer defines the current optimizer
  132194. * @returns true if everything that can be done was applied
  132195. */
  132196. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132197. }
  132198. /**
  132199. * Defines an optimization used to increase or decrease the rendering resolution
  132200. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132201. */
  132202. export class HardwareScalingOptimization extends SceneOptimization {
  132203. /**
  132204. * Defines the priority of this optimization (0 by default which means first in the list)
  132205. */
  132206. priority: number;
  132207. /**
  132208. * Defines the maximum scale to use (2 by default)
  132209. */
  132210. maximumScale: number;
  132211. /**
  132212. * Defines the step to use between two passes (0.5 by default)
  132213. */
  132214. step: number;
  132215. private _currentScale;
  132216. private _directionOffset;
  132217. /**
  132218. * Gets a string describing the action executed by the current optimization
  132219. * @return description string
  132220. */
  132221. getDescription(): string;
  132222. /**
  132223. * Creates the HardwareScalingOptimization object
  132224. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132225. * @param maximumScale defines the maximum scale to use (2 by default)
  132226. * @param step defines the step to use between two passes (0.5 by default)
  132227. */
  132228. constructor(
  132229. /**
  132230. * Defines the priority of this optimization (0 by default which means first in the list)
  132231. */
  132232. priority?: number,
  132233. /**
  132234. * Defines the maximum scale to use (2 by default)
  132235. */
  132236. maximumScale?: number,
  132237. /**
  132238. * Defines the step to use between two passes (0.5 by default)
  132239. */
  132240. step?: number);
  132241. /**
  132242. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132243. * @param scene defines the current scene where to apply this optimization
  132244. * @param optimizer defines the current optimizer
  132245. * @returns true if everything that can be done was applied
  132246. */
  132247. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132248. }
  132249. /**
  132250. * Defines an optimization used to remove shadows
  132251. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132252. */
  132253. export class ShadowsOptimization extends SceneOptimization {
  132254. /**
  132255. * Gets a string describing the action executed by the current optimization
  132256. * @return description string
  132257. */
  132258. getDescription(): string;
  132259. /**
  132260. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132261. * @param scene defines the current scene where to apply this optimization
  132262. * @param optimizer defines the current optimizer
  132263. * @returns true if everything that can be done was applied
  132264. */
  132265. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132266. }
  132267. /**
  132268. * Defines an optimization used to turn post-processes off
  132269. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132270. */
  132271. export class PostProcessesOptimization extends SceneOptimization {
  132272. /**
  132273. * Gets a string describing the action executed by the current optimization
  132274. * @return description string
  132275. */
  132276. getDescription(): string;
  132277. /**
  132278. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132279. * @param scene defines the current scene where to apply this optimization
  132280. * @param optimizer defines the current optimizer
  132281. * @returns true if everything that can be done was applied
  132282. */
  132283. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132284. }
  132285. /**
  132286. * Defines an optimization used to turn lens flares off
  132287. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132288. */
  132289. export class LensFlaresOptimization extends SceneOptimization {
  132290. /**
  132291. * Gets a string describing the action executed by the current optimization
  132292. * @return description string
  132293. */
  132294. getDescription(): string;
  132295. /**
  132296. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132297. * @param scene defines the current scene where to apply this optimization
  132298. * @param optimizer defines the current optimizer
  132299. * @returns true if everything that can be done was applied
  132300. */
  132301. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132302. }
  132303. /**
  132304. * Defines an optimization based on user defined callback.
  132305. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132306. */
  132307. export class CustomOptimization extends SceneOptimization {
  132308. /**
  132309. * Callback called to apply the custom optimization.
  132310. */
  132311. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  132312. /**
  132313. * Callback called to get custom description
  132314. */
  132315. onGetDescription: () => string;
  132316. /**
  132317. * Gets a string describing the action executed by the current optimization
  132318. * @returns description string
  132319. */
  132320. getDescription(): string;
  132321. /**
  132322. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132323. * @param scene defines the current scene where to apply this optimization
  132324. * @param optimizer defines the current optimizer
  132325. * @returns true if everything that can be done was applied
  132326. */
  132327. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132328. }
  132329. /**
  132330. * Defines an optimization used to turn particles off
  132331. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132332. */
  132333. export class ParticlesOptimization extends SceneOptimization {
  132334. /**
  132335. * Gets a string describing the action executed by the current optimization
  132336. * @return description string
  132337. */
  132338. getDescription(): string;
  132339. /**
  132340. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132341. * @param scene defines the current scene where to apply this optimization
  132342. * @param optimizer defines the current optimizer
  132343. * @returns true if everything that can be done was applied
  132344. */
  132345. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132346. }
  132347. /**
  132348. * Defines an optimization used to turn render targets off
  132349. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132350. */
  132351. export class RenderTargetsOptimization extends SceneOptimization {
  132352. /**
  132353. * Gets a string describing the action executed by the current optimization
  132354. * @return description string
  132355. */
  132356. getDescription(): string;
  132357. /**
  132358. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132359. * @param scene defines the current scene where to apply this optimization
  132360. * @param optimizer defines the current optimizer
  132361. * @returns true if everything that can be done was applied
  132362. */
  132363. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  132364. }
  132365. /**
  132366. * Defines an optimization used to merge meshes with compatible materials
  132367. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132368. */
  132369. export class MergeMeshesOptimization extends SceneOptimization {
  132370. private static _UpdateSelectionTree;
  132371. /**
  132372. * Gets or sets a boolean which defines if optimization octree has to be updated
  132373. */
  132374. /**
  132375. * Gets or sets a boolean which defines if optimization octree has to be updated
  132376. */
  132377. static UpdateSelectionTree: boolean;
  132378. /**
  132379. * Gets a string describing the action executed by the current optimization
  132380. * @return description string
  132381. */
  132382. getDescription(): string;
  132383. private _canBeMerged;
  132384. /**
  132385. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  132386. * @param scene defines the current scene where to apply this optimization
  132387. * @param optimizer defines the current optimizer
  132388. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  132389. * @returns true if everything that can be done was applied
  132390. */
  132391. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  132392. }
  132393. /**
  132394. * Defines a list of options used by SceneOptimizer
  132395. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132396. */
  132397. export class SceneOptimizerOptions {
  132398. /**
  132399. * Defines the target frame rate to reach (60 by default)
  132400. */
  132401. targetFrameRate: number;
  132402. /**
  132403. * Defines the interval between two checkes (2000ms by default)
  132404. */
  132405. trackerDuration: number;
  132406. /**
  132407. * Gets the list of optimizations to apply
  132408. */
  132409. optimizations: SceneOptimization[];
  132410. /**
  132411. * Creates a new list of options used by SceneOptimizer
  132412. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  132413. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  132414. */
  132415. constructor(
  132416. /**
  132417. * Defines the target frame rate to reach (60 by default)
  132418. */
  132419. targetFrameRate?: number,
  132420. /**
  132421. * Defines the interval between two checkes (2000ms by default)
  132422. */
  132423. trackerDuration?: number);
  132424. /**
  132425. * Add a new optimization
  132426. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  132427. * @returns the current SceneOptimizerOptions
  132428. */
  132429. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  132430. /**
  132431. * Add a new custom optimization
  132432. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132433. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132434. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132435. * @returns the current SceneOptimizerOptions
  132436. */
  132437. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132438. /**
  132439. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132440. * @param targetFrameRate defines the target frame rate (60 by default)
  132441. * @returns a SceneOptimizerOptions object
  132442. */
  132443. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132444. /**
  132445. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132446. * @param targetFrameRate defines the target frame rate (60 by default)
  132447. * @returns a SceneOptimizerOptions object
  132448. */
  132449. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132450. /**
  132451. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132452. * @param targetFrameRate defines the target frame rate (60 by default)
  132453. * @returns a SceneOptimizerOptions object
  132454. */
  132455. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132456. }
  132457. /**
  132458. * Class used to run optimizations in order to reach a target frame rate
  132459. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132460. */
  132461. export class SceneOptimizer implements IDisposable {
  132462. private _isRunning;
  132463. private _options;
  132464. private _scene;
  132465. private _currentPriorityLevel;
  132466. private _targetFrameRate;
  132467. private _trackerDuration;
  132468. private _currentFrameRate;
  132469. private _sceneDisposeObserver;
  132470. private _improvementMode;
  132471. /**
  132472. * Defines an observable called when the optimizer reaches the target frame rate
  132473. */
  132474. onSuccessObservable: Observable<SceneOptimizer>;
  132475. /**
  132476. * Defines an observable called when the optimizer enables an optimization
  132477. */
  132478. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132479. /**
  132480. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132481. */
  132482. onFailureObservable: Observable<SceneOptimizer>;
  132483. /**
  132484. * Gets a boolean indicating if the optimizer is in improvement mode
  132485. */
  132486. readonly isInImprovementMode: boolean;
  132487. /**
  132488. * Gets the current priority level (0 at start)
  132489. */
  132490. readonly currentPriorityLevel: number;
  132491. /**
  132492. * Gets the current frame rate checked by the SceneOptimizer
  132493. */
  132494. readonly currentFrameRate: number;
  132495. /**
  132496. * Gets or sets the current target frame rate (60 by default)
  132497. */
  132498. /**
  132499. * Gets or sets the current target frame rate (60 by default)
  132500. */
  132501. targetFrameRate: number;
  132502. /**
  132503. * Gets or sets the current interval between two checks (every 2000ms by default)
  132504. */
  132505. /**
  132506. * Gets or sets the current interval between two checks (every 2000ms by default)
  132507. */
  132508. trackerDuration: number;
  132509. /**
  132510. * Gets the list of active optimizations
  132511. */
  132512. readonly optimizations: SceneOptimization[];
  132513. /**
  132514. * Creates a new SceneOptimizer
  132515. * @param scene defines the scene to work on
  132516. * @param options defines the options to use with the SceneOptimizer
  132517. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132518. * @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)
  132519. */
  132520. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132521. /**
  132522. * Stops the current optimizer
  132523. */
  132524. stop(): void;
  132525. /**
  132526. * Reset the optimizer to initial step (current priority level = 0)
  132527. */
  132528. reset(): void;
  132529. /**
  132530. * Start the optimizer. By default it will try to reach a specific framerate
  132531. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132532. */
  132533. start(): void;
  132534. private _checkCurrentState;
  132535. /**
  132536. * Release all resources
  132537. */
  132538. dispose(): void;
  132539. /**
  132540. * Helper function to create a SceneOptimizer with one single line of code
  132541. * @param scene defines the scene to work on
  132542. * @param options defines the options to use with the SceneOptimizer
  132543. * @param onSuccess defines a callback to call on success
  132544. * @param onFailure defines a callback to call on failure
  132545. * @returns the new SceneOptimizer object
  132546. */
  132547. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132548. }
  132549. }
  132550. declare module BABYLON {
  132551. /**
  132552. * Class used to serialize a scene into a string
  132553. */
  132554. export class SceneSerializer {
  132555. /**
  132556. * Clear cache used by a previous serialization
  132557. */
  132558. static ClearCache(): void;
  132559. /**
  132560. * Serialize a scene into a JSON compatible object
  132561. * @param scene defines the scene to serialize
  132562. * @returns a JSON compatible object
  132563. */
  132564. static Serialize(scene: Scene): any;
  132565. /**
  132566. * Serialize a mesh into a JSON compatible object
  132567. * @param toSerialize defines the mesh to serialize
  132568. * @param withParents defines if parents must be serialized as well
  132569. * @param withChildren defines if children must be serialized as well
  132570. * @returns a JSON compatible object
  132571. */
  132572. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132573. }
  132574. }
  132575. declare module BABYLON {
  132576. /**
  132577. * Class used to host texture specific utilities
  132578. */
  132579. export class TextureTools {
  132580. /**
  132581. * Uses the GPU to create a copy texture rescaled at a given size
  132582. * @param texture Texture to copy from
  132583. * @param width defines the desired width
  132584. * @param height defines the desired height
  132585. * @param useBilinearMode defines if bilinear mode has to be used
  132586. * @return the generated texture
  132587. */
  132588. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132589. }
  132590. }
  132591. declare module BABYLON {
  132592. /**
  132593. * This represents the different options available for the video capture.
  132594. */
  132595. export interface VideoRecorderOptions {
  132596. /** Defines the mime type of the video. */
  132597. mimeType: string;
  132598. /** Defines the FPS the video should be recorded at. */
  132599. fps: number;
  132600. /** Defines the chunk size for the recording data. */
  132601. recordChunckSize: number;
  132602. /** The audio tracks to attach to the recording. */
  132603. audioTracks?: MediaStreamTrack[];
  132604. }
  132605. /**
  132606. * This can help with recording videos from BabylonJS.
  132607. * This is based on the available WebRTC functionalities of the browser.
  132608. *
  132609. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132610. */
  132611. export class VideoRecorder {
  132612. private static readonly _defaultOptions;
  132613. /**
  132614. * Returns whether or not the VideoRecorder is available in your browser.
  132615. * @param engine Defines the Babylon Engine.
  132616. * @returns true if supported otherwise false.
  132617. */
  132618. static IsSupported(engine: Engine): boolean;
  132619. private readonly _options;
  132620. private _canvas;
  132621. private _mediaRecorder;
  132622. private _recordedChunks;
  132623. private _fileName;
  132624. private _resolve;
  132625. private _reject;
  132626. /**
  132627. * True when a recording is already in progress.
  132628. */
  132629. readonly isRecording: boolean;
  132630. /**
  132631. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  132632. * @param engine Defines the BabylonJS Engine you wish to record.
  132633. * @param options Defines options that can be used to customize the capture.
  132634. */
  132635. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  132636. /**
  132637. * Stops the current recording before the default capture timeout passed in the startRecording function.
  132638. */
  132639. stopRecording(): void;
  132640. /**
  132641. * Starts recording the canvas for a max duration specified in parameters.
  132642. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  132643. * If null no automatic download will start and you can rely on the promise to get the data back.
  132644. * @param maxDuration Defines the maximum recording time in seconds.
  132645. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  132646. * @return A promise callback at the end of the recording with the video data in Blob.
  132647. */
  132648. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  132649. /**
  132650. * Releases internal resources used during the recording.
  132651. */
  132652. dispose(): void;
  132653. private _handleDataAvailable;
  132654. private _handleError;
  132655. private _handleStop;
  132656. }
  132657. }
  132658. declare module BABYLON {
  132659. /**
  132660. * Class containing a set of static utilities functions for screenshots
  132661. */
  132662. export class ScreenshotTools {
  132663. /**
  132664. * Captures a screenshot of the current rendering
  132665. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132666. * @param engine defines the rendering engine
  132667. * @param camera defines the source camera
  132668. * @param size This parameter can be set to a single number or to an object with the
  132669. * following (optional) properties: precision, width, height. If a single number is passed,
  132670. * it will be used for both width and height. If an object is passed, the screenshot size
  132671. * will be derived from the parameters. The precision property is a multiplier allowing
  132672. * rendering at a higher or lower resolution
  132673. * @param successCallback defines the callback receives a single parameter which contains the
  132674. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132675. * src parameter of an <img> to display it
  132676. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132677. * Check your browser for supported MIME types
  132678. */
  132679. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  132680. /**
  132681. * Captures a screenshot of the current rendering
  132682. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132683. * @param engine defines the rendering engine
  132684. * @param camera defines the source camera
  132685. * @param size This parameter can be set to a single number or to an object with the
  132686. * following (optional) properties: precision, width, height. If a single number is passed,
  132687. * it will be used for both width and height. If an object is passed, the screenshot size
  132688. * will be derived from the parameters. The precision property is a multiplier allowing
  132689. * rendering at a higher or lower resolution
  132690. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132691. * Check your browser for supported MIME types
  132692. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132693. * to the src parameter of an <img> to display it
  132694. */
  132695. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  132696. /**
  132697. * Generates an image screenshot from the specified camera.
  132698. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132699. * @param engine The engine to use for rendering
  132700. * @param camera The camera to use for rendering
  132701. * @param size This parameter can be set to a single number or to an object with the
  132702. * following (optional) properties: precision, width, height. If a single number is passed,
  132703. * it will be used for both width and height. If an object is passed, the screenshot size
  132704. * will be derived from the parameters. The precision property is a multiplier allowing
  132705. * rendering at a higher or lower resolution
  132706. * @param successCallback The callback receives a single parameter which contains the
  132707. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132708. * src parameter of an <img> to display it
  132709. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132710. * Check your browser for supported MIME types
  132711. * @param samples Texture samples (default: 1)
  132712. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132713. * @param fileName A name for for the downloaded file.
  132714. */
  132715. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  132716. /**
  132717. * Generates an image screenshot from the specified camera.
  132718. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132719. * @param engine The engine to use for rendering
  132720. * @param camera The camera to use for rendering
  132721. * @param size This parameter can be set to a single number or to an object with the
  132722. * following (optional) properties: precision, width, height. If a single number is passed,
  132723. * it will be used for both width and height. If an object is passed, the screenshot size
  132724. * will be derived from the parameters. The precision property is a multiplier allowing
  132725. * rendering at a higher or lower resolution
  132726. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132727. * Check your browser for supported MIME types
  132728. * @param samples Texture samples (default: 1)
  132729. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132730. * @param fileName A name for for the downloaded file.
  132731. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132732. * to the src parameter of an <img> to display it
  132733. */
  132734. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  132735. /**
  132736. * Gets height and width for screenshot size
  132737. * @private
  132738. */
  132739. private static _getScreenshotSize;
  132740. }
  132741. }
  132742. declare module BABYLON {
  132743. /**
  132744. * Interface for a data buffer
  132745. */
  132746. export interface IDataBuffer {
  132747. /**
  132748. * Reads bytes from the data buffer.
  132749. * @param byteOffset The byte offset to read
  132750. * @param byteLength The byte length to read
  132751. * @returns A promise that resolves when the bytes are read
  132752. */
  132753. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  132754. /**
  132755. * The byte length of the buffer.
  132756. */
  132757. readonly byteLength: number;
  132758. }
  132759. /**
  132760. * Utility class for reading from a data buffer
  132761. */
  132762. export class DataReader {
  132763. /**
  132764. * The data buffer associated with this data reader.
  132765. */
  132766. readonly buffer: IDataBuffer;
  132767. /**
  132768. * The current byte offset from the beginning of the data buffer.
  132769. */
  132770. byteOffset: number;
  132771. private _dataView;
  132772. private _dataByteOffset;
  132773. /**
  132774. * Constructor
  132775. * @param buffer The buffer to read
  132776. */
  132777. constructor(buffer: IDataBuffer);
  132778. /**
  132779. * Loads the given byte length.
  132780. * @param byteLength The byte length to load
  132781. * @returns A promise that resolves when the load is complete
  132782. */
  132783. loadAsync(byteLength: number): Promise<void>;
  132784. /**
  132785. * Read a unsigned 32-bit integer from the currently loaded data range.
  132786. * @returns The 32-bit integer read
  132787. */
  132788. readUint32(): number;
  132789. /**
  132790. * Read a byte array from the currently loaded data range.
  132791. * @param byteLength The byte length to read
  132792. * @returns The byte array read
  132793. */
  132794. readUint8Array(byteLength: number): Uint8Array;
  132795. /**
  132796. * Read a string from the currently loaded data range.
  132797. * @param byteLength The byte length to read
  132798. * @returns The string read
  132799. */
  132800. readString(byteLength: number): string;
  132801. /**
  132802. * Skips the given byte length the currently loaded data range.
  132803. * @param byteLength The byte length to skip
  132804. */
  132805. skipBytes(byteLength: number): void;
  132806. }
  132807. }
  132808. declare module BABYLON {
  132809. /**
  132810. * A cursor which tracks a point on a path
  132811. */
  132812. export class PathCursor {
  132813. private path;
  132814. /**
  132815. * Stores path cursor callbacks for when an onchange event is triggered
  132816. */
  132817. private _onchange;
  132818. /**
  132819. * The value of the path cursor
  132820. */
  132821. value: number;
  132822. /**
  132823. * The animation array of the path cursor
  132824. */
  132825. animations: Animation[];
  132826. /**
  132827. * Initializes the path cursor
  132828. * @param path The path to track
  132829. */
  132830. constructor(path: Path2);
  132831. /**
  132832. * Gets the cursor point on the path
  132833. * @returns A point on the path cursor at the cursor location
  132834. */
  132835. getPoint(): Vector3;
  132836. /**
  132837. * Moves the cursor ahead by the step amount
  132838. * @param step The amount to move the cursor forward
  132839. * @returns This path cursor
  132840. */
  132841. moveAhead(step?: number): PathCursor;
  132842. /**
  132843. * Moves the cursor behind by the step amount
  132844. * @param step The amount to move the cursor back
  132845. * @returns This path cursor
  132846. */
  132847. moveBack(step?: number): PathCursor;
  132848. /**
  132849. * Moves the cursor by the step amount
  132850. * If the step amount is greater than one, an exception is thrown
  132851. * @param step The amount to move the cursor
  132852. * @returns This path cursor
  132853. */
  132854. move(step: number): PathCursor;
  132855. /**
  132856. * Ensures that the value is limited between zero and one
  132857. * @returns This path cursor
  132858. */
  132859. private ensureLimits;
  132860. /**
  132861. * Runs onchange callbacks on change (used by the animation engine)
  132862. * @returns This path cursor
  132863. */
  132864. private raiseOnChange;
  132865. /**
  132866. * Executes a function on change
  132867. * @param f A path cursor onchange callback
  132868. * @returns This path cursor
  132869. */
  132870. onchange(f: (cursor: PathCursor) => void): PathCursor;
  132871. }
  132872. }
  132873. declare module BABYLON {
  132874. /** @hidden */
  132875. export var blurPixelShader: {
  132876. name: string;
  132877. shader: string;
  132878. };
  132879. }
  132880. declare module BABYLON {
  132881. /** @hidden */
  132882. export var pointCloudVertexDeclaration: {
  132883. name: string;
  132884. shader: string;
  132885. };
  132886. }
  132887. // Mixins
  132888. interface Window {
  132889. mozIndexedDB: IDBFactory;
  132890. webkitIndexedDB: IDBFactory;
  132891. msIndexedDB: IDBFactory;
  132892. webkitURL: typeof URL;
  132893. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  132894. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  132895. WebGLRenderingContext: WebGLRenderingContext;
  132896. MSGesture: MSGesture;
  132897. CANNON: any;
  132898. AudioContext: AudioContext;
  132899. webkitAudioContext: AudioContext;
  132900. PointerEvent: any;
  132901. Math: Math;
  132902. Uint8Array: Uint8ArrayConstructor;
  132903. Float32Array: Float32ArrayConstructor;
  132904. mozURL: typeof URL;
  132905. msURL: typeof URL;
  132906. VRFrameData: any; // WebVR, from specs 1.1
  132907. DracoDecoderModule: any;
  132908. setImmediate(handler: (...args: any[]) => void): number;
  132909. }
  132910. interface HTMLCanvasElement {
  132911. requestPointerLock(): void;
  132912. msRequestPointerLock?(): void;
  132913. mozRequestPointerLock?(): void;
  132914. webkitRequestPointerLock?(): void;
  132915. /** Track wether a record is in progress */
  132916. isRecording: boolean;
  132917. /** Capture Stream method defined by some browsers */
  132918. captureStream(fps?: number): MediaStream;
  132919. }
  132920. interface CanvasRenderingContext2D {
  132921. msImageSmoothingEnabled: boolean;
  132922. }
  132923. interface MouseEvent {
  132924. mozMovementX: number;
  132925. mozMovementY: number;
  132926. webkitMovementX: number;
  132927. webkitMovementY: number;
  132928. msMovementX: number;
  132929. msMovementY: number;
  132930. }
  132931. interface Navigator {
  132932. mozGetVRDevices: (any: any) => any;
  132933. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132934. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132935. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132936. webkitGetGamepads(): Gamepad[];
  132937. msGetGamepads(): Gamepad[];
  132938. webkitGamepads(): Gamepad[];
  132939. }
  132940. interface HTMLVideoElement {
  132941. mozSrcObject: any;
  132942. }
  132943. interface Math {
  132944. fround(x: number): number;
  132945. imul(a: number, b: number): number;
  132946. }
  132947. interface WebGLRenderingContext {
  132948. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  132949. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  132950. vertexAttribDivisor(index: number, divisor: number): void;
  132951. createVertexArray(): any;
  132952. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  132953. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  132954. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  132955. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  132956. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  132957. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  132958. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  132959. // Queries
  132960. createQuery(): WebGLQuery;
  132961. deleteQuery(query: WebGLQuery): void;
  132962. beginQuery(target: number, query: WebGLQuery): void;
  132963. endQuery(target: number): void;
  132964. getQueryParameter(query: WebGLQuery, pname: number): any;
  132965. getQuery(target: number, pname: number): any;
  132966. MAX_SAMPLES: number;
  132967. RGBA8: number;
  132968. READ_FRAMEBUFFER: number;
  132969. DRAW_FRAMEBUFFER: number;
  132970. UNIFORM_BUFFER: number;
  132971. HALF_FLOAT_OES: number;
  132972. RGBA16F: number;
  132973. RGBA32F: number;
  132974. R32F: number;
  132975. RG32F: number;
  132976. RGB32F: number;
  132977. R16F: number;
  132978. RG16F: number;
  132979. RGB16F: number;
  132980. RED: number;
  132981. RG: number;
  132982. R8: number;
  132983. RG8: number;
  132984. UNSIGNED_INT_24_8: number;
  132985. DEPTH24_STENCIL8: number;
  132986. MIN: number;
  132987. MAX: number;
  132988. /* Multiple Render Targets */
  132989. drawBuffers(buffers: number[]): void;
  132990. readBuffer(src: number): void;
  132991. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  132992. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  132993. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  132994. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  132995. // Occlusion Query
  132996. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  132997. ANY_SAMPLES_PASSED: number;
  132998. QUERY_RESULT_AVAILABLE: number;
  132999. QUERY_RESULT: number;
  133000. }
  133001. interface WebGLProgram {
  133002. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  133003. }
  133004. interface EXT_disjoint_timer_query {
  133005. QUERY_COUNTER_BITS_EXT: number;
  133006. TIME_ELAPSED_EXT: number;
  133007. TIMESTAMP_EXT: number;
  133008. GPU_DISJOINT_EXT: number;
  133009. QUERY_RESULT_EXT: number;
  133010. QUERY_RESULT_AVAILABLE_EXT: number;
  133011. queryCounterEXT(query: WebGLQuery, target: number): void;
  133012. createQueryEXT(): WebGLQuery;
  133013. beginQueryEXT(target: number, query: WebGLQuery): void;
  133014. endQueryEXT(target: number): void;
  133015. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  133016. deleteQueryEXT(query: WebGLQuery): void;
  133017. }
  133018. interface WebGLUniformLocation {
  133019. _currentState: any;
  133020. }
  133021. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  133022. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  133023. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  133024. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133025. interface WebGLRenderingContext {
  133026. readonly RASTERIZER_DISCARD: number;
  133027. readonly DEPTH_COMPONENT24: number;
  133028. readonly TEXTURE_3D: number;
  133029. readonly TEXTURE_2D_ARRAY: number;
  133030. readonly TEXTURE_COMPARE_FUNC: number;
  133031. readonly TEXTURE_COMPARE_MODE: number;
  133032. readonly COMPARE_REF_TO_TEXTURE: number;
  133033. readonly TEXTURE_WRAP_R: number;
  133034. readonly HALF_FLOAT: number;
  133035. readonly RGB8: number;
  133036. readonly RED_INTEGER: number;
  133037. readonly RG_INTEGER: number;
  133038. readonly RGB_INTEGER: number;
  133039. readonly RGBA_INTEGER: number;
  133040. readonly R8_SNORM: number;
  133041. readonly RG8_SNORM: number;
  133042. readonly RGB8_SNORM: number;
  133043. readonly RGBA8_SNORM: number;
  133044. readonly R8I: number;
  133045. readonly RG8I: number;
  133046. readonly RGB8I: number;
  133047. readonly RGBA8I: number;
  133048. readonly R8UI: number;
  133049. readonly RG8UI: number;
  133050. readonly RGB8UI: number;
  133051. readonly RGBA8UI: number;
  133052. readonly R16I: number;
  133053. readonly RG16I: number;
  133054. readonly RGB16I: number;
  133055. readonly RGBA16I: number;
  133056. readonly R16UI: number;
  133057. readonly RG16UI: number;
  133058. readonly RGB16UI: number;
  133059. readonly RGBA16UI: number;
  133060. readonly R32I: number;
  133061. readonly RG32I: number;
  133062. readonly RGB32I: number;
  133063. readonly RGBA32I: number;
  133064. readonly R32UI: number;
  133065. readonly RG32UI: number;
  133066. readonly RGB32UI: number;
  133067. readonly RGBA32UI: number;
  133068. readonly RGB10_A2UI: number;
  133069. readonly R11F_G11F_B10F: number;
  133070. readonly RGB9_E5: number;
  133071. readonly RGB10_A2: number;
  133072. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  133073. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  133074. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  133075. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  133076. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  133077. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  133078. 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;
  133079. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  133080. readonly TRANSFORM_FEEDBACK: number;
  133081. readonly INTERLEAVED_ATTRIBS: number;
  133082. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  133083. createTransformFeedback(): WebGLTransformFeedback;
  133084. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  133085. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  133086. beginTransformFeedback(primitiveMode: number): void;
  133087. endTransformFeedback(): void;
  133088. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  133089. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133090. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133091. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  133092. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  133093. }
  133094. interface ImageBitmap {
  133095. readonly width: number;
  133096. readonly height: number;
  133097. close(): void;
  133098. }
  133099. interface WebGLQuery extends WebGLObject {
  133100. }
  133101. declare var WebGLQuery: {
  133102. prototype: WebGLQuery;
  133103. new(): WebGLQuery;
  133104. };
  133105. interface WebGLSampler extends WebGLObject {
  133106. }
  133107. declare var WebGLSampler: {
  133108. prototype: WebGLSampler;
  133109. new(): WebGLSampler;
  133110. };
  133111. interface WebGLSync extends WebGLObject {
  133112. }
  133113. declare var WebGLSync: {
  133114. prototype: WebGLSync;
  133115. new(): WebGLSync;
  133116. };
  133117. interface WebGLTransformFeedback extends WebGLObject {
  133118. }
  133119. declare var WebGLTransformFeedback: {
  133120. prototype: WebGLTransformFeedback;
  133121. new(): WebGLTransformFeedback;
  133122. };
  133123. interface WebGLVertexArrayObject extends WebGLObject {
  133124. }
  133125. declare var WebGLVertexArrayObject: {
  133126. prototype: WebGLVertexArrayObject;
  133127. new(): WebGLVertexArrayObject;
  133128. };
  133129. // Type definitions for WebVR API
  133130. // Project: https://w3c.github.io/webvr/
  133131. // Definitions by: six a <https://github.com/lostfictions>
  133132. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  133133. interface VRDisplay extends EventTarget {
  133134. /**
  133135. * Dictionary of capabilities describing the VRDisplay.
  133136. */
  133137. readonly capabilities: VRDisplayCapabilities;
  133138. /**
  133139. * z-depth defining the far plane of the eye view frustum
  133140. * enables mapping of values in the render target depth
  133141. * attachment to scene coordinates. Initially set to 10000.0.
  133142. */
  133143. depthFar: number;
  133144. /**
  133145. * z-depth defining the near plane of the eye view frustum
  133146. * enables mapping of values in the render target depth
  133147. * attachment to scene coordinates. Initially set to 0.01.
  133148. */
  133149. depthNear: number;
  133150. /**
  133151. * An identifier for this distinct VRDisplay. Used as an
  133152. * association point in the Gamepad API.
  133153. */
  133154. readonly displayId: number;
  133155. /**
  133156. * A display name, a user-readable name identifying it.
  133157. */
  133158. readonly displayName: string;
  133159. readonly isConnected: boolean;
  133160. readonly isPresenting: boolean;
  133161. /**
  133162. * If this VRDisplay supports room-scale experiences, the optional
  133163. * stage attribute contains details on the room-scale parameters.
  133164. */
  133165. readonly stageParameters: VRStageParameters | null;
  133166. /**
  133167. * Passing the value returned by `requestAnimationFrame` to
  133168. * `cancelAnimationFrame` will unregister the callback.
  133169. * @param handle Define the hanle of the request to cancel
  133170. */
  133171. cancelAnimationFrame(handle: number): void;
  133172. /**
  133173. * Stops presenting to the VRDisplay.
  133174. * @returns a promise to know when it stopped
  133175. */
  133176. exitPresent(): Promise<void>;
  133177. /**
  133178. * Return the current VREyeParameters for the given eye.
  133179. * @param whichEye Define the eye we want the parameter for
  133180. * @returns the eye parameters
  133181. */
  133182. getEyeParameters(whichEye: string): VREyeParameters;
  133183. /**
  133184. * Populates the passed VRFrameData with the information required to render
  133185. * the current frame.
  133186. * @param frameData Define the data structure to populate
  133187. * @returns true if ok otherwise false
  133188. */
  133189. getFrameData(frameData: VRFrameData): boolean;
  133190. /**
  133191. * Get the layers currently being presented.
  133192. * @returns the list of VR layers
  133193. */
  133194. getLayers(): VRLayer[];
  133195. /**
  133196. * Return a VRPose containing the future predicted pose of the VRDisplay
  133197. * when the current frame will be presented. The value returned will not
  133198. * change until JavaScript has returned control to the browser.
  133199. *
  133200. * The VRPose will contain the position, orientation, velocity,
  133201. * and acceleration of each of these properties.
  133202. * @returns the pose object
  133203. */
  133204. getPose(): VRPose;
  133205. /**
  133206. * Return the current instantaneous pose of the VRDisplay, with no
  133207. * prediction applied.
  133208. * @returns the current instantaneous pose
  133209. */
  133210. getImmediatePose(): VRPose;
  133211. /**
  133212. * The callback passed to `requestAnimationFrame` will be called
  133213. * any time a new frame should be rendered. When the VRDisplay is
  133214. * presenting the callback will be called at the native refresh
  133215. * rate of the HMD. When not presenting this function acts
  133216. * identically to how window.requestAnimationFrame acts. Content should
  133217. * make no assumptions of frame rate or vsync behavior as the HMD runs
  133218. * asynchronously from other displays and at differing refresh rates.
  133219. * @param callback Define the eaction to run next frame
  133220. * @returns the request handle it
  133221. */
  133222. requestAnimationFrame(callback: FrameRequestCallback): number;
  133223. /**
  133224. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  133225. * Repeat calls while already presenting will update the VRLayers being displayed.
  133226. * @param layers Define the list of layer to present
  133227. * @returns a promise to know when the request has been fulfilled
  133228. */
  133229. requestPresent(layers: VRLayer[]): Promise<void>;
  133230. /**
  133231. * Reset the pose for this display, treating its current position and
  133232. * orientation as the "origin/zero" values. VRPose.position,
  133233. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  133234. * updated when calling resetPose(). This should be called in only
  133235. * sitting-space experiences.
  133236. */
  133237. resetPose(): void;
  133238. /**
  133239. * The VRLayer provided to the VRDisplay will be captured and presented
  133240. * in the HMD. Calling this function has the same effect on the source
  133241. * canvas as any other operation that uses its source image, and canvases
  133242. * created without preserveDrawingBuffer set to true will be cleared.
  133243. * @param pose Define the pose to submit
  133244. */
  133245. submitFrame(pose?: VRPose): void;
  133246. }
  133247. declare var VRDisplay: {
  133248. prototype: VRDisplay;
  133249. new(): VRDisplay;
  133250. };
  133251. interface VRLayer {
  133252. leftBounds?: number[] | Float32Array | null;
  133253. rightBounds?: number[] | Float32Array | null;
  133254. source?: HTMLCanvasElement | null;
  133255. }
  133256. interface VRDisplayCapabilities {
  133257. readonly canPresent: boolean;
  133258. readonly hasExternalDisplay: boolean;
  133259. readonly hasOrientation: boolean;
  133260. readonly hasPosition: boolean;
  133261. readonly maxLayers: number;
  133262. }
  133263. interface VREyeParameters {
  133264. /** @deprecated */
  133265. readonly fieldOfView: VRFieldOfView;
  133266. readonly offset: Float32Array;
  133267. readonly renderHeight: number;
  133268. readonly renderWidth: number;
  133269. }
  133270. interface VRFieldOfView {
  133271. readonly downDegrees: number;
  133272. readonly leftDegrees: number;
  133273. readonly rightDegrees: number;
  133274. readonly upDegrees: number;
  133275. }
  133276. interface VRFrameData {
  133277. readonly leftProjectionMatrix: Float32Array;
  133278. readonly leftViewMatrix: Float32Array;
  133279. readonly pose: VRPose;
  133280. readonly rightProjectionMatrix: Float32Array;
  133281. readonly rightViewMatrix: Float32Array;
  133282. readonly timestamp: number;
  133283. }
  133284. interface VRPose {
  133285. readonly angularAcceleration: Float32Array | null;
  133286. readonly angularVelocity: Float32Array | null;
  133287. readonly linearAcceleration: Float32Array | null;
  133288. readonly linearVelocity: Float32Array | null;
  133289. readonly orientation: Float32Array | null;
  133290. readonly position: Float32Array | null;
  133291. readonly timestamp: number;
  133292. }
  133293. interface VRStageParameters {
  133294. sittingToStandingTransform?: Float32Array;
  133295. sizeX?: number;
  133296. sizeY?: number;
  133297. }
  133298. interface Navigator {
  133299. getVRDisplays(): Promise<VRDisplay[]>;
  133300. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  133301. }
  133302. interface Window {
  133303. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  133304. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  133305. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  133306. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133307. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  133308. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  133309. }
  133310. interface Gamepad {
  133311. readonly displayId: number;
  133312. }
  133313. type XRSessionMode =
  133314. | "inline"
  133315. | "immersive-vr"
  133316. | "immersive-ar";
  133317. type XRReferenceSpaceType =
  133318. | "viewer"
  133319. | "local"
  133320. | "local-floor"
  133321. | "bounded-floor"
  133322. | "unbounded";
  133323. type XREnvironmentBlendMode =
  133324. | "opaque"
  133325. | "additive"
  133326. | "alpha-blend";
  133327. type XRVisibilityState =
  133328. | "visible"
  133329. | "visible-blurred"
  133330. | "hidden";
  133331. type XRHandedness =
  133332. | "none"
  133333. | "left"
  133334. | "right";
  133335. type XRTargetRayMode =
  133336. | "gaze"
  133337. | "tracked-pointer"
  133338. | "screen";
  133339. type XREye =
  133340. | "none"
  133341. | "left"
  133342. | "right";
  133343. interface XRSpace extends EventTarget {
  133344. }
  133345. interface XRRenderState {
  133346. depthNear?: number;
  133347. depthFar?: number;
  133348. inlineVerticalFieldOfView?: number;
  133349. baseLayer?: XRWebGLLayer;
  133350. }
  133351. interface XRInputSource {
  133352. handedness: XRHandedness;
  133353. targetRayMode: XRTargetRayMode;
  133354. targetRaySpace: XRSpace;
  133355. gripSpace: XRSpace | undefined;
  133356. gamepad: Gamepad | undefined;
  133357. profiles: Array<string>;
  133358. }
  133359. interface XRSession {
  133360. addEventListener: Function;
  133361. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  133362. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  133363. requestAnimationFrame: Function;
  133364. end(): Promise<void>;
  133365. renderState: XRRenderState;
  133366. inputSources: Array<XRInputSource>;
  133367. }
  133368. interface XRReferenceSpace extends XRSpace {
  133369. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  133370. onreset: any;
  133371. }
  133372. interface XRFrame {
  133373. session: XRSession;
  133374. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  133375. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  133376. }
  133377. interface XRViewerPose extends XRPose {
  133378. views: Array<XRView>;
  133379. }
  133380. interface XRPose {
  133381. transform: XRRigidTransform;
  133382. emulatedPosition: boolean;
  133383. }
  133384. interface XRWebGLLayerOptions {
  133385. antialias ?: boolean;
  133386. depth ?: boolean;
  133387. stencil ?: boolean;
  133388. alpha ?: boolean;
  133389. multiview ?: boolean;
  133390. framebufferScaleFactor ?: number;
  133391. }
  133392. declare var XRWebGLLayer: {
  133393. prototype: XRWebGLLayer;
  133394. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  133395. };
  133396. interface XRWebGLLayer {
  133397. framebuffer: WebGLFramebuffer;
  133398. framebufferWidth: number;
  133399. framebufferHeight: number;
  133400. getViewport: Function;
  133401. }
  133402. interface XRRigidTransform {
  133403. position: DOMPointReadOnly;
  133404. orientation: DOMPointReadOnly;
  133405. matrix: Float32Array;
  133406. inverse: XRRigidTransform;
  133407. }
  133408. interface XRView {
  133409. eye: XREye;
  133410. projectionMatrix: Float32Array;
  133411. transform: XRRigidTransform;
  133412. }
  133413. interface XRInputSourceChangeEvent {
  133414. session: XRSession;
  133415. removed: Array<XRInputSource>;
  133416. added: Array<XRInputSource>;
  133417. }